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  2. I'm having a similar issue. Edge is saying it doesn't support WebGL. Using THREE.js in the same project with no errors and WebGL test page works fine. None of the PIXI demos work. Also using Webpack.
  3. Wow excellent game, I finished all levels. It could use a bit more levels imho, I only found the last three or so levels really challenging. Also, maybe some end message like at the end-ride a "thank you for playing" or something like that.
  4. Hey there! I'm trying to scale text during animation (namely – during camera zooming) while keeping it smooth & sharp. Scaling with `.scale` doesn't work well for this case – text gets pixelated, so I went with redrawing the text by changing the text style `fontSize` property. This is slow, but this isn't shown to the user in real-time, so I don't care about FPS during that. The problem with this approach is that text shakes/shivers during the animation. This doesn't happen when I animate `.scale` property and I want to avoid that. So I tried different approach: I created text at maximum fontSize and then shrank it down via scale and animated scale. Shivering almost gone, but some nasty artifacts such as over-sharpness appear when scale is low... so I thought – maybe mipmaps can help me there? I hacked pixi and tried to do this inside Text#updateText: const width1 = Math.ceil((Math.max(1, width) + style.padding * 2) * this.resolution) this.canvas.width = Math.pow(2, Math.round(Math.log(aSize) / Math.log(2))) width1; const height1 = Math.ceil((Math.max(1, height) + style.padding * 2) * this.resolution) this.canvas.height = height1; this impacted text metrics a lot, mangling text positions but I didn't notice any positive change on the text quality. So, maybe I'm doing something completely wrong. What's the correct way of doing this? Thank you in advance!
  5. @b10b man, great idea use as child. I will use this in my game. Thank you!
  6. Anchor and Pivot are your friends. If you don't wish to use them because you want to maintain left alignment then consider using a child Sprite, or other arrangement of Containers. Then you can freely adjust the anchor (or pivot) of any child, do the transformation as would be intuitive and the parent will be unaffected. There is minimal overhead in using children and they can improve code readability and maintenance. The alternative (using a single Sprite) involves translating (x=-width) before the flip (scale.x*=-1) or rotation, then translate back again when done. It's unlikely to feel as intuitive - and is likely more prone to mistakes or confusion later?
  7. @tallops same here... Gamedistribution.com did not pay me money for 5 months (from January)! @Gamedistribution.com is company which steals money from publishers! @gamedistribution.com just lie and lie and steals money from publishers on their fraudulent fund Azerion Don't believe Gamedistribution, they are the top scammers! Turkish based scammers Erol Ertürk and Reha Biçer from GD... They need a lawsuit against their company.
  8. before that, I've ready search the google, this forum, stack overflow, and found only broken answers. My doubt: -how can I flip a single sprite in Pixi? What I need: -flip the sprite BUT hold its center (width/2, height/2) in the same place like it was not flipped, without change the anchor. Example: Before: After flip X: NOTE: the sprites stays in the same place X and Y. So how can I do this? Second question: After flip the sprite, how to rotate with origin in its center? The sprite is in the smae position, but I want rotate only relative to width/2 and height/2, and not with the anchor. I've tryed set the pivot to center of size but the sprite is moved to the anchor. Is possible do this without gambling with anchor?
  9. not DynamicTexture, but two renderers in the same context: https://github.com/seacloud9/babylon_pixi_boilerplate Its possible to put in the texture if you spend some time.
  10. @iamsam in "resource" field of BaseTexture. How deep are you in pixijs sources at the moment? Something like combination in looking in variables in runtime and reading source code should work. I'm sorry but I cant help you guys, I'm too tied with other stuff. Maybe @JetLu can help you , he's doing those awesome PR's : https://github.com/pixijs/pixi.js/pull/5697
  11. Thanks for sharing the information it was very helpful for me slither io
  12. I wish you a very happy day, I have been watching you for a long time and today I left a comment, candy crush soda I want to say that I admire you so always do such wonderful things. thank you
  13. Hi, I think someone fixed this and its working today 😊. I will start using this now. Thank you very much.
  14. Hi guys, I couldn't reproduce the problem in simple pixi app scenario. It works like magic in simple case. So the problem is somewhere in my current implementation. @ivan.popelyshev I pass empty texture, just like I wrote before. Now I see that it has defaultAnchor property, so it's fine. this.item = new Sprite(Texture.EMPTY); then I add it to the container and force render - all fine. Then I set the real texture, as base64, loaded with PIXI.loader: this.item.texture = this.settings.textures.c_fillT_S.texture; this.item.anchor.set(0.5); this.item.scale.set(scale_factor); this.item.tint = gray100; do some tweaking and force render again and it breaks in packGeometry method: var uvs = element.uvs; <--- uvs is null. (element is Sprite) float32View[index++] = uvs; <-- Cannot read property 0 of null That is all I can tell for now, will update once I will find out!
  15. My code let assetsManager = new BABYLON.AssetsManager(scene); let box = assetsManager.addMeshTask( "box", "", "https://cdn.rawgit.com/wingnutt/misc/master/", "mesh01.obj" ); box.onSuccess=(task)=>{ console.log('task'); }; box.onError=(task)=>{ console.log('error'); }; Problem no reaction, both 'onSuccess' and 'onError'. I want to see results and problem parts, in my 'assetsManager.addMeshTask'. please help. please..
  16. Hello, where did you find this script?
  17. Yesterday
  18. Hey there, I’ve posted some more wild cartoon-style texture images derived from glass objects: TXR – GLASS – Cartoon https://soundimage.org/txr-glass-cartoon/ As always, please remember that they are meant to be building blocks rather than polished textures, so feel free to edit / alter / mash / etc., as needed. Don’t forget to check out my learning series that teaches environmental responsibility in a fun way through stories and characters. The premise is this: How can we expect children to be the future stewards of the Earth if they don’t feel connected to it?? Please share with family, friends, teachers or anyone who might find it useful. https://soundimage.org/dunes-island/ Have a good week!
  19. That's how you create a texture out of big sheet: "new PIXI.Texture(baseTexture, new PIXI.Rectangle(0,0,32,32))". That question is very frequent.
  20. Hello everyone, I'm new to Pixi, and so far I'm very impressed with the performance and ease of use... There's one thing I can't find any examples/resources on how to do, and that is how to draw a sprite animation. I have this sprite below, which I'd like to split up and be able to animate. I can't define what sprites I will need in setup, so I'd like to be able to load it 'on the fly'. I can do this with regular sprites with this piece of code: var textures = new Map(); function getSprite(url) { let texture = PIXI.Texture.from(url); textures.set(url, texture); return new PIXI.Sprite(textures.get(url)); }
  21. I decided to make game with phaser using Mighty Editor but the url that opens the editor doesn't work. Can anybody help me on this. It just says website is under maintainance.
  22. This approach seems to be exactly what I'm after for a similar problem, but not having any joy finding any SVGResource data. Been at it for hours. Any idea? I can see there's a baseTexture within the texture itself, but no SVGResource nevermind string representation (other than the URL). I'm on latest v5.
  23. I have a feeling that WebGL is not enabled and browserify falls back to using pixi v4. But Pixi v5 does not support browsers without WebGL, and you have to use legacy package. When using browserify, you type PIXI.VERSION in that chrome console to check the PIXI version. Here is some info on how to enable WebGL: https://superuser.com/questions/836832/how-can-i-enable-webgl-in-my-browser
  24. This asset objects is on my desktop and this is my index to call js file. (both deneme.js and phaser.js are on my desktop. In this, there are no green boxes but no images actually at all. Lastly the original code that I mentioned ( you can check original code I didnt changed js codes) is written on phaser 2.2.2 mine is 2.6.2 but I tried both, nothing changed. Thank you for your sincere interests.
  25. GameState.prototype.preload = function() { this.game.load.image("block", "block.png"); this.game.load.image("person", "player.png"); this.game.load.image("ball", "ball.png"); //part of js code <!DOCTYPE html> <html> <head> <script type="text/javascript" src="phaser.js"></script> <script type="text/javascript" src="deneme.js"></script> </head> </html> //index.html this asset objects is on my desktop and this is my index to call js file. (both deneme.js and phaser.js are on my desktop. In this, there are no green boxes but no images actually at all. Lastly the original code that I mentioned ( you can check original code I didnt changed js codes) is written on phaser 2.2.2 mine is 2.6.2 but I tried both, nothing changed. Thank you for your sincere interests.
  26. See http://pixijs.download/dev/docs/PIXI.BitmapText.html#letterSpacing
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