All Activity

This stream auto-updates     

  1. Today
  2. aalex

    Safari Cleanup Issue

    Sorry for the late reply. I ended up with 3 global canvas/renderers (which is the highest number possibly visible at a same time). I then, move them around, and clean/re-create my different scenes as need be. Works pretty fine, the performances are good, and the experience stays smooth. Thanks again all !
  3. Hahaha man, I can't express myself here cause of my limitation with English. But, you are a great person @ivan.popelyshev, I started to follow your work with Pixi some time ago and I see that you have MANY will to help people. So, apart this. I never will go back to typescript, never in my life I had so close to have a heart attack because of a language. Well, I came from using Phaser 2 with typescript and many problems happened, configure a simple project was hard as hell. C++ is so far easily than typescript and you not wast time configuring vscode. And yes, I configured the Pixi properly like it should be, and even had problems. I'm using this language for some months and had many, many problems. So to keep my health and sanity, I give up of this lang. I will use javascript... only when I take a piece of cake and drink some coffee at morning.
  4. Are you sure you've got the correct typings for your pixijs version? In v5 animatedsprite is moved from extras to PIXI namespace, and those typings have only stub class. Well, if you dont understand how to fix typings or you cant wait for answer you should use JS. In that case i recommend to clone pixijs repo to your computer because docs can wrong you too. There's a rumor that certain parts of PixiJS will be moved to typescript this year *insert evil laugh here*.
  5. Sorry for this... but I HATE TYPESCRIPT!!!! Oh my god, almost I had a 'piripaque' here. Solved, I will to javascript, never in this life I want to program in typescript again!
  6. how can I extends the AnimatedSprite from pixi 4.8.7? I'm not able to do this in vscode because it says that the constructor of base class (AnimatedSprite) should be 0 args but got 2. Why this? Se my code: import 'pixi.js'; export class Animation extends PIXI.extras.AnimatedSprite { constructor (name:string, textures:PIXI.Texture[], loop:boolean=true) { super(textures,loop); this.name = name; this.anchor.set(0.5); } } I'm using typescript. At the line with the super give error in vscode, and the this.name and anchor it like if not exist. What should I do?
  7. I wrote an article on this. Thoughts welcome! https://medium.com/@michelfariarj/scale-a-pixi-js-game-to-fit-the-screen-1a32f8730e9c
  8. Yesterday
  9. Take a look at our website, it's a 100% handmade with many features like big sites.
  10. I'm following a course, using CE version 2.10. I used it on a prior project (same version) in which init: function() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; }, worked perfectly to align and scale the background, but for some reason that same code is not working on the new project. We're referring to the phaser.min.js in a script section at the bottom of the index.html file as before. I'm literally stuck. I know I can use coordinates, but that is a pain in the butt. It seems to be roughly scaling, but with the background image definitely not centered either horizontally or vertically. I'm editing with Visual Studio Code version 1.34 stable. BTW, can you suggest a nice bracket coloring extension that works nicely with Phaser?
  11. I want to use Browserify with Pixi.js v5, because I want to create a lot of examples for learning and I do not want to use Webpack (Gulp, Grant and so on) because they require a lot of disk space on my laptop. I use TypeScript too. Could you give me a simple project in the archive with a few TypeScript files that allows me to create a bundle for Browser? Please, answer in my theme:
  12. I want to use Browserify with Pixi.js v5, because I want to create a lot of examples for learning and I do not want to use Webpack (Gulp, Grant and so on) because they require a lot of disk space on my laptop. I use TypeScript too. Could you give me a simple project in the archive with a few TypeScript files that allows me to create a bundle for Browser?
  13. Few days back I released my first mobile game made using Phaser 3 framework. It's a simple game but was hell lot of work. In the end I learnt a lot in the process. https://lakshyadubey.itch.io/rgb
  14. Last week
  15. Hello, I'm having issues running PIXI with an autoDetectRenderer in Cordova iOS. It is very slow compared to just loading the page from Safari within iOS. The goal is 60fps but Cordova is getting ~25fps while Safari has performance that is good enough to be acceptable. Is there some kind of optimization I have to turn on? The cordova docs claim that the hardware acceleration config option is only available on OSX, not iOS. I ensured that my game loop function usually takes about 1-5 milliseconds to run in Cordova. Could it be some kind of overhead that Cordova has set up with plugins or something? The only cordova plugin I'm using is one that I created myself, which takes event input from an external musical bluetooth MIDI controller. My app is essentially a rhythm game with a big highway of arrows moving as one container with animated sprites that flash at different times and hide/show accordingly to how you played. How do I get comparable performance to iOS Safari on iOS Cordova with PIXI? (Btw using React to bundle and build all this). Thanks! 😎 Cordova docs: https://cordova.apache.org/docs/en/latest/config_ref/
  16. Hello, Actually, this isn't a script, it's a handmade site. I am a web designer and developer and created it since 2013, with some regular updates, it finally became as you see now.
  17. Yeah, you guessed the problem right. Many people ask for an advice, implement the stuff for their game, and dont publish article That's my submission: https://github.com/ivanpopelyshev/pixi-starfighter , but it does downscale stuff, its not 1:1. When I do 1:1 its for games that can take any zoom with any aspect ratio. Its surprising unless you realize how many issues exists in such a general lib as pixijs that is managed by only a handful of core team members and a hundred or so contributors. One guy was surprised by appearance of z-Index in pixi-v5 in this subforum not so long ago The other aspect is that while you are doing those basic things, you understand the library much better. Better to train on shallow water than in the ocean of unknown problems of big apps.
  18. Hallo Deltakosh, 

    I am working on  a project for my company on 3D model and im using BabylonJS.

    I am completely new to Babylonjs. I would like to create json file or .babylon file which contains vertices , x axis, y axis, z axis , colors, width ,length , materials all under single ID as this ID will be fetched or imported by other json file for the webserver and will be displayed on frontend application.

    Can you please do give me an example of .babylon file which could be generated by giving the values manually without using blender.

    Thanks in advance

  19. How do I load cached images when using Loader.resources? When I load the app the second time i get warnings that the Texture already have en entry:"Texture added to the cache with an id [images/circle24.png] that already had an entry" I can see the image is already present in the texture Cahe, but when using Loader i would like to get the texture from Loader.resources, but that one is empty if i dont load the image again...? More on the case here: /thanks
  20. No. That might be the way... But whats the purpose of the cache if I have to clear it all the time? Seem like I can only load cached images when using fromImage() ... In other words, how do I load cached images when using Loader.resources ? let texture = PIXI.loader.resources["image"].texture; // does not look in TextureCache
  21. Hi, Here is a our new high graphics driving game to publish on your website: Game Name: Dirt Car Race Offroad Game URL: http://www.coolmathgameskids.com/devgames/dirt-car-race-offroad/ Game Thumbnail: http://www.coolmathgameskids.com/wp-content/uploads/2019/05/Dirt-Car-Race-Offroad.png Description: Dirt Car Race Offroad is a racing game where you choose your car and take part in the races in different cool environments such as greenfield, desert and snow. Play the game with high quality realistic graphics. Career mode have total of 40 amazing levels to play. Instruction: Arrow Keys/ASDW - Drive the car. Spacebar - Brake C - Change Camera
  22. Also, keep in mind that in order to pass a function as argument to another function, you (usually*) must not invoke it. When you wrote this.scene.events.on('shutdown', this.destroy(), this); you basically called this.destroy() and gave this.scene.events.on whatever this.destroy() returned after being called. That's like saying 'I want to add numbers 1 and 3 therefore I'm applying the operation "1+3" between them'. That's not correct since '1+3' is not an operation, but a result (4, to be precise). What you really wanted to say was 'I want to add numbers 1 and 3 therefore I'm applying the operation "+" between them'; therefore, analogically, the code above would simply change to this.scene.events.on('shutdown', this.destroy, this); *I said usually because it sometimes makes sense to invoke a function in another function's argument list when that function returns another function, i.e. applyOperationBetweenNumbers(getOperationByName('plus'), 1, 3)
  23. for v4, this works: Also: https://stackoverflow.com/questions/50221078/how-to-change-style-of-lines-using-pixi-js-graphics But for PIXI v5, there is no PIXI.Graphics().graphicsData (it is undefined). Does someone know how to update line style using PIXI v5? Best and cheers, R.
  24. this does not work for PIXI v5. Does anyone know how to update line style with PIXI v5?
  25. Thanks a lot! "app.stage.scale.set(number)" fixed it for me. I've had a lot of trouble looking for documentation, guides, examples and tutorials on scaling the game to fit the screen. For such a common use case, I was surprised I couldn't find much about it. The only guide that addressed this the closest was HTML5 Game Scaling { William Malone }, but it did not address the blurriness issue. I may contribute with a tutorial if needed.
  26. The limit is 16384 because indices are 16-bit. We are working on the fix for that. I'll look after vacation, im on ibiza now and I have a big queue of things to do in pixi plugins. I'll also send you invite to pixijs team when i'll be ready to talk about that thing Currently i'm trying to make https://github.com/pixijs/pixi.js/pull/5706 , it should help with porting pixi-projection and some other plugins.
  27. 1 should work, you can just add "app.stage.scale.set(yourScale)" and change position if you want to add letterbox. Usually I position canvas itself, and scale the stage.
  28. If you use AMD in order to reference your modules, you should configure your rollup config in order to let it know you do this way. Here in this github issue is discussed a little bit, there are some solutions to this problems that I am sure will help you. Although, If you can, I would recommend you to stop using require and use ES6 modules (import/export) that is an accepted standard. PD: If you are developing on browser environment, checkout this quickstart-pixijs project, it can maybe help you too! It uses Parcel under the hood. Also, if you want to make some kind of library (as it seems in your example) is pretty easy to configure, just let me know!
  1. Load more activity