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Showing results for tags 'canvas+'.
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Hello, I'm trying to make a mobile version of a game. The game has lots of code and javascript files that I preload (I have a bootstrap file, that load the splash screen and preloader). I load the scripts like this: game.load.script('preload', 'Preload.js'); It works perfectly on the browser and with the Webview mode in Cocoon, but when I try to use Canvas+, I get an error when I try using the contents of "Preload.js". Not even a problem when trying to load it, so I don't even know why it's happening. Does anyone know what it could be? I would like to use Canvas+, since the webview is a bit slow. Thank you!
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I do have a game project made in PIXIJS HTML5. Currently I'm using Cocoon.io Canvas+ View for rendering. However It does have some bugs in old devices using PIXI 4.3 WebGL with Cocoon.io Canvas+. Is there another HTML5 accelerated Canvas good for games like Cocoon.io one? Thanks
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I'm trying to build a native app with cocoon and canvas+ and have some trouble with the fonts. Everything works fine when running the game in a normal browser or in cocoon webview+. But in canvas+ mode, all text renders really small and pixelated. The code for the text: this.scoreText = this.game.add.text(pos.x, pos.y, "0", { font: "18px Arial", fontWeight: 'bold', fill: "#FFFFFF" }); this.scoreText.anchor.setTo(0.5, 0); I don't reference a .ttf or anything. Do I explicitly need to include an Arial font for it to work in canvas+ mode?
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Hi there, I made my game and even my leadersboard system and everything works fine, I´m having a beautiful 60fps in my game and I get/save scores perfectly, on desktop and cocoon´s Webview+ The problem is that I tried my game in an old smartphone and it´s running a little bit slower, so I changed to Canvas+ and now I´m getting those 60fps even in old smartphones. The problem is that I´m not being able to save the scores if I use Canvas+. At the beginning I was using jQuery (just for that... I know...) this way: $.getJSON( path+"getScores.php", { game: "1", order: "ASC" }).done(function(data) { this.checkScore(data.scores[9])})And everything was working fine until cocoon started to throw weird errors about jQuery, so I changed to XMLHttpRequest this way: var http = new XMLHttpRequest();var url = path+"getScores.php";var params = "game=1&order=ASC";http.open("POST", url, true);http.setRequestHeader("Content-type", "application/x-www-form-urlencoded");http.setRequestHeader("Content-length", params.length);http.setRequestHeader("Connection", "close");http.onreadystatechange = function() {//Call a function when the state changes. if(http.readyState == 4 && http.status == 200) { alert(http.responseText); }}http.send(params);Now I have the same problem, working on desktop, working on webview+ and no working on canvas+ (but no errors, simply not working). So my question is, how would you send some data to a .php file using canvas+? It seems (to me) that is not possible at all...
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I am having issues getting the click events to fire for a basic Phaser.Button when running in canvas+ with cocoonJS. I am testing the app (using phaser v2.2.2) with the cocoonJS launcher (using cocoonJS v2.1.1.1) on iOS 8.1.2 on an iPhone 6. Here is what I have on a basic menu game state: var button = this.game.add.button(this.game.world.centerX - 100, 215, 'assets', null, this, 'button_play_02.png', 'button_play_01.png', 'button_play_02.png', 'button_play_01.png');button.inputEnabled = true;button.fixedToCamera = true;button.smoothed = false;button.events.onInputOut.add(function() { console.log('button event onInputOut');}, this);button.events.onInputDown.add(function() { console.log('button event onInputDown');}, this);The button image displays in canvas+ but does not fire anything when clicked/touched. In webview+ and webview it works fine. The 'assets' is a texture atlas with the images being displayed for the buttons based on transparent pngs. I have seen similar issue on other topics (see below) but found no solution that worked. Any help would be greatly appreciated. Related topics: http://www.html5gamedevs.com/topic/3980-common-phaser-cocoonjs-issues/page-13 http://www.html5gamedevs.com/topic/7167-conoonjsphaser-buttons-dont-work-even-with-canvas/
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Hi Guys, I am very much new to Phaser, CocoonJS and this forum. I am trying to render my sample app to CocoonJS launcher using canvas+. I am using Phaser v2.0.5 and latest CocoonJS Launcher v2+. What I want to do is to center an image (1024 x 768) on a Nexus 7 tablet. As this is a requirement on a project I am working with. Using webview+ and webview, the image is rendered perfectly fine. But having problems with canvas+. I did try to research on this forum but I can not find the answer. Below is my code. <!doctype html><html lang="en"><head> <title>Center Image</title> <script type="text/javascript" src="phaser.js"></script> <style> body { margin: 0; } canvas { display : block; margin : auto; } </style></head><body> <script> var game = new Phaser.Game(1024, 768, Phaser.CANVAS, 'phaserLayer', { preload: preload, create: create }); function preload() { game.load.image('testImage', 'test.jpg'); } function create() { //game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVeritcally = true; game.scale.refresh(); game.add.sprite(0, 0, 'testImage'); } </script> <div id="phaserLayer"> </div></body></html>Regards,