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Found 6 results

  1. Hello everyone, currently I'm developing a small game and I want to have multiple animation sets from the same sprite sheet, they're done with aseprite. I've implemented a simple loader (in typescript), which loads all the sprite stuff correctly (json atlas), but when generating the animations it stops working if I specify the start and end properties of the configuration object, for the Scene::anims#generateFrameNames(string, object) method. Note that the error is thrown when using the animation, not when creating it! Also anim comes from a valid array of objects (As they work when not using "tags"). Animation.js:1006 Uncaught (in promise) TypeError: Cannot read property 'frame' of undefined at Animation.setCurrentFrame (Animation.js:1006) at Animation.updateFrame (Animation.js:1041) at Animation.load (Animation.js:509) at AnimationManager.load (AnimationManager.js:438) at Animation.load (Animation.js:420) at Animation._startAnimation (Animation.js:583) at Animation.play (Animation.js:530) at Sprite.play (Sprite.js:136) at TestDamages.eval (TestDamages.ts:84) at step (TestDamages.ts:45) Code examples (note that it's written in Typescript 3, but the language is not supported) This works so far: export class SampleLoad { /** * Loads the animation object. */ private readonly loadAnimation = (anim: any) => { this.anims.create({ ...anim, frames: this.anims.generateFrameNames(anim.frames) }); }; } However, adding "Tag detection" feature does not, and I'm ensured (Tested so far) that the tag will contain two valid values for tag.from and tag.to: export class SampleLoad { /** * Loads the animation object. */ private readonly loadAnimation = (anim: any) => { const { meta } = this.cache.json.get('json@' + anim.frames); let cfg: any; const tag = meta.frameTags.find((s: any) => s.name === anim.tag); if (tag && tag.from !== tag.to) { cfg = { start: tag.from, end: tag.to }; console.log('Tag found', tag, cfg, anim); } this.anims.create({ ...anim, frames: this.anims.generateFrameNames(anim.frames, cfg) }); }; } Thanks for your help! PD: The syntax highlight is quite broken, sorry for that...
  2. How to load sound in a game at runtime using ajax call
  3. I have created one path and I have a scenario to update that path run time and according to that path I need to update tube according to the updated path, can anyone help me for this.
  4. I created a plane by using this.plane = BABYLON.MeshBuilder.CreatePlane("plane", { width: 0.5, height: 10 }, scene, true); and then I try to modify the plane height in rendering, but the height is not changed. this.laserV.height = xxx; But seems the plane height is never changed.
  5. Hi, I am developer of Overlap2D, which is an open source level and ui editor. Overlap2D's main logic is to give level designer a way to composite a big non tiled map of nested things, and export that as JSON. Later a developer can use any framework/language of their choice to load, render and use that map the way they see fitting, given there is a runtime lib made for that language/framework. Check out our website and main video if it's still unclear: http://overlap2d.com/ Now to the point, originally we had a runtime for libGDX, and currently are adding a runtime fo Haxe. I am thinking next step should be Phaser. And I am happy to make a runtime for it. I am going to kickstart the process, open a repo on github, start making a skeletal half working version. And if you guys are interested in having a level editor for phaser, I hope you can also contribute a bit too to that repo, in order to make sure it is written in the "phaser" style. Overlap2D renders things like, Images, Nested Groups with layers, Sprite Animations, Spine Animations, Spriter Animations, Particle Effects, Labels, Custom shaped polygons, 9patch slices. We support adding physics data to any item as well as physics shapes. Substituting custom shaders, adding tags, custom variables and identifiers to scene items, and so on. I would be happy to bring this to phaser, and would appreciate any help (mainly questions I have) if possible. And also, please speak up if this is something you will like to use, while using phaser Best.
  6. Hello, I have a game that uses many sounds , i don't want to load all sounds at the start of the game this will make this will make the player waiting for 5 min . I need to load one sound and play it when player click a button. i did this : //when player click a button this.game.load.audio("apple", ["assets/sounds/apple.mp3"]); var _sound= this.game.add.audio("apple");_sound.play('',0,1,false) but the console say : Phaser.Cache.getSound: Invalid key: "apple" any solution ? Thank you.