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Showing content with the highest reputation on 03/15/2019 in all areas

  1. 1 point
    Hello everybody, First of all, thank you for providing such a great framework. here is my question: is it possible to generate a texture from the content of a SVG file instead of its path. I found an issue talking about it: https://github.com/pixijs/pixi.js/issues/2927 http://https://codepen.io/RanzQ/pen/RGPrxr var texture = PIXI.Texture.fromImage('data:image/svg+xml;charset=utf8,' + serializedSvg) but it seems that the given solution doesn't work anymore. I tried it in my project and it doesn't display anything. thank you for your helps.
  2. 1 point
    Any chance this can help you? https://github.com/bigtimebuddy/pixi-svg
  3. 1 point
    I found out a solution from this website: https://medium.com/@benjamin.black/using-blob-from-svg-text-as-image-source-2a8947af7a8e const blob = new Blob([svgObject], {type: 'image/svg+xml'}); const url = URL.createObjectURL(blob); PIXI.Texture.fromImage(url,undefined,undefined,2); Unfortunately, when I zoom in now the quality is quite low do you have any idea which may provoke that? <svg version="1.0" id="blop_1" x="0px" y="0px" width="800px" height="800px" viewBox="0 0 800 800" style="enable-background:new 0 0 800 800;" xml:space="preserve"> <circle cx="400" cy="400" r="400" stroke="black" stroke-width="3" fill="red" /> </svg> Thank you for your helps EDIT: FIREFOX : doesn't display EDGE: no quality loss when zoom in CHROME: quality loss when zoom in it's quite strange
  4. 1 point
    Here's a playground that reproduces the problem (some of it at least, the missing triangles aren't in the exact same place for me) https://www.pixiplayground.com/#/edit/wyw3c0oMPBlkeO5he3Wto I can confirm that this bug is not present in pixi.js@4.8.6 so I'll use this version for a while 😉 Thank Ivan, you're incredibly helpful 😄👍
  5. 1 point
    Jonny Shaw

    Freelancer | Digilocker Design

    Hi all! I've been floating around the forums for a few years now and didn't realise I hadn't posted a plug in here! 🤣 I'm Jonny Shaw, 35, & a freelance artist & designer, based in West Yorks, England. I have a background starting in UI design, but more recently have worked in 2D, 3D, animation, sculpting, & development too. Lately I've mainly been working on a lot of casino games, which also led into development with PixiJS, Spine & GSAP. The last of which ended up being a full game prototype (just minus the comms). Always on the lookout for interesting projects, so if you feel like my work may fit the bill, don't hesitate to give me a holla! Cheers 🍻 Jonny Shaw Website | Facebook | Behance | Artstation
  6. 1 point
    David

    Is there a double-click feature?

    From what I've seen of the code, there is no double click event. However, there is an extra parameter passed into "onTap" that denotes double click: // Was it a double-tap?if (this.timeUp - this.previousTapTime < this.game.input.doubleTapRate){ // Yes, let's dispatch the signal then with the 2nd parameter set to true this.game.input.onTap.dispatch(this, true);That means you can have a double click handler by doing something like: game.input.onTap.add(function(pointer, isDoubleClick) { if(!isDoubleClick) { return; } // Handle double click.});Then again, you could also use the native dblclick event.