rich Posted September 25, 2017 Share Posted September 25, 2017 I'm glad to announce that Phaser 3 Beta 4 is now available. You can download it from GitHub: https://github.com/photonstorm/phaser/releases/tag/v3.0.0-beta.4 Or use the webpack project template: https://github.com/photonstorm/phaser3-project-template Once you've got it running I'd urge you to check out the Phaser 3 Examples. Click 'Edit' on any demo to see the code and learn from it! If you find one that doesn't work, please report it. Any questions? Post them here. Cheers, Rich Link to comment Share on other sites More sharing options...
totor Posted September 25, 2017 Share Posted September 25, 2017 what are the minimum hardware target for mobile devices? latest phaser CE works smoothly on very low end target ( > 5 years old devices) Link to comment Share on other sites More sharing options...
rich Posted September 25, 2017 Author Share Posted September 25, 2017 There's no minimum hardware spec, it's impossible to quantify. As long as the device supports canvas, that's enough. Just like with v2. Link to comment Share on other sites More sharing options...
totor Posted September 25, 2017 Share Posted September 25, 2017 ok, so it doesn't work at all on my iphone 4 with beta4 (white blank screen) whereas it works with latest CE but it works better on the galaxy s4 with beta4 than with CE (because it triggers WEBGL instead of CANVAS) yeah egde cases on old hardware ;) Link to comment Share on other sites More sharing options...
rich Posted September 25, 2017 Author Share Posted September 25, 2017 What exactly doesn't work? I just ran a few tests fine on an iPhone 5, which isn't far off the 4. Link to comment Share on other sites More sharing options...
Julz57 Posted September 25, 2017 Share Posted September 25, 2017 @richLove the "3D" engine capacity. You could very easily convert this to stereo view if linked to LCD glasses. Simply by shifting camera offset a little to the left and then back a little to the right would give the changes in retinal correspondence that the visual cortex would detect as depth, aka 3D stereo. A fps of 60 would be acceptable but obviously the higher the better. It would be soooo amazing! So all 2D games can become "3D" with minimal change in coding! I am a newbie when it comes to coding and don't even have LCD glasses. BUT I am a retired optometrist and would be happy to help if you need advice on what to do. It would create an entire new genre of games with little to no coding once the basic set up is integrated into Phaser 3. A bit like how you can now choose your style of Physics (Arcade vs other options). So i would not be apologetic that it is not true 3D because you now have the mechanics built in to be a leader in this area. Go Phaser 3! Need API's and other stuff that I have no idea about to talk to the LED glasses but would think that is available somewhere. Wow just thought about training software for students, mechanics, company demos where people have to see it to understand it. A fricking huge potential market on top of true 3D stereo games! I would also love to be involved to use this concept for therapeutic purposes for treatment of lazy eyes. Here to help if I can. Link to comment Share on other sites More sharing options...
totor Posted September 28, 2017 Share Posted September 28, 2017 On 9/25/2017 at 6:11 PM, rich said: What exactly doesn't work? I just ran a few tests fine on an iPhone 5, which isn't far off the 4. nothing. the game can't initialize, i traced it to // Phaser.Cache.BaseCache var BaseCache = new Class({ initialize: function BaseCache () { this.entries = new Map(); ////////////// jumps out back to game = new phaser.Game(config); ///////////// then game over ;) this.events = new EventDispatcher(); }, i suspect the safari mobile too old on this phone to get the subtleties of es6. If it works on iphone 5, it"s cool. Link to comment Share on other sites More sharing options...
rich Posted September 28, 2017 Author Share Posted September 28, 2017 We don’t use es6. Map is a local Phaser implementation. Link to comment Share on other sites More sharing options...
totor Posted September 29, 2017 Share Posted September 29, 2017 my bad, i was lured by the Class instead of class :) then i don't know why it doesn't work. Link to comment Share on other sites More sharing options...
rich Posted October 1, 2017 Author Share Posted October 1, 2017 Which version of Safari / iOS does your 4 have? Link to comment Share on other sites More sharing options...
totor Posted October 2, 2017 Share Posted October 2, 2017 it's ios6 / mobile safari appleWebkit 536 (from phaser devices.js) so it"s very old but since phaser CE works fine, i was curious. Link to comment Share on other sites More sharing options...
rich Posted October 2, 2017 Author Share Posted October 2, 2017 iOS6 doesn't support WebGL, so make sure whatever example you tried, it was a canvas only one (nearly all examples on the Phaser site are WebGL these days). Link to comment Share on other sites More sharing options...
totor Posted October 3, 2017 Share Posted October 3, 2017 of course, it is set to CANVAS, it just don't go to the init phase at all : var config = { type: Phaser.CANVAS, width: 320, height: 480 }; window.onload = function(){ console.log("onload"); game = new Phaser.Game(config); console.log("created"); } normal console ouput : onload phaser version x.y.z type ; canvas or webgl with fancy colors created my output : onload when i trace it steps in up to Phaser.Cache.BaseCache then pops out Link to comment Share on other sites More sharing options...
totor Posted October 3, 2017 Share Posted October 3, 2017 ok, after further investigation the problem is in : phaser.js var Game = new Class({ initialize: function Game (config) { this.config = new Config(config); this.renderer = null; this.canvas = null; this.context = null; this.isBooted = false; this.isRunning = false; this.events = new EventDispatcher(); this.anims = new AnimationManager(this); this.textures = new TextureManager(this); //this.cache = new GlobalCache(this); if you remove this line, it (almost) works. the init completes, you have the console.log that prints the good version of phaser (3.0.0 - canvas) and it runs but in the console you now have default - BaseLoader start. Files to load: 1 project.bundle.js:29649 Fallback TODO project.bundle.js:40729 default - Loader Complete. Loaded: 0 Failed: 1 and the bouncing logo bounces but displays a green transparent square made of two triangles, clearly the bitmap has not been loaded! ;) Link to comment Share on other sites More sharing options...
rich Posted October 3, 2017 Author Share Posted October 3, 2017 I know what it is https://github.com/photonstorm/phaser/commit/d3f8d2d86d1908bd889a84dc5420b9f66c4a4463 The fix is in the repo. Could you pull and give it a go? I'm hopeful it should work fine then. If you need I can upload a build here, just say. Link to comment Share on other sites More sharing options...
totor Posted October 3, 2017 Share Posted October 3, 2017 if you have a unminified build, i prefer since i have not the phaser dev installed. Link to comment Share on other sites More sharing options...
rich Posted October 3, 2017 Author Share Posted October 3, 2017 Here you go. phaser.js Link to comment Share on other sites More sharing options...
totor Posted October 4, 2017 Share Posted October 4, 2017 better but another (similar) problem with the set function maybe : the baseloader exits at : processLoadQueue: function () { console.log('======== BaseLoader processLoadQueue'); console.log('List size', this.list.size); console.log(this.inflight.size, 'items still in flight. Can load another', (this.maxParallelDownloads - this.inflight.size)); var _this = this; //////////////////// up to here it"s ok this.list.each(function (file) ///////////////////// This part is not evaluated { //cut for clarity }); the function exits and the console outputs : PlayGame - BaseLoader start. Files to load: 2 phaser.min.js:41986 ======== BaseLoader updateProgress phaser.min.js:41991 ======== BaseLoader processLoadQueue phaser.min.js:41992 List size 2 phaser.min.js:41993 0 "items still in flight. Can load another" 4 phaser.min.js:42135 PlayGame - Loader Complete. Loaded: 0 Failed: 2 so the app works but does not display the bitmaps Link to comment Share on other sites More sharing options...
rich Posted October 4, 2017 Author Share Posted October 4, 2017 Hmm, Set is definitely imported properly in BaseLoader. It's possible it doesn't like it having the same name as a native data-type, so I have renamed it to CustomSet in the attached build. Also, how come your log says phaser.min in it, but I provided a file called phaser.js? Did you rename it to test it locally? phaser-dev-2316.js Link to comment Share on other sites More sharing options...
totor Posted October 5, 2017 Share Posted October 5, 2017 yeah, twas faster to add .min to the filename, lazy me so further i traced upto the loading process of the images wich return CONST.FILE_ERRORED in the logs (i uncommented the logs in phaser.js and added a few) all is good until we reach : var ImageFile = new Class({ Extends: File, initialize: function ImageFile (key, url, path, xhrSettings, config) { //// cut for clarity }, onProcess: function (callback) { this.state = CONST.FILE_PROCESSING; console.log('CONST.FILE_PROCESSING'); ////////////////////// ok it logs this.data = new Image(); this.data.crossOrigin = this.crossOrigin; var _this = this; this.data.onload = function () /////////////////////// we never go in { console.log('data onload begin'); /////////////////////// we never go here URL.revokeObjectURL(_this.data.src); _this.onComplete(); callback(_this); }; this.data.onerror = function (){ //// cut for clarity //////////////////// logs ok }; console.log('endof CONST.FILE_PROCESSING'); //////////////////// logs ok this.data.src = URL.createObjectURL(this.xhrLoader.response); } }); Link to comment Share on other sites More sharing options...
rich Posted October 11, 2017 Author Share Posted October 11, 2017 Pretty sure I know what this is now. Please try the Beta 7 release next week. Link to comment Share on other sites More sharing options...
nkholski Posted October 16, 2017 Share Posted October 16, 2017 Did something text-related change with Beta 6? I updated from Beta 5 and there are no error messages but the texts are invisible (or non-existent), everything else seems to work fine. class BootMenu extends Phaser.Scene { constructor () { super({ key: 'BootMenu' }) } create () { let config = { x: 100, y: 100, text: 'Phaser 3 - Examples', style: { font: '64px Arial', fill: '#ff00ff', align: 'center', stroke: '#ffffff', strokeThickness: '4' } } this.make.text(config) } update () { } } export default BootMenu Link to comment Share on other sites More sharing options...
rich Posted October 16, 2017 Author Share Posted October 16, 2017 This was fixed last week (the bug was in setOrigin). Which is now in Beta 7 released today if you prefer to get it from npm. nkholski 1 Link to comment Share on other sites More sharing options...
totor Posted October 16, 2017 Share Posted October 16, 2017 On 10/11/2017 at 11:15 AM, rich said: Pretty sure I know what this is now. Please try the Beta 7 release next week. the problem remains the same, i'm not sure it"s worth worrying though, that phone is old and phaserCE works ok with it. Link to comment Share on other sites More sharing options...
Fenopiù Posted January 3, 2018 Share Posted January 3, 2018 How is going the Phaser 3 develop? I've looked at the roadmap linked in the website and it seems to be not updated from a while. There is a Phaser 3 official release date? :-) Thanks for the hard work! Link to comment Share on other sites More sharing options...
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