Closed petejank closed 9 years ago
It would be very cool to get Phaser working with Ejecta-X, I'm not aware of the inner workings of that framework though. Do you have any error logs?
Och man, sorry for the delay in answer. I'll take a look next week and give a response about it
Are your images power of two? I had this problem in the past not with Ejecta-X, but it is realted to OpenGL ES in Android I guess... not sure...
Sorry guys for lack of response, but during that time I've decided to rewrite my project to Unity3D due to overall JavaScript native export issues ;(
ah ! what to you mean by "native export issues" ?
On Mon Dec 01 2014 at 9:11:08 AM Peter Jankowski notifications@github.com wrote:
Sorry guys for lack of response, but during that time I've decided to rewrite my project to Unity3D due to overall JavaScript native export issues ;(
— Reply to this email directly or view it on GitHub https://github.com/Wizcorp/Ejecta-X/issues/64#issuecomment-65037034.
Closing for now
Did anyone have any luck integrating Phaser or Pixi with Ejecta-X? Seems that I have pretty much a problem here - every time I run my game on the device I get a black screen. What I did to prepare application for deployment (using Ejecta-X version 0.2.0):
I. Put all JavaScript and asset files (eg. images) in assets/build directory II. Add all JavaScript files to onCanvasCreated method. Eg:
III. Build the application
Index.js in my example contains standard Phaser booting (with stripped window.onload = ...):
I'm using Phaser version 1.1.3 (issue occurs also for 2.0.3).
It's worth mentioning that the sample provided with Ejecta-X works fine for me.
Any idea would be greatly appreciated. Cheers.