The sky is the limit
Reaching it will give you emptinessCoding
If it’s not possible to code, it’s not worth doing.
Music
Playing, recording, producing, mixing, mastering.
Presentation
Backgrounds, text, visualizing
Running
Halv marathon is fun
Puzzles
Using my brain is vital
Knowledge
You can never know to much
#FreeFreddy puzzle game is out
Cellar Labs new puzzle game, Free Freddy, is out for Android. Get it at Google Play.
Solve 100 puzzles to earn trophies and certificates. Or try solve random puzzles in different sizes and difficult levels. If you feel lucky, try a 10×10 insane puzzle.
The game will soon be available for iPhone and Windows Phone too.
#Phaser.io phaser-swipe-pages
Find it on GitHub
phaser-swipe-pages
Phaser component to manage a state of pages
Can be useful for eg help screens etc. It will use the Phaser.Camera to move around, and take care of
positioning your objects
Install
The easies way of using it is compiling your project with browserify and install it like:
npm install phaser-swipe-pages
Usage
var SwipePages = require('phaser-swipe-pages'); // in create this.pages = new SwipePages(this.game, 3); // If you want standard menus. Else you can create your own and pages.addToStationary(obj); this.pages.createMenu({}, this.back, this); // Create your pages. All objects should be created as positioned on the primary screen. The component will // move them to correct place var text = this.game.add.text(0,0,'page 1'); this.pages.addToPage(1, text); // Here we add a text to page 2. But the positioning is still 0,0 var text2 = this.game.add.text(0,0,'page 2'); this.pages.addToPage(2, text2); // Go to page 1 this.pages.goPage(1); this.back = function() { // This.will be called when the user presses SKIP on the menu }
phaser-swipe for #phaser.io
I’ve created a swipe component for Phaser.io. You can find it on GitHub
You can grab the swipe.js file and include it in your project, or you can use npm or bower:
npm install phaser-swipe bower install phaser-swipe
Usage
You can use it in two ways. With or without a model. This is without model
var Swipe = require('phaser-swipe'); // in create this.swipe = new Swipe(this.game); // in update var direciton = this.swipe.check(); if (direction!==null) { // direction= { x: x, y: y, direction: direction } switch(direction.direction) { case this.swipe.DIRECTION_LEFT: // do something case this.swipe.DIRECTION_RIGHT: case this.swipe.DIRECTION_UP: case this.swipe.DIRECTION_DOWN: case this.swipe.DIRECTION_UP_LEFT: case this.swipe.DIRECTION_UP_RIGHT: case this.swipe.DIRECTION_DOWN_LEFT: case this.swipe.DIRECTION_DOWN_RIGHT: } }
This is with a model. Here you define your methods in your model. Only those methods defined will be used. So if you do not want the diagonals, you can just omit those methods.
function YourModel() { up: function(point) {}, down: function(point) {}, left: function(point) {}, right: function(point) {}, upLeft: function(point) {}, upRight: fuction(point) {}, downLeft: function(point) {}, downRight: fuction(point) {} }; // in create this.swipe = new Swipe(this.game, yourmodel); // in update. The methods will only be called if you have a swipe. // point: { x: x, y: y } this.swipe.check();
phaser-updatable-label
I created an animated updatable label for the Javascript framework Phaser.io. You can find it on github.
You can use it like:
// If you used browerify. Else just add it in script tag and use class UpdatableLabel. var UpdatableLabel = require('phaser-updatable-label'); // Sample style for the label text var textStyle = { font: '50px Arial', fill: '#00', align: 'center'}; // The initial value of the label var initValue = 0; // Create the label. The true is to set if the label is ment to be positive var label = new UpdatableLabel(this.game, startX, startY, initValue, textStyle, true); // Add a value to the label. We define the start position for the value we add // This will start the animation and add the value label.addValue(10, {x: 100, y: 100}); // Get the new value. This is the updated value even though the label is not var newValue = label.getValue(); // We can also add multiplications. If the value was 1 and we add multiplier by 2 // the new value will be 2 label.addMultiplier(value, {x: 100, y: 100}); // And remove it. The module take care of correct number, so you should use // the value of 2 if you used 2 in addMultiplier label.removeMultiplier(value);