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Showing content with the highest reputation since 05/16/19 in all areas

  1. 2 points
    Rezoner

    SpriteStack - 3D Pixelart Editor

    Ahoy there. I have just released a standalone version of my voxel editor where you draw models layer by layer like a 2d image. It features very neat spritesheet exporter with my handcrafted retro renderer made in WebGL. Please take a look at https://spritestack.io/ to get more info. I am also glad to anwser any questions.
  2. 2 points
    Dumadu

    3d Highway Racer

    My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  3. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  4. 2 points
    Gio

    Cardlings, a digital board game

    Hi everyone I've made a tactical strategy game (single and multipalyer) with the help of some very talented people, including some active users of this forum too. The game will be availble on Steam from June 5th for Windows, MacOs and Linux. Android and iOS versions will follow. Please check out the Steam page or the game's official site for more info. The game was made with our own game engine (WADE) which is free to use if you want to make your own games with it. I'll be writing some blog posts about the development of the game (what went right and what went wrong) as soon as I get a chance.
  5. 2 points
    Trump's Wall Game started out as a joke but somehow manifested into something that is...still a joke. It's a persistent world with one thousand nine hundred and sixty virtual miles along the border. Choose either the red team (builds wall) or the blue team (breaks the wall). Then go nuts and build or break away. Trump's Wall Game is a living breathing thing so any changes you make will be reflected for the rest of the world to see. Oh, we also hired a Trump impersonator to do the voices. That in itself is worth checking out. Enjoy! Play the game here: https://meowyorktimes.com/wall.html Game was created by a three man team in a few weeks. A designer (me), a developer and an artist.
  6. 2 points
    YMShen

    Text smooth scaling / text mipmaps

    I'm glad you that my old plugin can offer some help It is still at an early stage and only tested in pixi.js v4.7. Don't even have a README yet. Since pixiv5 have breaking changes in mesh & bitmap font classes, I still need time to learn and adapt. PR is welcomed! Take this snippet as a quick-start if you don't want to clone my repo and build it yourself: https://jsfiddle.net/g04xLqdh/ BTW: Here is a command line tool to help you generate MSDF bitmap font assets: https://github.com/soimy/msdf-bmfont-xml
  7. 2 points
    ivan.popelyshev

    Making GUI in 2019 with Pixi

    Do the right side with react, field with pixi. problem solved. The biggest collection of pixi ui elements is https://github.com/pixijs/pixi-ui/ but its not documented nor is it moved to v5 and typescript yet. Text input: https://github.com/Mwni/PIXI.TextInput SDF fonts: https://github.com/PixelsCommander/pixi-sdf-text , https://github.com/avgjs/pixi-richtext We are working on moving all plugins to v5 and we are making new tutorials. I hope in half of year we'll have complete set of stuff for games, but right now its not the case, so go for React to save time.
  8. 2 points
    Are you sure you didn't turn on Battery Safe Mode when trying Cordova?
  9. 2 points
    I wrote an article on this. Thoughts welcome! https://medium.com/@michelfariarj/scale-a-pixi-js-game-to-fit-the-screen-1a32f8730e9c
  10. 2 points
    Exca

    Redrawing only when needed?

    I have a method where I have two different changes that can happen in the scene. Tweens and handlers that get run every frame. For tweens I check if amount of active tweens creater than 0, then it means that something is changing. For onrender-handlers I have a custom component that allows for components to register themselves to get onrender -events and their return value will tell if something has updated. If either tween has updated or any of the components requires rendertime, then that frame is rendered. Otherwise no render will occur. In some cases this can be improved by splitting the scene into multiple canvases. One that gets updates rarely and one that holds the actual gameplay and is updated frequently. Though using that method is something that should be clearly thought out beforehand or you'll end up with multiple canvases to render each frame. Having render loop stop completely is something that you shouldn't do. As calling requestanimationframe is really cheap and not worth the trouble to build a mechanic with renderloop cancellation. Easier to just skip rendering on frames that dont need it.
  11. 2 points
    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?
  12. 2 points
    Does this help? https://www.pixiplayground.com/#/edit/sNKLacqLJenYpsQyc6mIp The issue you were struggling with is that Text is lazily updated. It only usally gets updated when it gets rendered; but you can force it to update with the updateText() function.
  13. 1 point
    Using pixi.js v5, I'm trying to fill a polygon with about one hundred vertices using Graphics.drawPolygon(), but the polygon is drawn incorrectly. When I reduce the number of vertices to about 50, then the polygon is drawn correctly. Is there any limit (near 100) to the number of vertices that Graphics.drawPolygon() can draw? Thanks.
  14. 1 point
    it maybe a engine issue. Firefox use mozilla right ? chrome,edge,vivaldi use chromium engine. maybe try search in the web with thoses keyword. `mozilla` `memoryleak` `canvas` `webgl` `refresh`
  15. 1 point
    left is global mem and right gpu mem from your navigator. do those value grow when you refresh your navigator and snapshot each time? it should not
  16. 1 point
    Komarara

    Poor Performance on panning

    Hi, I'm trying to make an interactive polygon map with pixi js but panning gets dreadful stuttering on panning with over 6000 polygons. I made a screen record. https://streamable.com/qexxv When I reduce my Polyongs to 1000, panning gets smooth. This is how I add my Polygons to Canvas var g = new PIXI.Graphics(); g.beginFill(1); g.lineColor = 0xffffff; g.lineStyle(1, 0xffffff); g.drawPolygon( arrCoordinates ); g.endFill(); app.stage.addChild(g); and this is my pan function: var lastPos = null $(canvas) .mousewheel(function (e) { zoom(e.deltaY, e.offsetX, e.offsetY) }).mousedown(function (e) { lastPos = { x: e.offsetX, y: e.offsetY }; }).mouseup(function (event) { lastPos = null; }).mousemove(function (e) { if (lastPos) { app.stage.x += (e.offsetX - lastPos.x); app.stage.y += (e.offsetY - lastPos.y); lastPos = { x: e.offsetX, y: e.offsetY }; } }); Could someone tell what I can do to increase performance, please note that I need to interact with almost every polygon. And is it possible to store customs values for each polygon, so when I click on one of them, I would like to display these values, etc? I'm currently working with SVG and it's fine but it gets also very laggy on mobile devices when panning, so I thought pixel graphic would be better.
  17. 1 point
    Hi, I'm hoping you can share some ideas with me! I'm making web based games with Pixi.js and I'm having a bit of a hard time working with the graphics design team (this is not a developers vs designers issue!). I'm trying to find the best workflow that might help us both do our jobs faster, but I can't seem to find the right tool for it! The designers sketch and build the app in Photoshop, and I work in Typescript with Pixi. So... what we've tried so far was: they sketch up in PS and then generate all assets with TexturePacker, leaving me with a json file which I can easily import into my game. The downside of this is that I have to position every asset and create every container manually (or rather using a config file, but still that's kinda manual work). Our second attempt was that they sketch up in PS, then export that to Adobe Animate, and using the PixiAnimate plugin, they then create the files for me to use. This has improved our workflow, because I don't need to position anything nor create the containers, but there are still some flaws as they are not able to test interactive elements (they can't see how a button actually reacts unless I implement it), and I would love to not depend on Animate which seems fairly deprecated nowadays, and on an external plugin which is out of our control. Plus, designers (at least ours) do not think as programmers, and they don't make variable names easy for us. PixiAnimate creates objects using the instance name they put on Animate, but they don't follow any guidelines. If they have four items of the same group, they call them "item_1", "item2", "this_is_the_third_item", and "last_one". If there's a tool that can validate this prior to exporting (setting some kind of rules, like prefixes for elements), that would be awesome. So yeah, I'm asking for a magical tool. I know it doesn't exists, and I know some adjustments are necessary on both sides, but I'd love to hear from you guys, how do you work with your graphics team, what do they use and how do they deliver the assets to you! Thanks!
  18. 1 point
    ivan.popelyshev

    Poor Performance on panning

    Hello! Welcome to pixijs community! There are many ways to improve performance of certain elements : graphics/sprites/meshes/whatever. Lags can be two types in this case: 1) your polygon coords are too big and shader precision is not good enough to pan properly. in this case use small coords, move big part to "graphics.position" 2) FPS is low. drawcalls/shader change/other stuff. Its fixable but it requires long lectures or a demo. 3) its interaction lags. I dont remember if anyone had that , but maybe its possible. PixiJS actually checks ALL polygons, it doesnt matter if they on screen or not, there's no vertex/shape culling in pixijs. Please give us more information or demo.
  19. 1 point
    On my team, when making games with PixiAnimate, typically there needs to be a fair bit of communication between the developers and designers. One thing that can make this process easier, especially with designers less experienced with Animate is if the developer creates a structure in Animate with "programmer art", with instances names, etc already in place that the designer can then open up and make changes to. This way, there is already functionality for things like buttons and the designer can see their changes in context right away. Early in a project, there needs to be a tight communication loop between designers and developers, but toward the end of the project, it's very easy for designers to independently go in and make updates. PixiAnimate is open-source, so while it's not totally in your control, you could start using your own fork of the plugin (not preferred), or make improvements and submit a pull request back to the main project (much appreciated!). PixiAnimate is not the perfect tool for every project, but it is great for getting designers more involved throughout the project, taking a lot of the burden of making visual updates off of the shoulders of developers. The biggest "gotcha" bug I'm currently aware of is with text objects on an animated timeline - there are some issues with exporting the positioning of text when its position (or existence) changes over the course of a timeline. This can be worked-around by containing the text in a Symbol before animating it. PixiAnimate is not yet compatible with Pixi.js v5, which was released about a month ago, but I expect to have it updated by the end of the summer. For validating naming conventions, perhaps you could try writing a JSFL script to run as a Command in Animate. Speaking of JSFL scripts, this one is very useful for working with PixiAnimate, it non-destructively converts a layered timeline into bitmaps (and also back to the original art), which is useful if you have complex vector or compound bitmap graphics, or need to rasterize an large object at the size it is being used: https://github.com/SpringRoll/FlashToolkit/blob/master/src/Commands/Utilities/Copy Layers To Bitmap.jsfl
  20. 1 point
    Arludus

    Cyberpunk Night Club

    Hi, i present you my new game, created to Cyberpunk Game jam with construct 2. Cyberpunk Night Club is a management/simulation game with a little story, you have to play with the mouse, club evolve by buying equipment, make money and fight the enemies. It's Html5 game, playable in browser in itch.io : https://arludus.itch.io/cyberpunk-night-club https://www.youtube.com/watch?v=AwDFWMF48D0
  21. 1 point
    Gio

    Cardlings, a digital board game

    I have written a blog post with some details about the development process. You can read it here. The idea is that in each part I'll cover one thing that went right and one that went wrong. In the first part: - What went right: client-server architecture - What went wrong: building on top of prototype code I hope someone will find it useful Also, the game is now available on Steam!
  22. 1 point
    Firefox as well as Chrome both have some strange layout sizing problem .... This is a screen I stuck after loading complete (buttons/clicking doesn't work) Oh i'm sorry i didn't notice this...
  23. 1 point
    buryo

    Creating Input element

    How I fixed this: I've put the input and canvas in the same div (this is the parent div) and set the parent div to Relative Set the input field to Absolute, and now you can put it where you want with Top and Left
  24. 1 point
    buryo

    Creating Input element

    Has someone worked with this before? I've made my own Input plugin the only problem is the screen size, I can't figure out how to calculate that https://i.imgur.com/sO3FzMI.png https://i.imgur.com/nwdXm9v.png Mwni is doing some calculations on screen resize: https://manuelotto.com/opensource/PIXI.TextInput/demos/demo_default.html
  25. 1 point
    ivan.popelyshev

    Creating Input element

    OK, got it, I'll get someone here who speaks React-ish.
  26. 1 point
    I've sent you invite to pixijs slack, in case you are interested and you use slack.
  27. 1 point
    antialias: false , just in case if you set it to true...
  28. 1 point
    @ivan.popelyshev yes sir! I'll study your code. Maybe...do you recommend using PIXI.Texture likes Tilemap?
  29. 1 point
    I have a general idea about that kind of things. "maintain a window of x2 camera size, refill or spawn new elements when camera touches it, move the window.". I have implementation here : https://github.com/ivanpopelyshev/pixi-starfighter , but it requires hour or two of investigating the tilemap. Its very rare that people understand this thing from one sentense , but I do not have any other ideas how to explain it except that code. You need a window and if there are lag spikes - you need to add chunks to it.
  30. 1 point
    You can maintain 2 or more Graphics objects and delete the old one when it goes outside the screen, creating new one at the right side. Or just clear() and move it to right. Also I saw that you depend on RAF too much, if you switch tabs and then switch back, something wrong can happen 2 minutes is strange, i think it'll crash later. First you'll have too many lines inside and everything will disappear because we have only 16-bit indices at the moment. It'll become slow because of constant reupload. The next day it will crash. Are you on linux?
  31. 1 point
    Russian english here. Thank you! I just had a trip through Sochi, Barselona, Ibiza and Palma visiting major pixijs users and helping them for food I'll board plane to Moscow in a hour. hm, looks like CoffeeScript is the thing that you need 😃 CakeScript doesnt exist, unfortunately. TS is good for people who came from Java/C#/ActionScript3. However it adds complexity for all the tools and plugins. I use TS only with namespaces and simple concatenation with "tsc" tool. I copy "ts.d" files into separate dir to know for sure that typings that i use correspond to the version. It really helps if you have like 50k or 1m lines of code. Yes, you need balance between configs and language. People prefere very difficult configs and tools right now, I'm stick to basics. "references.ts", "tsconfig" and "ts.d" files are analogues to makefile, configure and includes. And webpack is piece of .. js tech.
  32. 1 point
    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*.
  33. 1 point
    al3abmizo

    We'll help you promote your games

    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.
  34. 1 point
    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.
  35. 1 point
    This is really well done! Wish I could do pixel art this good for my games.
  36. 1 point
    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?
  37. 1 point
    Hi. Is this still relevant? I'm interested in collaborating with your team.
  38. 1 point
    Exca

    Text smooth scaling / text mipmaps

    You could get really good looking fonts by using sdf-fonts (signed distance field). Though implementing one requires lot of knowledge on shaders. Luckily there's a plugin https://github.com/PixelsCommander/pixi-sdf-text What I usually do though is to have basic textfield with double the fontsize and then use it at 50% scale and try to avoid going over 125% scaling as then it starts to look pretty bad. With the method of forcing to pot I think you need to say in addition that the texture should use mipmapping.
  39. 1 point
    Hey there, I made this little game called Life in the Static, the basic gist of this game is that you have an ability to stop time. LINK TO PLAY THE GAME: Tasty Link
  40. 1 point
    Thanks for the reply, but I don't think that's the case. The device I'm running it on is Chrome 74 on a windows 10 desktop. It works perfectly fine when I used browserify, but not when I webpack it.
  41. 1 point
    If you really want move sprites individually and not from container this is more optimised for (let i=0, l=spriteContainer.children.length; i<l; i++) { spriteContainer.children[i].x-=10; }; But move the container are the best practice. spriteContainer.x-=10;
  42. 1 point
    Thanks for the responses. I've gone with the calculateVertices method replacement for now, it appears to work perfectly.
  43. 1 point
    Hello, I'm creating a front end for a graph display application. It displays a sort of fancy force directed graph, so there are nodes and lines. I'm using pixi-viewport to contain my main scene so it can be zoomed/panned/culled. Once you zoom in past a certain limit the nodes will start to display a text label across the center. I'm using PIXI.Text for these as I don't control what characters will be displayed. I want the text to look crisp so I'm willing to take the hit of generating new text textures on each zoom action. This isn't too expensive as you have to be so far zoomed into to activate the labels that there isn't to many of them on screen at one time. The problem I have is the the text is inside a container that has the hierarchy for a graph node, its shadow/outer selection, inner ring, icon etc so it inherits the world transform for scale and it causes the text to scale and then look bad. I don't want the text to scale as I regenerate it at a suitable text size each zoom to look perfect. I tried the naive solution of trying to apply an inverse 1/parent-scale which sort of works some of the time but not really. I tried putting the text on a layer above the viewport and manually positioning them and resizing them, this worked perfect till I dragged one node over another and realised z-indexing is broken now that they aren't drawn with the rest of their node display objects. Does anyone know if there is a way to stop the worldtransform from applying to a child/child container? I'm currently considering creating my own container subclass that somehow sets the world transform to identity and just position its local x,y at world co-ordinates inside the viewport, this container will be added into the node hierarchy and contain the text item. I'll need to browse through the code a bit to see how. But I'm not sure if it is possible, even a good idea, or complete madness.
  44. 1 point
    Mat Groves

    Is pixi.js dying?

    Good question! Theres lots of reasons! 1 - I genuinely feel happy when I see something we created help other people to create. 2 - I find it super challenging, constantly trying to be render things faster, whilst hiding away complexity from users (not everyone wants /needs to know webGL). can be frustrating, but ultimately makes you feel warm and fuzzy inside when you figure out a new way to do something thats faster and easy to use. 3 - I get a serious education in how the team manage communities, and how to work with other devs. 4 - Team is cool smart bunch o'people. I like interacting with them 5 - Its helps our agency from a business perspective through increased exposure. 6 - Its ultimately helped me become a better dev. 7 - We would have build something like pixi internally anyway as it helps us make what we need more effectively, we just went a step further and shared the code No plans on stopping anytime soon!
  45. 1 point
    mattstyles

    TypeScript vs JavaScript?

    Type correctness is a fallacy, and can not be implemented into a dynamic language without injecting into the runtime, which typescript does not do (although alternatives like flowcheck and some other libs for implementing flow do, it still does not make type checking a silver bullet). Much more info in this article. Having worked with it for an Angular 2 build (which was a horrific experience coincidentally) I can say that using TS creates so many headaches. Importing simple modules becomes an issue and often breaks your build, do you really want to spend half and hour importing a module you want?? Totally bonkers, it should just be a few keystrokes, a bit of network, and boom, get coding. I continually found inaccuracies in documentation as implementations changed which was a pain. I was worried about how TS performs some of its transforms without producing a horrible tangle of inefficient code, turns out that does happen, although a lot of people do work on making these transforms as efficient as possible, its just that some patterns are either not needed or don't work well in a dynamic language. There is also a barrier for every other JS dev, you force them to use TS and not everyone will want to do that (this depends on your project though). The additional killer is that TS is not spec, whilst a lot of what it started considered spec, and certainly its implementation helped the spec to evolve, its a worry. Every time you move away from spec (like Webpack does with modules) you are at risk of moving further away from your chosen language, which is crazy, if your language doesn't support the stuff you want to do then choose another, don't mutate your language beyond recognition, as a web dev you are in a position of luxury here because if the web is your chosen platform then its JS so everything has a pipeline to output JS these days. Typing is useful for large teams as it can make the code easier to understand, but I could dispute this by saying that it introduces a load of clutter and types can be gleaned by a bit of inline documentation, although you wouldn't get static checking (but, see the earlier link, static checking won't secure your program, to the point where it could be pointless). On that, the number of times in TS code I've seen the type specified as <any> because devs haven't put enough effort in (or ran out of time, or, sometimes, been forced in to it because typing is square peg round hole for JS) is shocking and clearly unhelpful. Having said all this, it is gaining popularity so its certainly worth checking out, particularly if you're fond of strongly typed languages (just remember JS is not, and without killing your performance nothing will make it so). Nothing can get you away from this, despite the newer ES2015 class syntax, JS is NOT a classical language. The class syntax is simply sugar around creating a class-like abstraction in a prototypal world. There is nothing superior about OOP or classes, it is simply a different style/flavour/design choice. The reason I bring it up is that if you keep up with a mindset that one thing is superior over another you will overlook anything you deem inferior which means you won't learn its pros/cons and you'll get stuck in your superior world even when you start working on something where that does not make sense. Feel free to ignore, but I'd be wary of pigeon-holing yourself or your tech choices. Learn it all and learn when each different thing makes sense and when it does not. Particularly in the fast-paced JS world, something only remains superior for 6 months, so unless you want to become a dinosaur, keep moving!
  46. 1 point
    Tom Atom

    TypeScript vs JavaScript?

    Hi, it is always good to know pure JS, but with TS you get type checking, which prevents errors and increases productivity. TS is not separate language, but it is superset of JS. If you have Java (or C#) experience, then OOP is similar in it (as well as in ES6, but there it is without type checking). If you are on Windows, there is also very luxury IDE - Microsoft Visual Studio Community 2015, which is free for individual developers. It has great intellisense support. In my book I made small comparsion of TS / ES6 / JS: Just for example, consider this simple TypeScript class: class MyClass { private _position: Phaser.Point = new Phaser.Point(); public constructor(position: Phaser.Point) { this._position.copyFrom(position); } public moveBy(x: number, y: number): void { this._position.add(x, y); } } It is compiled into this JavaScript code: var MyClass = (function () { function MyClass(position) { this._position = new Phaser.Point(); this._position.copyFrom(position); } MyClass.prototype.moveBy = function (x, y) { this._position.add(x, y); }; return MyClass; } ()); Or into this ES6 code: class MyClass { constructor(position) { this._position = new Phaser.Point(); this._position.copyFrom(position); } moveBy(x, y) { this._position.add(x, y); } }
  47. 1 point
    Pryme8

    Getting correct rotation

    I am a father, and I live in America, if I don't like something I'm gonna say something... and its on us as a community to keep the content appropriate for others in the community that may not be mature enough for certain things. So Please Adam be supportive of the values of integrity.
  48. 1 point
    sprite

    Royalty free spritesheets

    http://sprite.slicker.me Check out these royalty free sprites for your next HTML5 game: Transparent PNGs, multiple characters, each with several actions (jump, run, punch etc.)
  49. 1 point
    GreenSock

    GreenSock

    Howdy folks. Just wanted to chime in with a few comments: Someone mentioned that there's a lot of extra baggage in TweenMax like CSSPlugin that perhaps you don't need - you can simply use TweenLite and TimelineLite separately to keep things very small. TweenMax is intended to be super robust and easy to drop in without hassles of loading multiple files, that's all. With TweenLite/Max, you get the lagSmoothing() feature baked in which helps automatically recover from lag without skips/jumps, all while keeping every animation perfectly synchronized across the board. I'm not familiar enough with Phaser's built-in stuff to know if it has that sort of feature, but I've never seen any other engine that has it. You can read more at http://greensock.com/gsap-1-12-0 Again, I'm not familiar enough with Phaser's built-in capabilities but I'd venture to guess that there are quite a few features that GSAP offers uniquely, whether that be nestable timelines, animation along beziers, complex overwrite management options, unique eases like RoughEase, SlowMo, tons of callbacks, etc. There's a page that discusses some of this stuff at http://greensock.com/why-gsap/ in case it's helpful. Rich is right - TweenMax.pauseAll() and TweenMax.resumeAll() are probably the most intuitive option for what you guys are describing, but I'd also point out that you can use TimelineLite.exportRoot() to basically have it take all of the active tweens at any given time, wrap them in a TimelineLite which you can then control however you want, like pause() it or tween its timeScale to make things go in slow motion. The really cool thing about this is that you can then create new tweens that still work while all the others are paused (or slowed down or whatever). Imagine a game where you want to pause the game but open a modal window and when the user is done interacting with it, it tweens out of the way and you resume() the game. As far as the license goes, most people don't need the special commercial license, but we like to think it pays for itself very quickly in cases where you do need it. See http://greensock.com/licensing/ for details. Happy tweening!
  50. 1 point
    george

    GreenSock

    It's totally fine. Maybe you want to make sure that you pause all your greensock tweens when phaser gets paused (manual or by code/lost window focus) so that no tween is running during the pause. I used TweenMax.globalTimeScale(0) && TweenMax.globalTimeScale(1) in the past to do so. This will affect all running tweens or timelines. By setting the time scale to zero TweenMax will set the time to a nearly infinity long duration which equals to a full pause. Set it back to 1 to resume. Use the phaser signals game.onPause and game.onResume to register these actions. game.onPause.add(function(){ TweenMax.globalTimeScale(0);});game.onResume.add(function(){ TweenMax.globalTimeScale(1);}); Regards George