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  1. 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'
  2. As we know render text in pixi have two great ways 1 text (base on canvas and do not worry about language) 2 bitmaptext (can render customize text from a pre-load map) These way will be blurred when I scale the stage (zoom up) because their resolution are fixed. Can I use the way in threejs,use some path and curve(like svg)to generate shape and use PIXI.Graphics to render? Or what else way can deal with the blurred problem?
  3. I've been playing around with pixi-layers for a few days now and I've noticed 2 things: The layer.on("sort", ...) callback is being called continuously (on each tick if I had to guess). Each elements within layers have an updateOrder attribute that's continuously incrementing: Screen Recording 2020-06-04 at 21.38.49.mov All of that lead me to believe that layers are being continuously re-sorted (I may be mistaken), and I was wondering what was the point of doing such thing? Wouldn't be better to listen for an element's zOrder to change? This behavior can be observed on the e
  4. Hello! I want to center the Container with the preservation of the perspective and so that it always fits into the window. But Pixi Container doesn't have a constant size. How do I achieve this?
  5. Hey guys, i tried to make a soft sprite animation with PIXI.js, i learn about the ticker and i tried to implement, but is a loop, and its no use because is a movimentation player. See the print Is a isometric map, and i need I need the player to walk the floors, i already do that, but not so that the animation is smooth, it goes from point a to b without any animation. I also tried to implement the smoothie library but it was not possible. i stay waiting for responses, sorry for my bad english;
  6. So I started a project in es5 javascript and put everything in one huge game file. This quickly became hard to manage so I decided to use ES6 Javascript and break things out into their own classes. However, I then realized that there are times when these different classes need to display and modify the same data. In a part project I've used Redux with react which was pretty awesome, and I've used shivering very similar in angular 2 (Ngrx library). In another post about React it seems like people are saying the virtual DOM, JSX, and all that is pretty much useless with the way that phaser
  7. This is my code right now to check if left or right mouse button is down: // Left button down app.stage.on("mousedown", function() { // code... }); // Right button down app.stage.on("rightdown", function() { // code... }); But it doesn't seems to be possible that both events happen at the same time. How would I check if both mouse buttons are pressed? Left and right.
  8. Hi guys, How do I make it that the black square moves with the red square but NOT scale? Example: jsfiddle When you click on the small blue square the big white square gets smaller. The big red square scales with the white square. This is what I want but... the little black square should not scale but change position, is that possible? The black square should be in the red square BUT with the same height and width.
  9. Let's say I make a game in Phaser that: contains just a single scene on that scene there is a giant tilemap loaded with collisions set with ,setCollisionBetween() or similiar there are multiple sprites scattered all across the map, they collide with the player How does Phaser handle the tilemap, the sprites and collision in this case? Does it update the entire tilemap wherever the player is or only the chunk that is currently within the camera bounds? Does it check collisions with tiles and sprites that are only within the camera bounds or everywhere on the map despit
  10. Hello guys, I'm new to game development but I have some background on HTML/CSS/JS that's why I found Phaser perfect for me. So far I'm really loving it but can't understand some basic game logics. For example: What is the best way to build platforms? I was reading about groups but not sure is it the right way to do it. Let's just say that I have sprite and I want to build specific pattern. So far I tried : Every platform is diffrent sprite Using single tile to build platforms Also is there any books or other sources for information about game logics and good practices?
  11. So I've been following along with a tutorial to make my first game in Phaser. I'm trying to understand everything the tutorial is saying, but I can't find an explanation for everything. For example, the background image being used in the game is 400x32. However, the tutorial says the following: // Scale it to fit the width of the game (the original sprite is 400x32 in size) ground.scale.setTo(2, 2); My question is this; if the original size is 400x32, then why does seting the ground scale to 2, 2 work out? The game made in the tutorial works, and the ground does fit the width,
  12. Hey guys, I made a game on my Macbook pro, I use scale.set() in many places and use the screens height/width to help place sprites. The problem is that my Macbook has a retina screen (which has a pixel density of 2.0). When I play my game on a non-retina (normal 1.0) screen the game is blown up to look massive. The way to fix it would be to divide any numbers I use for size/position by the pixel density. This however seems weird as I have to have this everywhere somevar * game.device.pixelRatio Is there a way to do this better?
  13. I'm trying to update a rectangle drawn using drawRect by changing the value of fillColor but I can't get it to work. Here's my code: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create}); function preload() { } function create() { this.rect = game.add.graphics(0, 0); game.stage.backgroundColor = '#FBFAFA'; this.rect.beginFill(0xf44253); this.rect.lineStyle(15, 0xf44253, 1); this.rect.drawRect(350, 250, 100, 100); game.input.onDown.addOnce(changeColour, this); window.graphics = this.rect; } function changeColour() { debugger;
  14. Hi guys, I was wondering, how do I get my picture added to that top image thing on the homepage? Yknow it shows like a posts image, then u can check out the link below it? Thanks,
  15. Hello, guys. I'm trying to set up a workplace using CreateJS and Typescript. So far I tried only to use VisualStudio for this. I see everyone using the "createjs." namespace, can't find it in .d files from here: https://github.com/borisyankov/DefinitelyTyped Or is there another way of using Typescript with all the typing, intellisense and debugging?
  16. Hello. I am very new to PIXI, so please bare with me. I have been in search of good API for my game. The game uses a map which contains tiled images as well as a bunch of path on the screen. Think Google Map, except a lot simpler. I was able to use PIXI to implement the map background where it scrolls and loads tiled map images as needed. I was also able to draw paths onto the map. Now the problem is that I cannot figure out how to interact with those paths. I used PIXI.Graphics to create and draw a path. I applied mouse events to it. But no event is fired. I
  17. Covacs

    Painting Shots

    Hi, im new here. I have one big doubt, I´m making a game where you shoot ink, and I'd love to staint the floor with it. But I don´t know how. Does anyone know how to do it? Any ideas? Thanks.
  18. Hello, Phaser Community! I'm new to HTML5 development, and i've got some problems. Currently i'm working on platformer movement. If a character moves to the edge of the platform, he gets instantly moved to the beginning of that platform, GIF - http://imgur.com/4mKZoH3 Here's my Level1 code: Game.Level1 = function(game){}; var map; var layer; var player; var player_test; var heart; var MAX_SPEED = 48; var ACCELERATION = 1; var DRAG = 500; var GRAVITY = 920; var JUMP_SPEED = -250; var RIGHT = true; var LEFT = false; var JUMP_TIME = 0.5; Game.Level1.prototype = { upInp
  19. Alright, been stuck on this for a few days and starting to think I'm overlooking a very simple solution. I have a character that I want to walk back and forth on the screen. He needs to walk to one edge, turn around, then walk to the other edge, again turn, walk, etc.; rinse and repeat. I've tried simply '+=' and '-=' on his x coord with an if statement but he wont seem to walk in the other direction. Example, writing 'steve.x += 1;' then 'steve.x -= 1;' won't work. He gets to one edge but then stops. I've also tried using tweens but he seems to become jittery as he's a spritesh
  20. I'm really liking Phaser, and am trying out converting a WIP Flixel project. I'd like to do a bloom filter over the whole canvas. What's the best way of going about this? I have a working bloom filter already; I'm just trying to figure out how to apply it to an entire Game or State. Sprites seem to have the filters property, but Game doesn't seem to have an equivalent. I've tried drilling into the Pixi code, but its filters don't seem to be superclasses of Phaser's filters, and I thought I'd ask a question before hacking away any further.
  21. sprite.events.onInputUp.add(function(){},this); game.input.onUp.add(function(){},this); They are triggering when I click sprite.help!
  22. Hello fellow 3D engineers, at the moment I'm working on a replacment of our old 3D system (was a plugin). I am using babylon for this and I am really impressed so far. The work flows easily through the hands. So I have a small problem, might be a really small one. We have a costumizeable pavillon. I build the Roof construction for one side of the roof. (it has a repeating triangular form). Then merged the mesh, created six instances and rotated them around the center to place them properbly. The main work is finished (calculation and boolean subtractions). Now I just want to polish the sc
  23. Take a look at the WebGL rendering in this fiddle: http://jsfiddle.net/intrinsica/L9z655jy/ Note the extension of the polygon beyond the 200px width it is defined to be. Is this a bug or a feature? If it's a bug, I'll file an issue. For reference, the fiddle includes a PIXI Canvas rendering and a ProcessingJS rendering. Thanks.
  24. Hi, I have been using Pixi.js for a few months now and I am wondering if it is possible to erase lines drawn on a PIXI.Graphics object. Basically I have some functionality where I am able to draw on a Graphics object on a Sprite using mouse and touch events. My issue is that the sprite has a texture which is not just 1 color. If the texture was blue I would just draw with blue color to "erase" the lines i had drawn earlier with another color. If I was not using Pixi.js I could use the functionality shown here: http://cssdeck.com/labs/jwvajze4/ This eraser functionality is excactly what I
  25. In my game I want an animation to play when the player collides with a red block and dies. I used the arcade physics system and said a function called gameOver should trigger when the player and a block overlap. The animation I'm using is an explosion, the function then calls for the player to be killed and removed from the canvas and for the explosion sprite to be added and for it's animation to play. The problem is that the function only plays the first frame, I'm assuming this is because either the function only runs once after they overlap or because the player dies and therefore without t
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