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sergil

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About sergil

  • Birthday 05/09/1975

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    serhilk

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  1. Have you started working in Cocoon full integration for Phaser? Thanks
  2. It would be nice to let Phaser to be cocoonjs compatible by default...
  3. Ludei guys told me that at the moment the DOMParser is not implemented in cocoonjs. This feature is in the backlog but didn't exists for the moment. Right now, the solution is to implement a window.DOMParser from JavaScript like the one posted in this post. It should work without problems.
  4. I have a post with the same problems: http://www.html5gamedevs.com/topic/2141-cocoonjs-launcher/ Is there any way to use BitmapFonts with json without hacking?
  5. Using var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO);fix the problem with scale and position... now there are only two errors: 1. Loading bitmapFont from an XML 2. the touch problem over my extended sprites using this.events.onInputDown.add(this.mouseDownBubble, this);
  6. If I quit the bitmapFont in my game the game, In cocoonjs it seems to work, but it is bad resized as Rich said. The button touch doesn't work very well, because it seems that the position of the touch is different from the painted button position. If I touch where the button has to be painted it works, but If I touch the painted button it doesn't Another thing is that the touch I have in my extended sprite doesn't work. this.events.onInputDown.add(this.mouseDownBubble, this);I included console.log in the mouseDownBubble function, but the messages are never printed (in desktop all is working well and the messages are correctly printed)
  7. I tested with your code and it doesn't work... in desktop works well but with cocoonjs it turns the screen black, and doesn't show the sprites without your code and calling directly phaser it launches in cocoonjs and in desktop (I think I don't need to use window.onload because there isn't elements to load) , but in cocoonjs now it's throwing a error. The code in index.html is this: <body> <script type="text/javascript"> console.log('index'); // No parameters given, which means no default state is created or started var game = new Phaser.Game(640, 960, Phaser.AUTO); game.state.add('boot' , TestGame.Boot, true); game.state.add('preloader' , TestGame.Preloader); game.state.add('mainmenu' , TestGame.MainMenu); game.state.add('game' , TestGame.Game); </script> </body>the error is : Javascript Exception (Tag: 'load'):Error:Phaser.Loader. Invalid XML given at Object.Phaser.Loader.xmlLoadComplete (js/phaser.js:30753:10) at XMLHttpRequest._xhr.onload(js/phaser.js:30609:20)I think It crashes in the line of my preloader.js file (for my testings I used asset files from phaser examples): this.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml');
  8. sergil

    buttons

    Wow!!!! I will test this!!! thanks a lot!
  9. I have two questions: 1. Phaser can work with masks? there are examples of this? 2. Can I scale a geometry using tweens? I can scale sprite but I when trying to scale a geometry it doesn't works Thanks
  10. sergil

    buttons

    I haven't find the solution yet...
  11. I'm using game states to avoid problems with loading resources, and for maintaining a basic game structure... you can see and example here https://github.com/photonstorm/phaser/tree/master/resources/Project%20Templates/Basic
  12. Thanks rich... A think that I could see is that messages in js files (boot, main,...) don't show in cocoonjs launcher... If you need help with cocoonjs launcher or want my code to test tell me ok?
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