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  1. How to move an object towards another in phaser 3
  2. 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
  3. 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
  4. 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?
  5. 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.
  6. 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'
  7. 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
  8. 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
  9. 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);
  10. 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
  11. 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
  12. //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
  13. //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');
  14. //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
  15. 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');
  16. //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 ()
  17. // 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
  18. 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.
  19. 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
  20. Hello, I'm looking at creating a fully responsive Phaser 3 game that would work for mobile (landscape/portrait) and desktop. I've been working with game development for a couple of years and I have a total of 7 years of programming experience. I recently started creating a game in Phaser 3 (5 months ago) and found it difficult to scale the game assets if you want the canvas to fit the entire parent div (which happens to be 100% window height and width, without using fullscreen). I've attached an image that somewhat describes what I'm trying to achieve. If the blue rectangle was the canvas I
  21. Hi all, Sorry if this is a very newb question... I have created a scene that uses a class instance. Within the class that is called, I have a constructor method that renders an image to use. The constructor method looks like this: export default class Gamepiece { constructor(scene){this.render = (x,y,sprite) => {let gp = scene.add.image(x,y,sprite).setScale(1.0,1.0).setDepth(100).setInteractive(); scene.input.setDraggable(gp);return gp; }} I call the class from a scene, and the returned class instance works fine until I try to apply drag events to it. Here is the working c
  22. I made a game in a week for a game jam with Phaser 3 and React: itch.io's page: https://ldd.itch.io/re-wand Youtube let's play (not by me):
  23. Hi, I'm trying to develop a game in Phaser 3 where player is able to select a stage (basically a scene) of their choice. I want this selection menu to be like a map. This is how SVG file looks like. <svg> <g> <path id="land" class="land" d="M138.114,402.543l0.683,1.604l-1.204.(truncated)"> <path id="ice" class="ice" d="M238.114,402.543l0.683,1.604l-1.204..........."> <path id="water" class="water" d="M538.114,402.543l0.683,1.604l-1.204........"> </g> </svg> How do I add event to each of these path ? They
  24. I am trying to get all the children of a container displayed inside a zone. var container = this.add.container(200, 200); var sprite0 = this.add.sprite(0, 0, 'box'); var sprite1 = this.add.sprite(0, 100, 'box'); container.add([ sprite0, sprite1 ]); var graphics = this.add.graphics(); var color = 0x00ffff; var thickness = 2; var alpha = 1; graphics.lineStyle(thickness, color, alpha); graphics.strokeRect(32, 32, 256, 256); graphics.fillStyle(color, 0); graphics.fillRect(32, 32, 256, 256); container.mask = new Phaser.Display.Masks.Geome
  25. Hi all, I'm making a shmup game at the moment. I'm trying to animate player's diagonal movements but can't get it to work. Any help you could offer would be greatly appreciated. First, I created the animation: this.anims.create({ key: 'rightUp', frames: this.anims.generateFrameNumbers('player', { start: 30, end: 33 }), frameRate: 10, repeat: -1 }); then when the player wants to go up&&right: if(this.keyLeft.isDown&&this.keyUp.is
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