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  1. Past hour
  2. From someone who is looking at transitioning from Phaser to Pixi and was looking at this exact question, thanks @ivan.popelyshev for answering this (and many other) Pixi questions!
  3. Today
  4. @ivan.popelyshev I had removed caching thus fixed the problem (sort of) But now I wanted my game to be faster thus I'm trying to cache everything. This problem is back. I'm digging deeper into what is going on, so far what I have found is - This bug happens only on chromium browsers (chrome, brave etc..) - This bug happens only when using webGL rendering not canvas: I'm looking deeper into how renderers work but I lack a lot of knowledge. I might create a standalone project which reproduces the bug. I'll post here if I do.
  5. Some time ago there was a bug report of a problem with rendering SVGs in iOS and MacOS, at least older ones. You can see it there:, but here is a short description as far as I've digged it. On some old Apple devices, iPad 4 / iOS 10 for me, if you load a number of SVGs, make sprites of them and place said sprites on stage, some of these sprites will 'leak' on one another. For example, if you load a green rectangle SVG and then blue circle SVG, sprite made from second one will contain expected circle drawn above unexpected rectangle. This is an old bug still found in v5.0.0 rc-3. Sadly, I found no solution to it. There are cases when it shows and cases when it doesn't, but no way to be sure. Since it is crusial for the project I'm working on, I've made a short test code to check if the current device have this bug, so I can switch to PNGs. In case anyone needs this, you can see it below. It is written for Pixi v5.0.0 rc-3 The idea is simple: I load assets - rectangle and circle - make sprites, place them on stage and render it (you have to do it to catch the bug). Then I extract circle into Uint8ClampedArray of pixels and get alpha value of some corner pixel. If there is no bug, it will be 0 (since there is no pixel there). If the bug is here, it will be 255 cause of rectangle rendered below the circle. Hope this will help someone until this bug gets fixed!
  6. Hi Lanak, Try this: var windowWidth = window.innerWidth; var widnowHeight = window.innerHeight; = this.add.image(windowWidth / 2, widnowHeight / 2, 'sky');, widnowHeight); Good Luck, Roy
  7. If the issue persists:
  8. Thanks! I'm using Typescript, and the default callback parameter was of type DisplayObject so I was not finding stopPropagation(). Ie. : mySprite.on('click', function (ev) { }); Forcing an InteractionEvent type worked mySprite.on('click', function (ev: PIXI.interaction.InteractionEvent) { ev.stopPropagation(); });
  9. sometimes tha facebook page stuck in this step and sometimes showed me that error message and i cant send my verification documents to facebook to verify my account can you help me please and thanks
  10. Yesterday
  11. 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.
  12. 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
  13. 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.
  14. 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.
  15. Last week
  16. 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
  17. 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
  18. Thanks for your replies. I will continue the learning curve. Richard C
  20. 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.
  21. How can we create a texture with base64 data, such as "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEIAAAAhCAAAAABIXyLAAAAAOElEQVRIx2NgGAWjYBSMglEwEICREYRgFBZBqDCSLA2MGPUIVQETE9iNUAqLR5gIeoQKRgwXjwAAGn4AtaFeYLEAAAAASUVORK5CYII=" ? Thanks
  22. 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.
  23. 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.
  24. is a platform to develop games intended to new coders. It comes with built in assets. drag-and-drop.mp4
  25. 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!
  26. 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; };
  27. Thanks!! I'll stay tuned for updates.
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