Jump to content

Search the Community

Showing results for tags 'pattern'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 5 results

  1. There is a PATTERN game at https://www.html5pcode.com/a1ypatternfit.htm that was designed to teach the art of coding. It uses structured programming, so it is easy to follow the logic of the design. The game is divided into small self contained pieces. It has a main program and a subprogram. The subprogram has routines that perform specific tasks when they are called by the main program. The game has links to YouTube videos that describe the operation of the main program and the subprogram routines. Once you learn how to design games like this one, you can go on to design your own games in Jav
  2. Hi, Phaser devs! I'm developing a game using Phaser with TypeScript and what I'm trying to achieve is this: var component:AwesomeComponent = actor.getComponent<AwesomeComponent>(); I know there's a workaround by constructing objects of type T. But I don't like it because I'd probably need to define tons of different constructors to represent all differents kinds of components. What I'm doing so far is passing a string with the type (of course a number would be better, but I'm still prototyping): getComponent<T>(componentType:string): T { for (let i = 0; i &l
  3. Hi, I have implemented a simple Observer Pattern library in TypeScript/JavaScript which does not require inheritance. I have called it Paon (French name for a bird with many "eyes" on its feathers). It is available in my GitHub and in npm. Any feedback would be greatly appreciated. Paon An Observer Pattern Component in TypeScript/JavaScript. No dependencies. No inheritance is required. Observable is just a component inside an object. Observers are just functions. Installation npm install paon To compile the TypeScript source to Jav
  4. In this article I show a design pattern of writing a HTML5 game in phaser, specially helpful for writing larger games. Phaser is one of the best HTML5 game development frameworks in the wild west of Javascript world. It is certainly a powerful tool when used carefully. Phaser imposes no design decisions over you, it gives you complete freedom over what design patterns you want to choose. I have been using Phaser for more than a year. With time, I created a ‘design pattern’ which would be helpful in making games. I also created some tools to help me in C++ and FreeBASIC like the one which
  5. This isn't necessarily a Phaser- specific question, but I'm just curious about the patterns that are being leveraged in the Phaser community.. In my current project, I'm following the simple and common structure that can be seen in things like XNA. That is, I have my entities acting as wrappers for the phaser sprite something like this: entities/foo.js FooEntityFactory = function(someInitParams) { //some initialization code return { sprite: game.add.sprite(10, 20, 'sprite1'); update: function(game) { //some update code } };};And then I can keep m
×
×
  • Create New...