seekpunk Posted December 29, 2014 Share Posted December 29, 2014 var cw = 500, ch = 500,test,text; var game = new Phaser.Game(cw, ch, Phaser.AUTO, 'test', { preload: preload, create: create, update: update }); function preload() { text = game.add.text(game.world.width / 4 + 20, game.world.height / 2, '', { fill: '#000000' }); game.load.spritesheet('logo','img/LoadingCircle.png', 102, 102, 8); /* those images are just for test */ game.load.image('buttonPlay', 'img/1912155.jpg'); game.load.image('buttonleft', 'img/dream.jpg'); game.load.image('wall','img/images/wallpaper-6.jpg'); game.load.image('wall1','img/Wallpapers.jpg'); game.load.image('wall1','img/Download.jpg'); /* finish test images */ game.load.onLoadStart.add(loadStart, this); game.load.onFileComplete.add(fileComplete, this); game.load.onLoadComplete.add(loadComplete, this); game.load.start(); } function create() { game.stage.backgroundColor = "#FFFFFF"; test = game.add.sprite(game.world.width / 4, game.world.height / 4, 'logo'); test.animations.add('logo'); test.animations.play('logo', 30, true); } function loadStart() { text.Text="loading..."; } function fileComplete(progress, cacheKey, success, totalLoaded, totalFiles) { console.log(progress); text.text = progress + "%"; } function loadComplete() { } function update() { }if someone test this you can see that it's loading so fast and the progress is always 100% , how can i make a work around so i can display the progress in a smooth way while the files are being loaded ( i saw the "loading event" example in phaser.io/example , but it is based on a button click , here i want it to be on the page load event ) can someone help me out please Link to comment Share on other sites More sharing options...
igin Posted March 12, 2015 Share Posted March 12, 2015 //Using timer to display a smooth changing progress bar is so easy. var game = new Phaser.Game(500, 500, Phaser.AUTO, '', { preload: preload }); function preload(game){ // load assets game.load.spritesheet('logo','img/LoadingCircle.png', 102, 102, 8); game.load.image('buttonPlay', 'img/1912155.jpg'); game.load.image('buttonleft', 'img/dream.jpg'); game.load.image('wall','img/images/wallpaper-6.jpg'); game.load.image('wall1','img/Wallpapers.jpg'); game.load.image('wall1','img/Download.jpg'); //create a progress display text var loadingText = game.add.text(200, 270, 'loading... 0%', { fill: '#ffffff' }); var progressDisplay = 0; var timerEvt = game.time.events.loop(100, function (){ if(progressDisplay < 100){ if(progressDisplay < game.load.progress){ loadingText.text = 'loading... '+(++progressDisplay)+'%'; } }else{ loadingText.text = 'Ready, Go!'; game.time.events.remove(timerEvt); } }, this); } Link to comment Share on other sites More sharing options...
cardex107 Posted April 9, 2016 Share Posted April 9, 2016 Very good, works fine!!! thanks Link to comment Share on other sites More sharing options...
Recommended Posts