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Found 6 results

  1. A part of my game's post-process render pipeline: Downscale render to 25% size Do some post-processing on the downscaled image Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...) Fragment shader outputs the low-res processed image overlaid on top of the original high-res render Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set
  2. Hi, I'm a relative noob to javascript and Phaser, and I'm having an issue coding my first proper game. I'm using Phaser version 2.6.2 and the latest version of Chrome browser. I'm asking the user a basic maths question, but when I draw the buttons for the user to click they appear but aren't clickable. Here is the console error: And here is the code I believe to be causing the error: game.add.button(50, 250 + i * 75, "buttons", this.checkAnswer).frame = i; And there is also this bit of code to draw the button mask: this.buttonMask = game.add.graphics(5
  3. I am working on a basic platforming game and I had a demo working based on the Phaser platformer example on http://phaser.io/ and it works, until I pasted the code into a game state. Now that the game is in a state, it can't find the layer given in the JSON file. It returns "layer is undefined" when I try to use layer.resizeWorld();. Here is the level JSON file and here is the code for the actual game file.
  4. I am trying to test some body data for a game I'm making by modifying the Body Debug example at http://phaser.io/examples/v2/p2-physics/body-debug. I'm getting a TypeError: Undefined is not a function message when I try to run the script, however, and it is happening at the call to game.load.physics. I am using the exact code from the example besides changing the filenames to match my filesystem, and the game.load.image calls work fine, just no body data can be loaded. I just updated my phaser version from GitHub, so it shouldn't be out of date, but I'm not sure if there's some other issue
  5. Hey all, I'm having trouble with Phaser 2.1.1 were an animated tilesprite is causing the game to crash through a memory leak of some kind. details are as follows: in preload: /*The spritesheet is huge, especially for one item. I am aware of this*/game.load.spritesheet('playerWaterTrail','media/img/sprites/player/waterTrail.png', 115, 160, 97);in create: /*create the sprite*/this.player.waterTrail = game.add.tileSprite(this.player.x+45, this.player.y-130, 115, 160, 'playerWaterTrail');/*add to the proper layer of the game*/this.baseLayer.add(this.player.waterTrail);/*create and add the a
  6. I have been working on a tile-based rogue-like exploration game that is supposed to be very relaxing and peaceful. A lot of it is procedurally generated, and I wanted to procedurally generate the music, too. So I loaded two octaves of notes in the pentatonic scale: this.game.load.audio('notec', ['../wp-content/themes/toolbox/js/assets/music/notec.ogg','../wp-content/themes/toolbox/js/assets/music/notec.mp3']);this.game.load.audio('noted', ['../wp-content/themes/toolbox/js/assets/music/noted.ogg','../wp-content/themes/toolbox/js/assets/music/noted.mp3']);this.game.load.audio('notee', ['../wp-
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