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Pin 14k Yellow Gold Pirate Or Arabian Swordsman Weight 1.44 Gram

$62

Pin 14k Yellow Gold Pirate Or Arabian Swordsman Weight 1.44 Gram

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Item specifics

Condition:
Pre-owned:
An item that has been used or worn previously. See the seller’s listing for full details and description of any imperfections.
Seller Notes:
“Great Used Condition.....Returns are ONLY accepted if item is not as described and returned in the same condition as received......Thanks for shopping.”
Base Metal:
14k
Metal:
Yellow Gold
Modified Item:
No
Item Length:
0.50 Inch
Country/Region of Manufacture:
Unknown
Main Stone:
No Stone
Brand:
Unbranded
Country of Origin:
Unknown
Metal Purity:
14k
Type:
Brooch/Pin
UPC:
Does not apply









Pin 14k Yellow Gold Pirate Or Arabian Swordsman Weight 1.44 Gram

Desktop and Mobile HTML5 Game Framework A fast, free and fun open source framework for Canvas and WebGL powered browser games.
WebGL & Canvas

Phaser uses both a Canvas and WebGL renderer internally and can automatically swap between them based on browser support. This allows for lightning fast rendering across Desktop and Mobile.

Preloader

We've made the loading of assets as simple as one line of code. Images, Sounds, Sprite Sheets, Tilemaps, JSON data, XML - all parsed and handled automatically, ready for use in game and stored in a global Cache for Game Objects to share.

Physics

Phaser ships with support for 3 physics systems: Arcade Physics, an extremely light-weight AABB library perfect for low-powered devices. Impact Physics for advanced tile support and Matter.js - a full-body system with springs, constraints and polygon support.

Sprites

Sprites are the life-blood of your game. Position them, tween them, rotate them, scale them, animate them, collide them, paint them onto custom textures and so much more!

Sprites also have full Input support: click them, touch them, drag them around, snap them - even pixel perfect click detection if needed.

Groups

Group bundles of Sprites together for easy pooling and recycling, avoiding constant object creation. Groups can also be collided: for example a "Bullets" group checking for collision against the "Aliens" group, with a custom collision callback to handle the outcome.

Animation

Phaser supports classic Sprite Sheets with a fixed frame size as well as several common texture atlas formats including Texture Packer, Starling and Unity YAML. All of these can be used to easily create animations.

Particles

A particle system is built-in, which allows you to create fun particle effects easily. Create explosions or constant streams for effects like rain or fire. Or attach the Emitter to a Sprite for a jet trail.

Cameras

Phaser has advanced multi-camera support. Easily create extra cameras then position and scale them anywhere on screen. Cameras can be scrolled and also have special effects like shake, flash and fade. Pan around and follow Sprites with ease.

Input

Talk to a Phaser Pointer and it doesn't matter if the input came from a touch-screen or mouse, it can even change mid-game without dropping a beat. Touch, Mouse, Keyboard, Gamepad and lots of useful functions allow you to craft whatever input system you need.

Sound

Phaser supports both Web Audio and legacy HTML Audio. It automatically handles mobile device locking, easy Audio Sprite creation, looping, streaming, volume, playback rates and detuning. We know how much of a pain dealing with audio on mobile is, so we did our best to resolve that!

Tilemaps

Phaser can load, render and collide with a tilemap with just a couple of lines of code. We support CSV and Tiled map data formats with multiple tile layers. There are lots of powerful tile manipulation functions: swap tiles, replace them, delete them, add them and update the map in realtime.

Device Scaling

Phaser 2 has a built-in Scale Manager which allows you to scale your game to fit any size screen. Control aspect ratios, minimum and maximum scales and full-screen support (coming soon to Phaser 3)

Plugin system

We are trying hard to keep the core of Phaser limited to only essential classes, so we built a smart Plugin system to handle everything else. Create your own plugins easily and share them with the community.

Mobile Browser

Phaser was built specifically for Mobile web browsers. Of course it works blazingly fast on Desktop too, but unlike lots of frameworks mobile was our main focus. If it doesn't perform well on mobile then we don't add it into the Core.

Developer Support

We use Phaser every day on our many client projects. As a result it's constantly evolving and improving and we jump on bugs and pull requests quickly. This is a living, breathing framework maintained by a commercial company with custom feature development and support packages available. We live and breathe HTML5 games.

Web First

Phaser exists within the ecosystem of the web browser. It was built to allow you to create web based games and that is where it will always focus. It's a rapidly changing landscape and we're staying on-top of these changes to ensure new browser APIs are supported quickly.

 

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Full source code to make a game like qomp, where you play as a Pong ball that must escape the paddles.

A fast-paced 2D multiplayer shooter. Experience action-packed combat with hundreds of weapons and multiple solo and team-based game modes.

How to create a fog of war effect to give the right atmosphere for a dungeon crawler.

A comprehensive look at the power consumption used by Phaser games and how to reduce it.

The Phaser community is huge, prolific, friendly, and awesome!
Brand new content is added daily. From game releases, to videos and tutorials.

1. Download

Download Phaser and work locally or develop in the cloud. It's up to you!

Download Phaser

2. Setup

Get started with our guides:

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3. Create!

Share your game and get support from our friendly community.

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