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  1. Play It Now: https://cutedressup.com/game/my-sweet-strawberry-outfits/ Hey girls, welcome to the My Sweet Strawberry Outfits game. Rainbow high girls Skyler, Sunny, Ruby, and Violet are planned to do something special on their weekend. They have an idea to design their own strawberry outfit. Help them with the clothes to create a cute outfit, and complete the look with makeup. Have fun! #dressup #makeup #outfits #girlgames #cutedressup #rainbowhigh #rainbowgirls #strawberryoutfit
  2. Hi, I am working on my first 2D game with phaser 3. I have set up vscode with node https server and running it to deploy the game on localhost. While the game gets compiled successfully and deployed I get a run time error when executing the collider and overlap function. For the time being I have a title screen with "welcome to my game" text and it is clickable. One you click that you are navigating to play scene. When naigating to play scene I am getting the error displayed in the following scrren shot. I suspect that this is caused by 'this' keyword and the scope of it. But I have no id
  3. Hello, I just started learning Phaser 3, 2 days ago so I am very new. I am currently using the latest version of Phaser 3, developing using webpack and npm to bundle and serve to a Firefox browser. Right now, I'm trying to create a game where the main character (ninja) is being controlled by the user's cursor. How I have done this, is basically when the cursor moves, the character sprite will move along with it. this.input.on('pointermove', function (pointer) { this.ninja.x = pointer.x; this.ninja.y = pointer.y; }, this); this.ninja.body.setAllowGravity(f
  4. Right now, my main game has 2 scenes: The main game A score counter HUD at the top I am trying to create a Game Over screen with a Play Again button, where once the button is pressed, the score is reset and the main game is reloaded. Currently I am doing this: this.play_again_button.on('pointerdown', () => { console.log('Play again button has been clicked'); this.scene.stop(); this.scene.launch('Game'); this.scene.launch('Score'); }); Where basically, the current "Game Over" screen is stopped, and the 2 scenes for the main game mentioned above
  5. Hello all, I recreated the scrolling text box tutorial in my game. However, it is running a bit glitchy on mobile. For example, if I swipe up, the text first goes down for a second and then follows my finger up. You’ll see the problem if you open the tutorial on mobile. Any thoughts? I copied my code below. var graphics = scene.make.graphics(); graphics.fillRect(x, y + 10, width, height - 20); var mask = new Phaser.Display.Masks.GeometryMask(scene, graphics); var text = scene.add.text(x + 20, y + 20, content, { fontFamily: 'Assistant', fontSize: '28px', color: '#000
  6. How to move an object towards another in phaser 3
  7. Hi everyone! Before anything I wasn't sure if this was the correct place to post this, please moderators move it as you consider if this should go to some other place like Projects and Demos. https://github.com/damian-pastorini/dwdgame Also, please consider that this is my first implementation ever! I've never used neither Node.js, even less Parcel, Colyseus or Phaser, my world before this first incursion in game development was all about PHP and Magento, so that should give you an idea from where I'm coming. This quite awful but working example took me 75hs, incl
  8. Hi everyone, We're looking for experienced Phaser 3 developers to build mini games for an upcoming 2D MMO. Details below: ------------------- ABOUT NORBY Norby’s World is a fun virtual world that helps kids learn English. The application is targeted at children 5+ and has a strong focus on speech recognition to help kids with their spoken English. DELIVERABLES You’ll be responsible for building mini-games within the world.
 REQUIREMENTS • Strong proficiently in Javascript.
 • Experienced with Phaser3 framework.
 • Portfolio of existin
  9. I have a sprite that I want to scale which I use the setDisplaySize function, but it seems that once I change the size the bounding box doesn't follow the new shape of the sprite. How can I fix this?
  10. I'm looking for a way of creating an enclosed perimeter with dashed border. It will contain only vertical and horizontal lines, but the path can be complex. For example let's just imagine I need to draw Tetris figures (no fill, just perimeter) with dashed line. As far as I can see in the documentation figure stroke and lines can only change color and alpha. Any suggestions of achieving the dashed line effect are appreciated. Thanks in advance.
  11. Hi everyone. I'm trying to implement a pause option in my game. I have two scenes, the scene where the game is being played and the scene when it's telling you that the game is paused. From the playGame scene I have this code to move to the paused scene goToPaused(){ this.scene.pause(); this.scene.start('paused'); } This works as intended. The playGame scene is paused and it starts the paused scene. Now, from my paused scene I have this code to resume the playGame scene and stop the paused scene. resumeGame(){ this.scene.stop(); this.scene.resume('playGame'
  12. Hi! I'm working on a project where I have a Map scene. I remove and add this scene to the phaser game a lot because I have to populate map depending upon the data I provide to this scene. After updating the map many times, it just vanishes and doesn't render and it happens randomly. I'm creating some images and texts in the map scene that change depending upon the data I pass in Init function of the scene. this.game.scene.remove('map'); let map = new Map(); this.game.scene.add('map',map,isLoaderComplete,mapData); I'm also attaching a screen shot. Any help would be much appreciated, Than
  13. Introduction I am a big fan of strongly typed programming languages, and a big fan of Phaser. So TypeScript was a no brainer for me. The thing about TypeScript and phaser for me was a bit of a learning curve in terms of project setup and configuration. The last thing I was using was a combination of gulp, browserify, watchify, and uglify. Plus, setting up a nodeJS server, in order to boot phaser in localhost, and furthermore, run the server in a cloud service, in my case, I used Heroku. This can be a little bit of a turn off for most users who just want to start building video g
  14. I want to deploy my game to Android through Apache Cordova, so I need buttons on screen for movement. I have tried it doing and almost succeeded. I am using Phaser 3.24.0 and Arcade Physics. My independent move function: function move(dir) { if (dir == "left") { this.player.setVelocityX(-100); this.player.anims.play('move', true); this.player.flipX = true; } else if (dir == "right") { this.player.setVelocityX(100); this.player.anims.play('move', true); } else { this.player.setVelocityX(0);
  15. I’m trying to make a game with a rocket ship navigating in a cave. The cave is broken up into 400x400 big tiles that’s combined to form a bigger cave. They all have physics-maps from “PhysicsEditor” that seems to work correctly. My tileclass: export default class Tile extends Phaser.Physics.Matter.Sprite { constructor(scene, x, y, sprite, phymap) { super(scene.matter.world, x, y, sprite, 0, { shape: phymap }); this.setStatic(true); this.setBounce(0.05); scene.add.existing(this); } } And these are added in game.js: tilemap[1][0] = new Tile(this
  16. Doctor Simon's Time Crash (Download in Google Play) Doctor Simon's Time Machine has crashed and now he is stuck in a time loop! You're his only hope to come back to the present. Memorize the shapes and colors of the combinations and click the buttons on the correct order to break the loops. Travel through time and discover new ages and backgrounds. Play with special features and bonus and unlock all the rewards to complete the game. I developed this game for Ludum Dare, a JAM event in which you have to create a game from scratch in 72 hours or less. In this case, the selec
  17. //In the following phaser programme a player is shown which can be moved using the arrow keys. //The platforms contains some pictures above them, when the player collides with any image, //Scene changes and the corresponding video plays on the new scene. //Assets used are 1 image for background, 1 for platform, 3 for interaction with player, //1 player sprite sheet and 3 videos. //We will create the first scene GameScene1 var GameScene1 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene1 () { Phaser.Scene
  18. //Using tweens and particles to simulate the smokey emissions of a rocket in Phaser 3. var config = { width: 1280, height: 720, type: Phaser.AUTO, autoCenter: Phaser.Scale.CENTER_BOTH, physics: { default: 'arcade', }, //We us the default arcade physics game engine. scene: { preload: preload, create: create, update: update } }; var player; var cursors; var smoke; var game = new Phaser.Game(config); function preload () { this.load.image('bg', 'assets/space.jpg');
  19. //Here is a template for scenes in Phaser3. //This can be used to ease the development of Phaser 3 games. New scenes can be added in a similar manner and existing scenes can be removed easily. //For any changes in the number of scenes do not forget to make appropriate changes in the scene:[ ] in the config settings at the end of the code. //Each scene is labelled with corresponding scene number. //The scenes can be switched to the next scene using the next button. //The main menu button can bring you back to GameScene1 from any other page. //Each Gamescene has 4 functi
  20. I made a small game for moving an image to a location where the use clicks. The game is set in space where the user is controlling a rocket The catch to this game is the place the user clicks, the rocket as well as the asteroid moves. So, the user has to avoid the asteroid and keep moving. There are two scenes in this game. Scene 1- Here is the main game In preload, we load 2 images this.load.image('Ship', 'ship.png'); this.load.image('asteroid', 'asteroid.png'); In create, we add these images to the scene source1 = this.physics.add.image(100, 300, 'Ship');
  21. //Flap zone The code creates a square-shaped zone and when our game object crosses the zone, the zone gives an indication by changing its color. var config = { type: Phaser.AUTO, width: 800, height: 600, parent: ‘phaser-example’, physics: { default: ‘arcade’, arcade: { debug: true, gravity: { y: 200 } } }, scene: { preload: preload, create: create, update: update } }; var zone; //declare variable new Phaser.Game(config); function preload () { this.load.image(‘block’, ‘assets/sprites/block.png’); //block image } function create ()
  22. // In this game, the user moves around the map as a Mummy and has to go towards the pumpkin // to proceed to the next level, in this example I have showcased Animation, Scene change and // Collision in Phaser 3. // creating Game Scene 1 var GameScene1 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene1 () { Phaser.Scene.call(this, { key: 'GameScene1' }); }, // In the preload function, we load the objects from either from the web server or the local // directories of the user. preload: functi
  23. I made this collaborative drawing game for Ludum Dare 47 in order to learn Phaser 3. LoopyDraw Entry Page If you try it, please keep the drawings relatively family-friendly. There are a lot of young kids playing it.
  24. How about Internet users? I am new to the forum and I have a very small javascript tour, perhaps my problem was that as soon as I entered javascript a friend was teaching me React. Sorry for my bad English, I'm Spanish-speaking. I suppose that many have already touched on this topic but I want you to clarify my doubt that if you can or not, to start with phaser I have more or less a week I did a lot of practices and everything was fine, but when I decided to create a platform project myself Example they have in phaser but in es6 and typescript I wanted to implement the philosophy of
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