Jump to content
This forum will be closing down. Please move to the respective dedicated project forums.

Search the Community

Showing results for tags 'system'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 6 results

  1. I built a 1st release of entity system with typescript. You can find the library at https://github.com/francoagusto/entities and here an example with a quick developed game shooter (crimson like): https://github.com/francoagusto/entities-example I hear suggestions.. Thanks
  2. While working on my current project, an RPG with a Pokémon-esque menu-based battle system, I've begun to struggle with figuring out how to have complex, multi-layer, text (BitmapText, rather than button or image-based) menus. By "multi-layer", I mean that a menu can bring up another menu, ad infinitum, all potentially with different menu layouts (a list or a grid, for example). By "complex", I mean that the selections within menus can have wildly varying results; there could be a different function called by each selection, or there could be a few different functions that receive different parameters depending on the menu selection. An example: -Fight -Talk -Use Item -Run Away Selecting Fight brings up the following menu that appears on top of or next to the previous menu: -Attack1 -Attack3 -Attack2 -Attack4 Selecting any of those attacks calls a particular function targeting an enemy. Selecting Use Item brings up the following menu: -Item1 -Item2 -Item3 Selecting any of those items would call a shared function, passing in the name and stats of the item as parameters. Selecting Talk calls a menu with a list of things to say. Each selection would trigger a short dialogue, with periodic menus of its own, before returning to the Talk menu (or the first menu). Selecting Run Away calls another menu: Are you sure? -No -Yes Yes ends the battle, closing all previous menus and opening up another image to show post-battle information, while no simply closes the yes/no menu and returns the player to control of the previous menu. Pressing the back button on any menu would return the player to the previous menu. So, does anyone know of an elegant way to implement such a system in Phaser? Suggestions, links to tutorials or guides, pseudocode, descriptions, and actual working Phaser code are all welcome. Something that minimizes hard-coding, so as to allow things like an external XML, JSON, or text file that contains, say, character dialogue, to create menus for branching dialogue purposes, would be even more amazing. I'd like to avoid using the DOM or anything outside of Phaser for visual display, but anything along those lines that anyone is willing to share could still be helpful. I'll be working on this for a while, so if no one has posted a better response, I'll try to sum up as close as I am able to get over the next week of work. Thanks!
  3. Hi everyone, A few weeks ago Ezelia started a thread about ECS and HTML5 games. As a big fan of this pattern, I decided to build and release my own engine. It is called makr.js and is available on Github (https://github.com/ooflorent/makrjs) under MIT license. A basic sample is available into examples/. The library must be build using grunt in order to test the sample. Any feedback would be appreciated! Update (2015-01-06): Version 2 is under active development (more information) Feedback is welcome!
  4. Hi, I made another particle system. This time with the guidance of this YT tutorial. I made a filter showing fire-like using this particle system. As I think this is a interesting topic to those newers like myself, I want to share my approach. The readme: /* README!! This particle system works with some sort of filters. How it works: x: x position, automatically added to Emitter's x (you can't have a particle floating around without a reference point) y: y position vx: x velocity vy: y velocity type: it could be either 'arc' or 'rect' size: the size of the particle, if arc, this represents radio * 2 opacity: self describing colorType: could be either 'rgba' or 'hsla' color: array containing the first 3 params of rgba/hsla, opacity is automatically added particles: the number of particles created every frame, bad performs when reaching the 10 value life: the number of frames this particle will live gravity: gravity force wind: wind force NO NEED to put every value in a filter, it has fallback values */Best regards. The Tutorial: Javascript Motion, Particles and More index.html
  5. I know this isn't much, but I wanted to share with you a simplistic and very basic particle system. This is my little contribution to those newers who want to experiment. Code in attached files. particles.bmp index.html
  6. This isn't necessarily a Phaser- specific question, but I'm just curious about the patterns that are being leveraged in the Phaser community.. In my current project, I'm following the simple and common structure that can be seen in things like XNA. That is, I have my entities acting as wrappers for the phaser sprite something like this: entities/foo.js FooEntityFactory = function(someInitParams) { //some initialization code return { sprite: game.add.sprite(10, 20, 'sprite1'); update: function(game) { //some update code } };};And then I can keep my states relatively tidy by not cluttering it with entity logic and leaving more room for state-specific logic: states/bar.js BarState = { entities: [], create: function() { this.entities.push(FooEntityFactory()); }, update: function(game) { this.entities.forEach(function(entity) { entity.update(game); }; }};However, I'm trying to get some ideas on out how to augment things with an Entity-Component-System pattern. Has anyone else organized their code in such a way that that utilizes this pattern? How about EC?
  • Create New...