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  2. I think that the most performant solution would be Fabric.js with SVG Caching. Checkout this demo: http://fabricjs.com/svg-caching Toggle the caching button to see for yourself. Other libraries you can checkout: http://snapsvg.io/ https://dmitrybaranovskiy.github.io/raphael/ If you need old browser support Raphael is the best solution.
  3. oTakhi Documents OnDemand System (1) Knowledge at your fingertip. As you type, information about the object is automatically fetched from the server and displayed in the WikiDoc panel. (2) A community contributed documentation system for all static and dynamic objects in the platform. (3) Documents are externally view-able by regular browsers. (4) A no nonsense document editing tool allows for unlimited styles of document flow using flex-box design. (5) Images, links, and youtube videos can be directly embedded into pages. (6) allows clickable links to both external web sites and other document pages.
  4. Today
  5. Yes, if the layout is obvious you can create textures manually, no need for complexity
  6. So I would have to figure out placing of the sprites in the sprite sheet my own ? I will have a look at shoebox!
  7. How to create texture region in pixi: "new PIXI.Texture(baseTexture, new PIXI.Rectangle(x,y,w,h))" As for tool, maybe http://renderhjs.net/shoebox/ can do that.
  8. Hello ! I read about using Sprite Sheets in Pixi and about creating needed JSON files with Texture Packer. But I already got the Sprite Atlas/Sheet. Is there an easy way or a tool to create the corresponding JSON file anyways ?
  9. wow! congratulations for the amazing work
  10. I need to produce games with vectorial graphics. They need to look crispy on any given resolution. Any recommendation besides paper.js?
  11. > I wanted to re-use the same tween to move the image to a different location. > I would like to update "coords" to new location and; call say; tween.start(); If that is not mentioned in docs for that tweener, you have to look in the source code and modify it if necessary.
  12. well i dont know for the popularity of this one. But try search in docs if it have timeLine feature. In tweenLite to acheave this kind of stuff you can just do . const tl = new TimelineLite({ repeat: -1 }); // repeat the timeline infinity tl.to(cardImg.position, 2000, { x: 700, y: 200, ease: Expo.easeOut }) // to: mean 0,0=>700,200 in 2000sec tl.to(cardImg.position, 1, { x: 0, y: 0 }) // start when 2000 sec finish or tl.from(cardImg.position, 2000, { x: 700, y: 200, ease: Expo.easeOut }) // from: mean 700,200=> 0,0
  13. Thanks for your reply, but I just got it working. Yes, I want the slide type controls. I added a sprite for the tiller, and created a touch rotate function for it using 'pointermove'. I then record the rotation of the tiller and translate that to the degree to which the boat turns.
  14. Erm, I don't think this is quite true, mostly because it is impossible (browsers don't execute arbitrary C++ or C# code), although I think it is just how you've explained it that makes it sound odd. I'm assuming that you mean Unity and transpilation to JS for web browsers. This process gets way more interesting with WASM support. If I was heading up one of those companies I would be banging the drum about WASM extremely hard, they can keep their development chain but suddenly get access to runtime engines (i.e. in the browser) that actually offer comparative performance. I'm not necessarily convinced that WASM will actually win wholesale in the browser for client applications, but, it _could_ be a very exciting time soon to work with browsers.
  15. Sounds like a fun mechanic. A button doesn't sound quite correct, its a control for sure, but a button implies binary state, on/off, or, just a single action, i..e press it and something happens. You want something a bit more interesting, depending on what you want a slider is probably the correct control. What do you actually want though? Do you want to mimic the current keyboard control? i.e. is it discrete? with the keyboard things are either on or off, so you only have those 3 states, left, right, nothing (i.e. straight). Do want to keep just the 3, or become more fluid such that users can 'slide' with their finger to choose between a range of points i.e. -45% > x > +45% ? With the discrete case you can use just three buttons on screen, left, right, straight, and, in fact, you can simplify to 2 such that either left or right can be on, or neither can be on (or maybe both also) to signify going straight. If you want users to swipe left and right then you can have the same discrete mechanism, i.e. swipe to the left side of device, go left, swipe to the right side, go right, swipe to the middle (or maybe up or down makes more sense) to go straight. Or, with swiping, you can make it more fluid with the range of points. You then just map the amount of swipe, or, the position on screen of the final position of the touch swipe, to your range of values for your tiller, and draw something pretty to represent that value. This is all a bog-standard slider control (i.e. one of these) does, and I _think_ that is actually what you're planning for users to do, you just want a different render for it.
  16. What if I basecode64 every image and minify the javascript on my own. so that would make a single html file. but then I dont know how to integrate pixi correctly. Using <script src="pixi.min.js"></script> gives me errors, so I probably have to inline it as well?
  17. The issue is your bundler. When you add non-standard things to your 'regular' JS, you can't expect perfect interoperability with JS libraries (such as Phaser) which expect you to write in JS. The issue lies with however your bundler transforms `./assets/button.png`, usually, this will become a file path, which would work fine if, and only if, the paths are correct. I am going to guess that in your case, they are not correct, hence the 404. More strangely, it doesn't even try to insert a path, just the variable name, which either means you're calling Phaser functions wrong, or, the bundler is really mucking you around. Most bundlers that allow you to import asset paths also will handle packing those assets and they _should_ also handle serving it for you in the same way they're serving your HTML and other static code assets.
  18. I am using tweenjs https://createjs.com/tweenjs I think this is a very popular tween API?
  19. i can give you help with tween but with this API only sorry https://greensock.com/docs/Easing Maybe link the API your are using for get more help ?
  20. @themoonratPerfect!!! Very Very Thank you! I solved the problem!! @ivan.popelyshev Thank you so much for trying to help me!
  21. Yesterday
  22. In npm. Or you can clone the repo and build them. Unfortunately typings for 5.0.0-rc3 have one small problem that had to be fixed manually, so here we go: index.d.ts
  23. If you don't need gradients, there is this clever 3 sprites approach :
  24. yep, that also wont work. Though, I have implementations like ParticleContainer that allow children. But I cant share it, its too difficult to use because of other limitations
  25. You rang, m'lord? @JECKL try looking at `renderer.plugins.interaction.eventData.data.global` instead
  26. It should work. Don't forget to clear() graphics. Also, it depends on pixijs version, some of v5 versions were unstable, I recommend to use latest dev http://pixijs.download/dev/pixi.js One of ideas is sprite with full circle and mask that you modify each frame. If mask is somehow leaking please report it to us, it should work.
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