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GWE (alias Game Web Engine) is a tree-dimensions game engine based on web technologies (javascript, html, css). This engine is designed to be light, simple to use and non-opinion based. Pretty fun to use ! Some features likes: - Graphics manager - Screen manager of the different "screens" of the game - Texture resource manager - Sound resource manager - Event manager - Input manager keyboard/mouse - UI manager (over 16 basic widgets) - Script manager - Support for multiple 2D and 3D camera views - Navigation mesh (JSON Walkmesh Model alias JWM) - Static image (JSON Static Sprite alias JSS) - Animated image (JSON Animated Sprite alias JAS) - Static textured meshes (JSON Static Mesh alias JSM) - Animated textured meshes (JSON Animated Mesh alias JAM) - Geometric shapes of debug - And some other things... Some template project likes : - Visual novel starter-kit - 2D Isometric navigation starter-kit - 3D Pre-rendered navigation starter-kit - 2D top-down starter-kit - CCG starter-kit - RPG starter-kit - etc... Website : https://gamewebengine.com/ Github: https://github.com/ra1jin
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//Here is a template for scenes in Phaser3. //This can be used to ease the development of Phaser 3 games. New scenes can be added in a similar manner and existing scenes can be removed easily. //For any changes in the number of scenes do not forget to make appropriate changes in the scene:[ ] in the config settings at the end of the code. //Each scene is labelled with corresponding scene number. //The scenes can be switched to the next scene using the next button. //The main menu button can bring you back to GameScene1 from any other page. //Each Gamescene has 4 functions. // -The GameScene function calls the scene. // -The preload function is where you load all the media. // -The create function can be used to call items and events when the scene is invoked. // -The update function calls the methods inside it once per frame. var mainbtn; var GameScene1 = new Phaser.Class({ //The scene is noted. Extends: Phaser.Scene, initialize: function GameScene1 () { //GameScene1 is called Phaser.Scene.call(this, { key: 'GameScene1' }); }, preload: function () { //preload media for GameScene1 here }, create: function () { var gs = this.add.text(500,500, 'GameScene1'); var txt1 = this.add.text(400,300, 'next'); txt1.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene2'); }); }, update:function(){ } }); //create a scene with class var GameScene2 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene2' }); }, preload: function () { //preload media for GameScene2 here }, create: function () { var gs2 = this.add.text(500,500, 'GameScene2'); mainbtn = this.add.text(400,50, 'main menu'); var txt2 = this.add.text(400,320, 'next'); txt2.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene3'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene3 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene3' }); }, preload: function () { //preload media for GameScene3 here }, create: function () { var gs3 = this.add.text(500,500, 'GameScene3'); mainbtn = this.add.text(400,50, 'main menu'); var txt3 = this.add.text(400,340, 'next'); txt3.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene4'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene4 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene4' }); }, preload: function () { //preload media for GameScene4 here }, create: function () { var gs4 = this.add.text(500,500, 'GameScene4'); mainbtn = this.add.text(400,50, 'main menu'); var mainbtn1 = this.add.text(400,360, 'next'); mainbtn1.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene5'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene5 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene5' }); }, preload: function () { //preload media for GameScene5 here }, create: function () { var gs5 = this.add.text(500,500, 'GameScene5'); mainbtn = this.add.text(400,50, 'main menu'); var txt5 = this.add.text(400,380, 'next'); txt5.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene6'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene6 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene6' }); }, preload: function () { //preload media for GameScene6 here }, create: function () { var gs6 = this.add.text(500,500, 'GameScene6'); mainbtn = this.add.text(400,50, 'main menu'); var txt6 = this.add.text(400,400, 'next'); txt6.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene7'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene7 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene7' }); }, preload: function () { //preload media for GameScene7 here }, create: function () { var gs7 = this.add.text(500,500, 'GameScene7'); mainbtn = this.add.text(400,50, 'main menu'); var txt7 = this.add.text(400,420, 'next'); txt7.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene8'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene8 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene8' }); }, preload: function () { //preload media for GameScene8 here }, create: function () { var gs8 = this.add.text(500,500, 'GameScene8'); mainbtn = this.add.text(400,50, 'main menu'); var txt8 = this.add.text(400,440, 'next'); txt8.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene9'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene9 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene9' }); }, preload: function () { //preload media for GameScene9 here }, create: function () { var gs9 = this.add.text(500,500, 'GameScene9'); mainbtn = this.add.text(400,50, 'main menu'); var txt9 = this.add.text(400,460, 'next'); txt9.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene10'); }); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); var GameScene10 = new Phaser.Class({ Extends: Phaser.Scene, initialize: function GameScene () { Phaser.Scene.call(this, { key: 'GameScene10' }); }, preload: function () { //preload media for GameScene10 here }, create: function () { mainbtn = this.add.text(400,50, 'main menu'); var gs10 = this.add.text(500,500, 'GameScene10'); mainbtn.setInteractive().on('pointerdown', function() { this.scene.scene.start('GameScene1'); }); }, update:function(){ } }); //settings required to configure the game are as follows //the physics type applied is arcade. // the resolution is set to 800 x 600 pixels. // the background color is set to brick red. //Make changes in the scene[ ] attribute for any corresponding change in the number of scenes. var config = { type: Phaser.AUTO, width: 800, height: 600, physics: { default: 'arcade' }, //set background color backgroundColor: 0x841F27 , scale: { //we place it in the middle of the page. autoCenter: Phaser.Scale.CENTER_BOTH }, //set scenes scene:[GameScene1,GameScene2,GameScene3,GameScene4,GameScene5,GameScene6,GameScene7,GameScene8,GameScene9,GameScene10] }; var game = new Phaser.Game(config);