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Found 7 results

  1. I am trying to add a simple countdown timer to a Phaser game. When the timer ends I want the game to restart. After adding the timer code there are no errors in the console but I can't get the timer to appear on the screen. Where I am going wrong please? I am new to Phaser and am still learning Javascript - any help would be greatly appreciated! Please see my code below (for clarity, I have only pasted the relevant code, not the whole thing). Thanks for any help in advance. PlayState = {}; PlayState.init = function () { //.... }; PlayState.preload = function () { //.... }; PlayState.create = function () { //TIMER CODE: this.timeInSeconds = 120; this.timeText = this.game.add.text(this.game.world.centerX, this.game.world.centerY, "0:00",{font: '15px Arial', fill: '#FFFFFF', align: 'center'}); this.timeText.anchor.set(0.5, 0.5); this.timer = this.game.time.events.loop(Phaser.Timer.SECOND, this.updateTimer, this); }; PlayState.update = function () { //..... }; PlayState.updateTimer = function() { this.timeInSeconds--; var minutes = Math.floor(this.timeInSeconds / 60); var seconds = this.timeInSeconds - (minutes * 60); var timeString = this.addZeros(minutes) + ":" + this.addZeros(seconds); this.timeText.text = timeString; if (this.timeInSeconds == 0) { this.game.state.restart(); } }; //add leading zeros to any number less than 10 //for example turn 1 to 01 PlayState.addZeros = function(num) { if (num < 10) { num = "0" + num; } return num; }; window.onload = function () { let game = new Phaser.Game(1280, 800, Phaser.CANVAS, 'game'); game.state.add('play', PlayState); game.state.start('play'); };
  2. Hello, I'm making a racing game (at least I'm trying to!) I'm using a setTimeout function to delay the start of the scrolling of the background by 3 seconds which works perfectly! But, what I really need now is to display an image of "3" *pause & fade out*, switch to image of "2" *pause & fade out*, switch to "1" *pause & fade out* then show "Go!" * fade out* I saw something where I set the alpha to 0 and then tween the alpha to 1 like so: game.add.tween(this.countDown).to({alpha: 1}, 1000, Phaser.Easing.Linear.None, true, 0, 1000, false); But this isn't exactly what I'm looking for. I'm not sure what all of these parameters are or how I would switch between the images (using different images or a spritesheet, I'm not sure what's best) to give the desired effect. Can someone please help me? Many thanks, and let me know if you need me to explain this better! Update: I kept hunting around (I apologize for not searching more thoroughly) but, I did come across chaining tweens. I'm trying it out but having some difficulty
  3. Here's a progressbar I created for my projects: https://github.com/terebentina/VisualTimer Feel free to use it if you need one, I released it under MIT. Not much but I thought to give back to the community
  4. Hello. I'm newbie to Phaser. I need to create countdown timer for game starting. It should looks like counting from 3 to 1, then the game should be started. I'll be using images as a numbers. i Have the following game state's Boot StartMenu Game GameOver I thought that i need to create state "PreGame", where will be countdown timer code. Is this correct? And help me pls with writing timer using images. Could someone help me with this.
  5. I'm working on a game where the player must complete a level within 30 seconds. If the player succeeds the timer is stopped, a message displays, the next level starts and the timer must be reset to 30 seconds. This all happens within the same Phaser.state. The time display only needs to be updated each second, not in between, so I looked at this example and use a time-object and initialise it with .loop() and then .start() it. When the time runs out or when player wins the timer is stopped with .stop(). The problem is that timer.Start() doesn't seem to work after the timer.Stop() was called. If looked at .pause() and resume() but I think(?) then it can potentially continue mid-second in the next level (time is very important in this game) not sure though.. Here's what I've got so far, I've isolated the code for the clock update in an example test program, see code below. var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create }); var clocktext; // bitmaptext var clocktimer; // Phaser.timer var clockseconds; // integer // ------------------------------------- // PHASER GAME FUNCTIONS // ------------------------------------- function preload() { game.load.bitmapFont('myfont', 'myfont.png', 'myfont.xml'); }; function create() { // add texts clocktext = game.add.bitmapText(160, 160, 'myfont', '---', 40); game.add.bitmapText(160, 160+80, 'myfont', 'Press R to reset timer', 40); game.add.bitmapText(160, 160+120, 'myfont', 'Press S to stop timer', 40); // timer object, note timer won't start running yet clocktimer = game.time.create(false); clocktimer.loop(Phaser.Timer.SECOND, updateDisplay, this); // handle keyboard keys R and S game.input.keyboard.onDownCallback = HandleKeyDown; clockseconds = 0; } function HandleKeyDown(e) { if (e.keyCode == 82) { initClock() }; // R = reset/init if (e.keyCode == 83) { stopClock() }; // S = stop/pause } function stopClock() { clocktimer.stop(); clocktext.text = "Stop at " + clockseconds + " seconds left"; console.log('stopClock - timer stopped'); } function initClock() { clockseconds = 5+1; // set countdown seconds, +1 because initial display will also decrease with 1 updateDisplay(); // initial display clocktimer.start(); } function updateDisplay() { // count down seconds clockseconds = clockseconds - 1; console.log('updateClock - seconds left: '+clockseconds); // check if time is up if (clockseconds <= 0) { // ohnoes! stopClock(); console.log('updateClock - time is up'); clocktext.text = 'time is up!'; } else { // update display var minutes = Math.floor(clockseconds / 60); var seconds = (clockseconds - minutes * 60); clocktext.text = "time " + (("0"+minutes).substr(-2) + ":" + ("0"+seconds).substr(-2)); }; } btw there's also this thread but that only explains how to start a timer, not how to stop and restart it.
  6. Hello all, I have created a little snippet to animate numbers for scores, countdowns, etc... You can see an example here: http://codepen.io/netgfx/full/GJgVJR/ And a gist here: https://gist.github.com/netgfx/17c0ba8cb556f667f132 I hope you find it useful!
  7. Hello, I would like to know how hard is it to make an accurate timer count down. For example, count down for 1 minute. I would also need to tell player the time left every second. I have heard that setTimeout may not be accurate. What is the best way to do this?
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