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  1. I have image in pixijs app. I need to hide it then show it with door open like effect (as seen in attached picture) var pixiapp; var pixiloader = PIXI.Loader.shared; initpixiapp(); function initpixiapp() { pixiapp = new PIXI.Application({ width: 1280, height: 720 }); document.getElementById('canvas-container').appendChild(pixiapp.view); pixiloader.add('images/img1.png').load(handleimagesload); } function handleimagesload() { var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture); pixiapp.stage.addChild(img1); // here will the t
  2. Hello! I am using the following code (which is a simplified snippet in order to make it more readable): which is a simplified snippet in order to make it more readable var player; var box_tnt; function create (){ this.physics.add.collider(player, box_tnt, hitTnt, null, this); } //the function hitTnt stop the game because the player died function hitTnt (player, boxes){ this.physics.pause(); player.setTint(0xff0000); player.anims.play('default'); gameOver = true; textGameOver.setText('GAME OVER'); } Actual comportment: when the player hit the bomb: player
  3. In my game, I want to show on the UI when a power up is unavailable due to a cooldown. I figured the easiest way to do this is to change the button of the power up for the duration of the cooldown. Now I have this working but only for one of the buttons. It seems that the timed event is conflicting with other functions. function sendUnit1(stu_button) { stu_button.frame = 3; game.time.events.add(time, function(){stu_button.frame = 0}, stu_button); } function sendUnit2(fac_button) { fac_button.frame = 3; game.time.events.add(time, function(){fac_button.frame = 1}
  4. I am trying to add a simple countdown timer to a Phaser game. When the timer ends I want the game to restart. After adding the timer code there are no errors in the console but I can't get the timer to appear on the screen. Where I am going wrong please? I am new to Phaser and am still learning Javascript - any help would be greatly appreciated! Please see my code below (for clarity, I have only pasted the relevant code, not the whole thing). Thanks for any help in advance. PlayState = {}; PlayState.init = function () { //.... }; PlayState.preload = function () { //.... }; PlayState.cre
  5. Probably more of an issue with my js knowledge but how can I pass a parameter, for example here one of the sprites? (edited version of the lab, https://labs.phaser.io/edit.html?src=src\time\timer event.js ) function update() { atlasFrame.rotation += 0.01; singleImage.rotation += 0.01; let timedEvent = this.time.delayedCall(3000, stopRotation, [], this); } function stopRotation(spriteName){ let spriteNamehere = spriteName; window[spriteNamehere].rotation=0; }
  6. Hi everyone, // If I make grammar mistakes, please excuse me. I'm still not fluent in English ahah I'm a beginner on Phaser, had to have a look into that for my courses. I'm now upgrading a basic tutorial and I want to use a timer (a countdown) in that game but it really doesn't work, it only create a black screen. To do this, I followed this tutorial : https://www.joshmorony.com/how-to-create-an-accurate-timer-for-phaser-games/ I tried other, without success. Some were a bit to hard to understand, others were pretty ugly ! So here is the code I used , can you help me ? :
  7. From what I can understand there is only one global 'timer' in phaser. This has presented a problem for my game which involves several one-shot timers for the intro. I would like to iterate over a block of text with a timer, based on the one I found in the examples for multi-timer. Then I would like to spawn additional one-shot timers for objects. The problem is, having timers outside of functions appears to be impossible. Meaning timers can only modify and existing timer within a function. The end result is tons of nested timers launching timers and duplicating content, which is a mess
  8. Hello, I know Phaser has built in timer. I assume it's designed to support game pause. Could anyone share idea, how game pause should be implemented? Lets assume I used only Phaser's timer class. Is there any way to stop them all and later resume them all? Of course I can do it manually for each timer, but what if later I will add some more or I miss some? It's better to have some kind of global pause for all timers =) Thanks in advance
  9. Hi All, I've seen discussions about the use of timers for control of timed repetition, and examples that use Phaser.time as well as others that use the setInterval mechanism. My question is - is there a best practice recommendation on which way is better? In my situation, I require the use of intervals in order to move a character sprite along a predefined path (generated by A*). There appear to be a number of different ways to do this, and the interpolation function popped up during my research as well. I'm keen to find out the trade offs and decision making involved by folks, a
  10. I'm currently making my first ever game and am fairly new to coding so I apologize if this code doesn't make much sense. In my game the player sprite changes with the collection of various items. When a certain item is collected I want it so that the score increases when the player is in a certain zone and decreases when the player is out of that zone all while the player sprite is that specific model, and then I want the score to decrease if the player is in that zone while the sprite model isn't correct. (Sorry if that doesn't make sense!) Here is what I have so far: //in the
  11. Third time from me today :D, So I want to spawn these customers at random millisecs every loop... The problem is that when the first number is generated it uses it(this specific number) for every loop after that? Any ideas? this is how I'm trying to do it, but I guess there is a better solution... I can't create a variable, since the same thing is going to happen: game.time.events.loop(Math.floor((Math.random() * 10)*1000), this.createCustomer, this);
  12. Greetings, Quick question: How do I dynamically update the arguments of this loop from the update function to reflect the actual coordinates of the pointer? (This loop is found in the create() function) Game.mouseTimer = game.time.events.loop( 100, Client.sendMousePos, Client.class, game.input.mousePointer.x, game.input.mousePointer.y ); I have already attempted several techniques, such as including this code snippet in the update function; However, it throws an Uncaught TypeError: Cannot set property '0' of undefined error. Game.mouseTimer.args[0] = game.input.mousePoi
  13. I want to count down the time in second. eg: 01.30 then time start to count down from 01:29,01:28,01:27 etc... till the end. What method should I use? Please give me the example.
  14. I am using a custom timer to display the remaining time in the game. In the Timer class I have a function to create a timer, and attach a tick function as its parameter. The timer is currently not working and I can't monitor the changes in the ticks. I put a console.log(myTime) inside the timerTick but nothing shows up. constructor(options) { this.totalTime = options.seconds; this.game = options.game; this.onComplete = options.onComplete; const key = options.key || 'timer'; } reset() { if (this.timer) { this.timer.stop(); } this.hasFinished = false; this.timer =
  15. Hello guys I'm working on a javascript game, some times I need to call a function 2, 3 or X seconds after an action, the question is. What is better in performance, create multiple setTimeout() or use the main loop to evaluate a function queue? thanks
  16. I've implemented `Timer` class for high accuracy timing (for example for update logic/game-loop, sending ping each 15 seconds by WebRTC etc.) setTimeout/setInterval fires once per second when tab is inactive, so how to gain accuracy timing? We could set up `setTimeout/setInterval` in WebWorker, because in WebWorkers when tab is inactive, `setTimeout/setInterval` still fires with it's own interval/delay. We could then send message `postmessage/onmessage` from WebWorker to Main Thread on each `setTimeout/setInterval` fire calls as a tick. For some time this idea was working a
  17. I have a function (fire_event()) outside update(). Inside this function, I do these things: function fire_event(){ my_flag = false; do_stuff_1(); game.add.tween(sprite).to( { alpha: 1.0 }, Phaser.Timer.HALF, Phaser.Easing.Linear.None, true).onComplete.addOnce(function(){ game.time.events.add(Phaser.Timer.HALF, function(){ do_stuff_2(); game.add.tween(sprite).to( { alpha: 0.0 }, Phaser.Timer.HALF, Phaser.Easing.Linear.None, true).onComplete.addOnce(function(){ my_flag = true; }, this); }, this); }, this); }
  18. Hello, I just encountered the following issue. In two different games I am using two ways of updating the game time shown in the UI - a timer and a timed event. I've just discovered that changing the PC's clock by -1 hour (say it's 10:00 AM, I roll it back to 9:00 AM) causes the updating to stop. This issue is not present if I roll the clock forward (from 10:00 AM to 11:00 AM). I found a way around this by using setInterval and clearInterval, but I'd like to know if a Phaser internal fix or workaround exists, or maybe if I need to do something differently. Here is the case when using a timer:
  19. Hi, so I am using arcade physics, and when my player sprite collides with my object, I have a timer starting, and during that time I would like to stop player movement (say for 10 seconds if my timer is set to 10 seconds). I can successfully stop the player movement on collision, but when the time stops (aka time runs out) I want the player to resume movement (right now it just stays frozen). I am stopping player movement by setting player.body.velocity = 0; I am checking for collisions in update, and starting the timer on collision with the object. I am using phaser's pro
  20. Hi, I am working on my first Phaser project and can't figure out how I should work this out well. I am build a simple JS game where I have fruits dropping and a player collecting them, whenever I collect a fruit I need it to re-spawn at a random position, which I am achieving well, but then I tried adding a timer event to the fruit, which after 5 sec of the fruit that has spawned, the player will lose the fruit and add to the missed fruit counter. I am using the P2 Physics by the way, below are parts of my code attached. //setting up the fruits fruits = game.add.group();
  21. I have 2 timers in my game - an overall game timer, which I display the value on the screen, and a cooldown timer, for when the player does an action, and they have to wait the cooldown duration until they can do another action. My problem is that when I set the cooldown timer, the display of the overall game timer shows the cooldown timer, just briefly. I set the main timer with: gameTimer = game.time.events.add(Phaser.Timer.SECOND * 90, gameOver, this); I display the main timer duration on the screen with: timerText.setText("Time: " + formatTime(game.time.events.duration
  22. I'm using Phaser v2.6.2 . In my code, I use looping timers created with : this.game.time.create(); The timers callbacks / functions are working as expected on desktop which runs at 16 ms / 60 FPS. The issues appear on mobile which runs at 18 ~ 20 ms / 50 ~ 54 FPS. The timers seem to skip some function calls while looping. I've found a solution to this problem: this.game.forceSingleUpdate = false; Now the timers behave as expected on mobile devices but the overall feel of the game is slow / lag / jagged . So I need to use both timers and : this.game.forceS
  23. Hi everyone. I have the looped timer : timer = this.game.time.create(false); timer.loop(Phaser.Timer.SECOND * 3, this.endTimer, this); timer.start(); Everything works good, but i want to play sound every ticked second, how to implement this?
  24. Hello, I have a larger project using P2 physics with many tweens and the game sometimes moves randomly, some objects have some delays etc, even when game runs on almost stable 60fps. I've made a simple example in Phaser 2.4.6: var level = 1; intro = function(game) {}; intro.prototype = { create: function() { this.stage.backgroundColor = "#ffffff"; game.time.events.add(2000, this.spawnWater, this, 4); }, spawnWater: function(amount) { for (var i = 0; i < amount; i++) { var topwater = game.add.sprite(683, 150, 'graphics2', 'static/smth/line.png'); topwater
  25. Hello, multiple timers, it is impossible to use in one gamelevel, at the same time? Simple example: I need a timer for the duration of the game (90 seconds). I need a timer for enemies (short intervals / random). I need a timer for rare, larger enemies (long intervals / random). Do not go there with? var mytime1 = .... var mytime2 = .... var mytime3 = .... I need all 3 timer to the same time. I am so far failed. The Phaser example "Multiple Timers" does not help me further (because there are not for me "Multiple Timers" because run consecutively and is just a trick. Or I do not unders
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