Jump to content

Search the Community

Showing results for tags 'structure'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 9 results

  1. Gammerr

    Phaser States

    So states are the right way of creating screens in the game, right? So let's say I have a menu state and I have a game state, so my game state looks like that: var gameState = { init: function(levelData) { this.levelData = levelData++; }, create: function() { var jumpLebel = game.add.text(140, 200, 'press ESC to jump to MENU', { font: '25px Arial', fill: '#ffffff'}); var escKey = game.input.keyboard.addKey(Phaser.Keyboard.ESC); escKey.onDown.addOnce(this.goToMenu, this); }, start: function() { this.game.state.start('menu', true, false, levelData); } }; Wh
  2. Hi everyone. I have experience with phaser making small arcade like games. But I now want to make a larger platformer with worlds. I cant figure out how to organise my code for each world and how to switch between worlds. Can anyone provide me with some guidance on how I can do this?
  3. Hello! I have the following task to do in the next following 3 weeks: create a real-time multiplayer strategy game. I have no experiance in making multiplayer games, no experience in phaser io, node js or using web sockets. But I am a fast learner and I already learned a few things about those libralies. I am thinking of using Angular and phaser for the client side. Nodejs and socket io for the server side. The thigs I need to be done: -multiple game rooms -states for the game(menu, playing, game) -user authentication -interacting on a MySQL table for users (connecting two servers)
  4. Hi there! So basically, to cut to the chase. I have an issue that isn't really causing problems as of yet, but I'm worried that it might in the future and I'd rather not get into a habit now that might come back to bite me later. My question is simply as stated above, can there be such a thing as too many JavaScript files in a Phaser game project? I understand the answer to this is yes, but how many would you advise as the cut off point? To help with this I'll provide a little context. I'm currently making a project at the moment as a sort of test bed for a new game idea, but current
  5. Hi All, Anybody in here already create game using phaserjs and embeed to moodle ? i have some problem to do that, if anyone have success, please give me advise. Thank You, P
  6. Hi guys, I am a new member to this community and entirely new to HTML5 game development. I came across Pandajs on my search for a viable 2D game engine with which I can pick up and excel my skills in HTML5 game development. Thanks to enpu for making this game engine! The below links and examples from github helped me to overcome issues during my initial stages of development. Like adding Sprite, Animations and Containers and also creating Modules and Classes. Even though I was able to achieve these, there are these couple of concepts which I am still unclear of and need help from someone t
  7. Hello! I've been trying out Phaser for mini games that make a part of a larger whole. So far it's working out great and haven't bumped into any problems yet with the games. Problem is that they will go into a semi large project and in order to keep a good structure and compile times down I'd like to know how to be able to work on the games separately from the main app. The games themselves will also have states of their own. Basically what I'm looking for is a solution like loading a sub.swf into a main.swf at some point in time and then later unload it again. I've searched but haven't
  8. Recently I have been following an ongoing discussion regarding mobile performance and efficiency. One of the recommendations that caught my eye was to avoid classes and prototyping altogether because they can slow down the performance significantly. So far I have structured my code by creating separate class objects in different files by using prototypes. class = function () {}class.prototype.myMethod1 = function () { console.log('myMethod');}class.prototype.myMethod2 = function () { console.log('myMethod2');}In this regard, I am wondering what is the recommended and most efficient way
  9. When using Flixel I would have a gamestate, a player, enemy, perhaps coins etc as separate classes. Maybe a registry that stored assets etc. I had been tooling around with ImpactJS and that framework uses a similar structure. How do I implement a structure like this with a Phaser game? I only want the the index.html to set the css etc and load the game.
  • Create New...