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phamedev's Achievements
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CalvinW reacted to a post in a topic: Phaser.CANVAS, Phaser.WEBGL or Phaser.AUTO ?
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Thanks, it took me a month come back here as I was busy with other things. Yes that sounds like the idea. But I will have to mention Ctrl + Mouse on screen as not many people have used AutoCad etc.
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phamedev reacted to a post in a topic: GUI suggestion for desktop version
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I'm working on a project where on mobile version you can use two fingers to zoom in and out, pan and rotate a rectangle. How would that work on a desktop or laptop computer with a mouse? Any suggestions?
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I used to use quad objects in Starling framework where you could move vertices of a quad rectangle and set their colors and alphas. I searched for the same functionality in Phaser but apparently it's available in Phaser 3: https://phaser.io/phaser3/api/quad Can anything like that be done using Phaser 2?
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Nagval333 reacted to a post in a topic: [Phaser] Brick Break
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Just converted one old flash game to html. Feedback is appreciated. https://www.quickflashgames.com/games/brickbreak/
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When I change tab in chrome browser on PC and visit again after like 30 minutes the game screen is blank with this warning message: WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost On one of my android tabs that happens when I press home button and open android browser again. I tried the search function of this forum but could not find anything relevant. What is happening and how to prevent it? If anyone knows how to handle the context_lost situation or redirect me to the helpful resource. Thanks
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Hello, 1. I created a group groupA in the game. 2. I created a sprite spriteA and added it to groupA. 3. After that I kill() spriteA and keep its reference in a pool array for later use. 4. I destroy() groupA. 5. I get the spriteA from the pool array to be used in another group and try to change its texture with loadTexture(), I get error: phaser2.8.8.js:46794 Uncaught TypeError: Cannot read property 'cache' of null at Phaser.Sprite.loadTexture (phaser2.8.8.js:46794) That doesn't happen if I don't destroy the group in step 4. Could anyone please explain what is going on and what is the right way to reuse Sprites even when their container parents are destroyed?
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I have to add lengthy instructions (3 pages, with examples and images, possibly with one animated GIF) to a game I'm building using Phaser framework. The instructions will be shown by clicking "Instructions" button on the game title page (title state). How do you usually do that? Should I use bitmapText for paragraphs of instructions? I'm thinking about showing them in html format in a DIV the same size of the canvas with canvas hidden behind it. What is more practical? Any suggestions?
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I was not tinting the BitmapText but tinting it didn't make much difference. I just changed renderer from Phaser.AUTO to Phaser.CANVAS and fps improved to 47 (from 15 wtih bitmapText).
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I'm currently working on a game with more than 32x32=1024 sprites on the screen at the same time with animation and everything runs 60fps. (iPhone 6 and iPad 4th Gen) But when I introduce 2 bitmaptext objects for score and level, fps drops to 15fps. Even showing fps in render function using game.debug.text has impact on performance and I have to draw a horizontal progress bar for fps instead of text. Is there a way to improve the performance with bitmapTexts?
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I think you guys are doing a great job already. It's just people like me coming from different backgrounds with old habits sometimes look at wrong places.
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Generally when you click or tap a button on mobile devices and then don't do mouse-up or lift touch on the same button and do it elsewhere the action is cancelled. But the Phaser buttons don't behave like that. Do the mouse-down on the button, drag and do the mouse-up outside the button, the button-click is still triggered. Is there a way to fix/change that behaviour? PS: I just tested that when you use the event.onInputUp on sprite etc, it is still fired when the onInputUp happens outside the object.
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1. There are examples where you can use assets, I don't see any option to register and upload? 2. How do I select the Phaser version to use in Sandbox editor?
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Thanks Cudabear. i can use the total number of bytes downloaded as I already know the total size of the atlas. Can that information (bytes downloaded) be obtained from Loader or other Phaser object?