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  1. Yesterday
  2. Just to add: I suffered with this issue this morning (using Phaser 3.1.6) and `this,cameras.main.roundPixels = true` didn't fix it for me. In the end I used good ol' extrusion on my tiles and that solved it. Reference here: @rich mentions some other tools for creating extrusions for your tilemaps if `roundPixels` doesn't work for you.
  3. bubamara

    Low fps particles

    Looks like your update() method could be optimized. Replacing painfully slow Math.hypot with : const distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); speeds up things dramatically
  4. maybe something wrong with buffers. Last time I patched it and added "autoResize" mode, some people complained about new bugs and I fixed them. However there might still be something wrong. Please describe it better, report your system , browser and other stuff and put it to , because it seems like real bug.
  5. Alain

    Low fps particles

    I would like to know what is affecting that my animation has low frames. When the particle size increases, the fps increase, but when the size of the particles decreases, the fps decrease. This is the codepen.
  6. Last week
  7. Hi everyone! Coding question incoming... I have a number of loading functions (asset loading, world generation, things like that) and I want to have a loading screen running while loading. Something like a loading spinner or progress bar. But here's the thing, I understand JavaScript is single-threaded. So, how do I do simultaneous visuals and loading? Is there some way to run both tasks in parallel? Can I somehow create a CSS loading spinner and overlay it onto my JS canavs? (I have no experience with CSS) Thanks! -Wesley
  8. Actually, if you assume that Jupiter is at perihelion at the same time as it is in opposition (with Earth) - making the two worlds closest together - it would take 32.8 mins at 100% the speed of light to travel from Earth to Jupiter. The 6.1 minutes to reach Jupiter is, in my opinion, a little optimistic. Full marks for enthusiasm though
  9. Thanks for your replies. I will continue the learning curve. Richard C
  11. hum make a flag in parent and when the child event are call , check if the parent event flag are true ? Maybe there is other solution, but I proceed in this way in complex situations.:) Link your objet with reference.
  12. How can we create a texture with base64 data, such as "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII=" ? Thanks
  13. A very interesting game, it made me relieve a lot of stress after every hour of work, besides I also play other games here run 3.
  14. It's a nice little game! Don't think I've seen design quite like this before, so kudos for getting your own twist in a platform puzzler. The visuals are really nice. Got through till level 14. If you want feedback/critique, I'd just say I'm not sure about the controls. Mouse and then keys, and then space. I've got big hands, and game a little bit but my having to use arrows + space with one hand, and then mouse is a bit awkward. Generally this type of game you might aim for a casual audience(or even think about making it work on a smart phone). The simpler the control schema, the better.
  15. is a platform to develop games intended to new coders. It comes with built in assets. drag-and-drop.mp4
  16. If I have a container and a child of it, and both have "interactable" set to true. I noticed that if I click on the child, both the child and its container get the event. How can I prevent the event from propagating to the parent? Ie. imagine the container is the play area, and on top of it there's objects. If I click the play area I expect the character to move there. If I click an object, I expect to interact with it, and stop the propagation there, so it doesn't get to the play area callback. Thanks!
  17. Hi, I'm trying to get the width and height of the imported object in my scene, but I got this error. "Cannot read property 'getBoundingInfo' of undefined" and this is my code: var createScene = function(){ var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2, 4, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, true); var front = BABYLON.SceneLoader.ImportMesh("", "model/", "front.glb", scene, function (meshes) { scene.createDefaultCameraOrLight(true, true, true); var light1 = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 0, -50), this.scene); var light2 = new BABYLON.PointLight("light2", new BABYLON.Vector3(0, 1, -1), this.scene); scene.executeWhenReady(function () { var camera = new BABYLON.ArcRotateCamera("camera", -Math.PI/2.1, 1.2, 45, new BABYLON.Vector3(4.85, -8.01, 3.93), scene); camera.attachControl(canvas, true); scene.activeCamera = camera; engine.runRenderLoop(function() { scene.render(); }); }); }); scene.createDefaultLight(); scene.clearColor = new BABYLON.Color4(0,0,0,0.0000000000000001); scene.ambientColor = new BABYLON.Color3(1, 1, 1); var size = front[0].getBoundingInfo().boundingBox.extendSize; console.log(size); return scene; };
  18. Thanks!! I'll stay tuned for updates.
  19. Hi, Since yesterday I've been having problems accessing the API Docs ( The error reported is this: This site can’t be reached’s server IP address could not be found. Best, Rodrigo.
  20. Yeah, the hosting of pixi versions is down atm
  21. Right now none of the V5 example work anymore, the console shows "PIXI not defined" for every single ones.
  22. dont create many applications, thats why I pointed to I thought that article was enough to answer your question, @Richard C , did you read it once or did you try to reproduce it? Its very important to understanding how pixi works. Also, canvas can be added to whichever html elements , and im not the master of DOM so i cant help you with grid. Just be sure to resize canvas accordingly cell dimensions.
  23. Create your HTMLCanvasElement in each cell with their own ids and create as many PIXI.Application as you need and pass along those canvases, that's it. Personally I would consider other alternatives, do you really need WebGL in those cells? Is the content of those cells so specific that it requires WebGL?
  24. Hi Ivan Thanks for the prompt reply. The web-page is laid out as a responsive grid (css-grid) as per the attached image. I would like a different pixi canvas in the three grid cells as shown. Each cell is identified by the usual css case and ID. Any further help would be appreciated. I don't know hopw to put a canvas/stage in each cell Many thanks Richadr C
  25. Hi All, I am new to phaser and going through it and i came across state in phaser. I need to know if i can maintain my pervious state active in the background so that i can be able to handle assets loading in the active without getting caught in the Phaser.cache.getImage error. Thanks in advance,
  26. Hello! I know several projects that focus both on DOM and PixiJS, and its a difficult . First, you have to be aware of limit on WebGL contexts. If you create too many, old ones will break. I don't entirely understand what do you want, but here is the answer on question that gets posted here *every week* myAwesomeCanvas = document.createElement('canvas'); const app = new PIXI.Application({ width: 800, height: 600, view: myAwesomeCanvas }); //same params as new PIXI.Renderer I would point you to our docs but it seems the site is down for today due to problems with AWS That option is in param list for "PIXI.Renderer" . Sources: Also since it seems that you are going to use multiple canvas or move a canvas around, please read , that 'll help you to track all of things that pixi does. The only exception is interaction plugin, it automatically registers when renderer is created and you have to wrestle with "renderer.plugins.interaction" to take control if you need it.
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