phaser | Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web b | Game Engine library
kandi X-RAY | phaser Summary
kandi X-RAY | phaser Summary
Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development. Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub. Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. Take a look at their incredible games. Visit: The Phaser website and follow on Phaser Twitter Play: Some of the amazing games #madewithphaser Learn: API Docs, Support Forum and StackOverflow Code: 1770+ Examples (source available in this repo) Read: The Phaser World Newsletter Discord: Join us on Discord Extend: With Phaser Plugins Be awesome: Support the future of Phaser.
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phaser Examples and Code Snippets
private static void usingPhaser() throws InterruptedException {
System.out.println("\n===============================================");
System.out.println(" >>> Using Phaser <<<");
System.out.println(
Community Discussions
Trending Discussions on phaser
QUESTION
I have the Circle object that extends shape and am trying to get the value of x or position of the object in 2d plane. During animation (tween) the position does not update and remains static. How do i fix this ?
...ANSWER
Answered 2022-Apr-16 at 11:58The enemy
position x
and y
is not the position of the circle
, that is used in the tween. An easy option is, just to create a property, so that you can acess the position, from the property.
Here small example, how the access could work:
QUESTION
There is a class called 'Game' inside phaser.d.ts file inside node_modules/phaser.
I want to add an extra property 'GLOBAL' to the class 'Game' without touching node_modules.
how can I achieve it?
...ANSWER
Answered 2022-Apr-04 at 17:12You could use whats called augmentation which would look to something along the lines of :
QUESTION
I have a couple problems with sprite scaling which seem to work fine for other people.
So, this is my game:
As you can see there are 2 big problems: the images are really pixelated and texture bleeding.
This is my config:
...ANSWER
Answered 2022-Mar-31 at 19:29I just tried it on a small demo project, I think the solution is just, to edit your game - config
to this (check code below).
Info: You added the correct properties, but only into the physics
- Object. I belongs one level higher.
Like this it should work:
QUESTION
not exactly sure what to call whats going on. I need to create a definition for the clients main player physics body and i can't read it or any of its properties, no matter where or how i call it, from update(). Also if this is a bit hard to understand Im a young and new JS programmer so bare with me. Im willing to change the construction of my scenes if i need to if anyone recommends something easier.
...ANSWER
Answered 2022-Mar-31 at 15:14The issue is, that the update
function is called, before a player is added (before the this.player
is set).
Since the update
function will fire more or less right after the create
function, the property player
of the scene is not set yet. So this.player
is undefined
, which is the cause for the the error.
The solution is to check, if the this.player
property is set before accessing it, in the update
function.
As soon as the this.player
property is set, the other commands in the if
- clause are called.
QUESTION
I am making a game in Phaser although I believe the core of this issue is a lack of my JS understanding.
I am looping through a Phaser container and wish to apply a click handler on each child sprite, but when I execute the click on any of the sprites, it always returns the last child.
I have tried various suggestions on Stack Overflow eg here: JavaScript closure inside loops – simple practical example
but can never get the click to return anything other than the last item.
An Example:
...ANSWER
Answered 2022-Mar-31 at 12:55Your code is abit complicated. If you just want to add a EventHandler just, you don't need an extra closure. Just check the code below, for a leaner approach
Working example:
QUESTION
I'm new to React, I want to make a component for my phaser game to insert it into a react project.
My Game component:
...ANSWER
Answered 2022-Mar-31 at 11:17One solution would be to move the creation of the Phaser.Game Object, "game" into the method componentDidMount
(link to the documentation). Because if new Phaser.Game
is called, and the parent
is not in the DOM, the canvas will be added, ignoring the parent.
just add this method to the Game
class:
QUESTION
We have a sprite which we set as interactive
...ANSWER
Answered 2022-Mar-29 at 08:34You can use the setInteractive
method of the sprite, to define a valid hitArea, that is bigger than the "button", as requested. (here a link to the docs).
Just define a hitArea and a hitAreaCallback, and it should work.
(I using the Phaser builtin function to test it the point is in the hitArea, here the docs)
Here a working demo:
QUESTION
Here is the example code from phaser3 tutorial.
...ANSWER
Answered 2022-Mar-17 at 19:44In line #126
you have a shake function this.cameras.main.shake(300);
that makes the game window to shake with a duration of 300ms. To disable it, just comment it out or delete it.
QUESTION
I am trying to create a grappling hook in Phaser 3. I can successfully shoot the grappling hook at an upward angle away from the player. I need to get the player to move towards the grappling hook when the grappling hook reaches its destination. The problem is that I can't access the player object in my Spawner.ts
file to move the player object. If I could access the player object I could set the velocity at the moment of collision between the grappling hook and the level.
This is the relevant code in the Spawner.ts
file:
ANSWER
Answered 2022-Jan-21 at 08:16Refactor the GrapplingHook
constructor to accept the player too
In Spawner.ts
QUESTION
I have JS library foo which is being built with webpack which includes and builds the source code of the Phaser 3 library. Phaser 3 uses the define plugin to exclude parts of itself, for example replacing "typeof CANVAS_RENDERER" with false.
The issue I'm running into is this. when i include this block in my webpack config
...ANSWER
Answered 2022-Mar-08 at 12:03It seems that, if the plugin can't resolve each part of the if
clause, in your case typeof WEBGL_RENDERER
(since this is not defined in the new webpack.DefinePlugin
), it doesn't resolve the rest.
With other words, if you define both in the plugin it should work:
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