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Showing content with the highest reputation since 03/18/19 in all areas

  1. 3 points
    No bans are happening here (yet). @5neia_opo2@google-mail.ooo, try to understand the frustration people are experiencing. A new user came to the forum and in nearly every post they made trashed the project they were asking about. A lot of people here put in a lot of time and effort to not only to develop the project, but answer questions here as well. I was definitely frustrated reading your responses as someone who has put 6+ years of their life into this project. @botmaster did a poor job of handling that situation, but has apologized and I'm sure will do better in the future, as will you as well. Let's all be adults about this, acknowledge we did something wrong, and move on. @5neia_opo2@google-mail.ooo you are free to ask any question you need help with, but I definitely recommend reading through some tutorials, the examples, and checking the API docs before asking questions. It will often lead to you finding the answer yourself, and there will be less fatigue for the people answering here on the forum. I'd also recommend you approach things you don't understand, or decisions you disagree with, with a more open mind. Try to learn and grow the new library, not all libraries are alike and different problem spaces call for different solutions. Having a bad attitude is a good way to earn ill-will in the community and you may no longer get the help you expect if you are ungracious about it. When you find inconsistencies, or things you think should work differently, then change it! Pixi.js is an open source library built by the community. Everyone gets a chance to make the library better by contributing to it. The best way to get problems you have fixed, are to fix them yourself.
  2. 3 points
    I had some similar problems with this yesterday so I wrote up the workflow I found to work step by step. Hope this helps anyone else who finds this thread in the future. https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/
  3. 2 points

    The future of web games

    Oh yeah, I remember reading that discussion. Well, to give my two cents. I think that discussion was pointless to begin with. I understand the question since there are not many popular hmtl5 games, but I would not call it dead, far from it. Web is a platform like PC, console and mobile. Most game devs use an engine like Unity3D or Unreal and export their game to platforms they can support. But games get exported more often to platforms where their game can run native because most games are too big to run smoothly in the browser. I mean, just look around and see how many devs actually created a 3D game in html5. Barely. And if someone did, is it probably low-poly. But that being said, that would be the only con I can think of. The biggest pro, and the reason I decided to go for HTML5 game dev, and not Unity or Unreal or any other engine, is because it is soooo damn easy compared to writing your game in C# or C++. I mean, all you need is a good IDE for web dev and your browser. And players don't even have to download your game. Heck, if you want to, you can put your game in a cordova container and export it to Android or iOS as if it is nothing. And just look at all the available resources. There are engines like Game Maker or Construct that allow you to export your game easily, as well as lots and lots of frameworks like Phaser, Pixi, MelonJS and so on. And also, since your game is actually a webpage, it can be integrated easily in many front-end technologies like Angular, ASP.Net, PHP and even NodeJS with Electron. That is also a very powerful benefit. Not to mention webhosting. I mean, a basic webhosting service is enough to host your game on since html5 games do not tend to be gigabytes big. Give it time. I admit I cannot think of a popular html5 game, but I am sure other forum members can fill me in on that one. I do see some gems once in a while. But those are often not only for web, but native too. They just have a web variant. You wont find yourself a whole RPG, but smaller games. But I like those, I am often very tired after work and to be able to play some small games while being half braindead is awesome, and very relaxing.
  4. 2 points
    I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what else components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful to any collaboration. Available at GitHub and npm
  5. 2 points

    ctx.clearRect() not working with Image.

    @James432213 hi, many issues here, all solvable. 1) The function named "canvas" rename this and avoid some confusion, call it "init" or similar 2) doKeyDown function has parameter "e" but references "event" in the switch - be consistent. 3) the functions doKeyDown, updateCanvas, drawPlayer are scoped "above" the "init" function, so they can have no easy reference to the "canvas" variable defined within "init". Notice also the name collision of "canvas" if we ignore step 1. Easy fix is to move these function declarations inside the "init" function. 4) There's nothing wrong with ctx.clearRect Some basics in how to debug your code will be beneficial, in particular the developer console (F12) is great, and using "console.log" can send helpful messages there from your code. Use that as a start towards watching the flow of your code when it runs, and where things are not actually working as might be expected on a first draft of code. This will lead to more advanced debugging techniques and more elaborate (and working) code.
  6. 2 points
    Do you draw something else than the video to canvas? If something taints a canvas then it stays tainted no matter what is rendered in the future. Or it might be due to stream becoming unavailable at some point for short duration and that could cause tainting (though the bug report I found on this should be already resolved, it was 5 years ago). Pretty sure it's some kind of edge case in security constraints which causes canvas to become tainted (by something), which causes security error when pixels are read from it.
  7. 2 points

    I hate designing levels!

    There! I said it! 😡
  8. 2 points

    I hate designing levels!

    Procedural generation can be a load of fun, but its a butt-ton of work to get working well. You could even use a genetic algorithm (GA) to create levels, have an automated actor play them, test the 'success' of the actor using fitness functions and then loop that process until you get levels (again, based on a heuristic function) that are fun to play. The up-shoot is that you can, potentially, create a near infinite number of levels like this. Or at least generate a manageable amount (say, 30) and manually curate them. Depending on how good your heuristics are you can create levels that are harder or easier for humans to play. It's a ton of work though. So depends on your mindset. Some crazy people find that a wonderful coding challenge.
  9. 2 points
    there is no public property available but you could use the following private property timer._pause working example: var timer = game.Timer.add(1000, function() { sprite.remove(); }); if(timer._pause){ console.log("paused") } else{ console.log("Not paused") }
  10. 2 points
    @dataj, I am pretty sure you can find all the information in the documentation. Maybe you forgot to associate your game to your business? https://www.facebook.com/help/publisher/709041312624617/
  11. 2 points

    Fading trail

    Here's the second one, super-v5 stuff: https://pixijs.io/examples/?v=v5.0.0-rc.2#/textures/gradient-resource.js Yes, you can use it as an alphamask. Why do you need though? Your trail is simple rectangle, right? In fact, that's one of common mask use-cases in Flash: alpha gradients. Its shame we cant replicate all that Flash stuff even after several years of coding.
  12. 2 points

    Fading trail

    First demo will be here in 5 minutes or so : https://pixijs.io/examples/#/textures/gradient-basic.js It took me only one cup of soothing tea.
  13. 2 points

    Fading trail

    What about create you gradient in other canvas. https://www.w3schools.com/graphics/canvas_gradients.asp var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); // Create gradient var grd = ctx.createLinearGradient(0, 0, 200, 0); grd.addColorStop(0, "red"); grd.addColorStop(1, "white"); // Fill with gradient ctx.fillStyle = grd; ctx.fillRect(10, 10, 150, 80); and than, create `generate` a texture from this canvas context ? Am sure it can work ... but at the expense of performance. I do not remember which one, but there is a rpgmaker plugin that used this process with pixijs.
  14. 2 points
    I've got a situation my physics simulation is running at high framerate (60fps), but some devices my app runs on cannot run the graphics (PIXI) at 60fps without causing the physics simulation to stutter and jump, causing undesired artifacts. So, in pursuit of performance, I shoved the physics simulator (in my case, matter.js) into a web worker, but then still found that some devices couldn't handle updates at 60fps in the main thread. So I started setting an interval to apply updates from the simulation to PIXI at a fixed rate - 30 fps to start. However, sometimes even on some devices that was unsustainable. So, the question came down to - what FPS *should* my app run at? And when I say "run", I'm talking about changing the position of PIXI objects base on updates from the physics simulation, not about changing the speed of the PIXI's ticker. Since the speed at which I could apply updates from the physics simulation and still achieve sustainable render speeds without lagging varied from device to device, I decided the best way to decide on the FPS to run at would be ... let the app itself decide at run time. So instead of coding a fixed FPS, or giving the user a slider to adjust, I let my app measure and adjust it's FPS based on what it measures as sustainable while it's running. Enter my solution for my app, FpsAutoTuner: https://gist.github.com/josiahbryan/c4716f7c9f051d7c084b1536bc8240a0 - contributed here to the community in case it may help someone else solve a similar problem. It's framework-agnostic, no external dependencies, written as an ES6 class, but could easily be rewritten as a ES5 if you wanted. FpsAutoTuner works by measuring the FPS (which you tell it by calling `countFrame()`) and then every so often (at `tuningInteval`ms), it compares that measured FPS to the `fpsTarget`. When the measured FPS goes below `fpsTarget` less `tuningMargin`, the `fpsTarget` will be decreased by `tuningRate` and the `callback` will be execute with the new `fpsTarget`. Likewise, when the measured FPS exceeds `fpsTarget` less `tuningMargin`, then `fpsTarget` will be increased by `tuningRate` and `callback` will be called with the new target. Example usage: // Somewhere at the top of your file import { FpsAutoTuner } from './FpsAutoTuner'; // Then later in your code, probably in your constructor of your game object this.fpsAutoTuner = new FpsAutoTuner({ fsTarget: 30 callback: fps => this.setFpsTarget(fps) }); This assumes that you have a function called `setFpsTarget()` on your class, probably that does something like this: // This is just an example method, on your own class... setFpsTarget(fps) { clearInterval(this._fpsTid); this._fpsTid = setInterval(this._render, 1000 / fps); } Then later in the rendering portion of your code: // inside the render loop of your code, call: this.fpsAutoTuner.countFrame(); That's it! Your app will now automatically adjust it's FPS as needed when it detects lower/higher frame rates available. (FpsAutoTuner automatically starts it's auto-tuning timer in it's constructor.) There are plenty of options you can pass to FpsAutoTuner to tweak it - they are all documented at the top of the gist. Specifically of interest, you can set `tuningInterval` (default 5000ms) to change how often it measures/changes the FPS. This all has just been a humble attempt to give back to the community. Use and enjoy. Contributions/changes/suggestions to the gist are welcome! Download FpsAutoTuner from GitHub here.
  15. 1 point

    ThreeJS and FBX file

    I have now added new "FBXexample" scene to the example project of Three.js plugin. It shows you how to load one FBX model and play animation on it. It does have embedded texture.
  16. 1 point
    In general: handle animations, events and cleanups separately. app.ticker.add(() => { //code that updates ALL MY ANIMATIONS MANUALLY }); app.ticker.add(() => { // suppose we want to clear someContainer let children = someContainer.children; let j = 0; for (let i=0;i<children.length;i++) { var child = children[i]; if (child.dead) { //delete it somehow, remove from list of animations and so on } else { children[j++] = i; } } children.length = j; }); Of course it has to be adapted to your style of coding and your case. I know that most people when they start something more than stupid demo stumble across the problem, and I provided PR in PixiJS that adds API but it was too experimental for our team, it was rejected. I'll try to make it again this summer. It was about `detachChild` thing that handles actual removal later, after all events.
  17. 1 point
    Sorry to hear this, it's frustrating and not uncommon for quality games. Locking a game will have limited benefit, don't blame yourself. Practical advice is don't spend more than 5 minutes worrying about it (a DMCA takedown should take less than 5 mins once you've done it a couple of times). Some additional takeaways are: 1) brand future games in multiple ways so stolen traffic still promotes the author and proper licensing channels, 2) develop server-authoritative or partner-publishing strategies for monetization, 3) offer paying customers more value than what they could achieve by stealing, 4) remember a sequel is quicker for the original author to make - and everyone prefers to play the latest greatest - so if stolen games get traction cash in later.
  18. 1 point
    wait a moment, making a demo. I believe we have something like that in v5, i dont remember about v4.
  19. 1 point
    That looks like a CORS problem. Can you check what network headers the video (and possibly related preflight request) have in relation to access control?
  20. 1 point
    Hello everyone I have a school project, which is called "corewar" to do. This is about coding a virtual machine in C, and running basic programs into its memory. I want to go further and create a "visualizator", which allow anyone to see what's inside the memory during each cpu cyle. Well, might sound very abstract, so here are som few pic to illustrate how it looks: A gif A video And my first implementation (see attached video) I have tried to use p5js but it's too slow. So I'm trying pixi, but I don't know how to get started, good practices, etc... I read the code reference (the doc), which is pretty handy, but it didn't give me any advises of how to structure my code, the right way to use classes (as PIXI.Graphics for example), etc... Right now, my code looks like this: function setup() { const app = new PIXI.Application({ width: CANVAS_WIDTH, height: CANVAS_HEIGHT }); console.log("Setting PIXI dimension to ", CANVAS_WIDTH, "x", CANVAS_HEIGHT); const bytes = initializeBytes(app); // An array containing all our bytes const processes = []; // An array containing all our processes document.getElementById('ram-app').appendChild(app.view); bytes.forEach(b => b.draw()); } class Byte { /** * rect: PIXI.Rectangle instance * renderer: PIXI.Graphics instance */ constructor(rect, renderer) { this.rect = rect; this.renderer = renderer; this.color = 0xFFFFFF; } draw() { const { x, y, width, height } = this.rect; this.renderer .clear() .lineStyle(1, 0x000000, 1, 0) .beginFill(this.color) .drawRoundedRect(x, y, width, height, 3) .endFill(); } } I have 4096 bytes (so 4096 instances of PIXI.Rectangle and PIXI.Graphics), and it's already really slow. I mean, I only have 20 FPS like this. I'm pretty sure I'm missing some obvious points, so any help to improve this code, and make it run @60FPS will be really apprecated Thanks a lot! Mar-25-2019 10-35-15.mp4
  21. 1 point

    Is it like backstabbing my clients?

    If an 'adequate' amount of time has elapsed then I think it makes sense, it turns their license in to what is something like an 'early access' license (and, by that, I mean, they get it before everyone else, not like steam early access which is before its ready), which almost certainly isn't what is written in the license but it almost certainly isn't prohibited either. As you have a good relationship with them, maybe ask them what they think and how they think they might react? I'd like to say that they understand business and you're just driving profits and that it is all really rather understandable and totally normal for you to make enough money to feed yourself and buy a few nice things, but some people are hard to judge. For what its worth, so long as a decent amount of time has passed since the initial (and often only) license was sold I don't see any conflict with attempting to monetise your back catalog. Keep them sweet by promising lots more top notch games they can license before everyone else
  22. 1 point


    That setting adjusts the delta emitted from the ticker, not how often the ticker is emitted. console.log that delta value and you'll see a difference. If the setting is left alone, if requestAnimationFrame can emit 60 times a second, that delta will come out as `1` as it's hitting it's target.
  23. 1 point

    Fading trail

    Hi, I'm trying to create a fading trail using minimal graphic/sprite objects. Right now I have an object that is always moving at the same speed and direction, and I would like it to have a trail behind it. I've looked at the mouse trail demo, however, I feel it is unnecessary to use have to use so many objects just to make a linear trail (the trail I need will always be in the same direction), as I'm going to need 10+ trails at once. Here are 2 of the options I've thought of so far: Draw a rectangle graphics object, then use an alpha mask to create a fading an effect: Have a really long sprite as a trail, then use set its frame to the length I need. Which one would be more practical to use, and are there any better methods? Thanks!
  24. 1 point

    Fading trail

    @ivan.popelyshev Instead of Could you edit the sprites textures frame directly, like: var sprite = new PIXI.Sprite(<gradient texture>); sprite.texture.frame = new PIXI.Rectangle(<...>); // Edit it directly Or is this bad practice?
  25. 1 point

    Project MWX - multiplayer RPG

    Hey Semir, I am focusing a lot on my game editor at the moment, I've hit a point in development where I need a lot more attribute data for sprites and objects, and therefore need a easy way to edit this. I will always write here for you whenever I make any progress and be sure to keep checking my youtube channel for more videos in the future! I appreciate your interest in this, and in the future when I need help testing it, you will be one of the first I will ask! Thanks, Tao
  26. 1 point

    is facebook instant game profitable ?

    i Just start working in fb instant games but from the stories i readed and pics i seen it really profitable .
  27. 1 point

    How to center PIXI.Graphics?

    Oh, right, i completely missed that one. 😳 I got it to work doing this: this.body = new PIXI.Graphics(); this.body.lineStyle(4, 0x000000, 1); this.body.beginFill(0xffff00); this.body.drawCircle(0, 0, 36); this.body.endFill(); this.body.x = this.body.width / 2; this.body.y = this.body.height / 2; this.body.pivot.x = this.body.width / 2; this.body.pivot.y = this.body.height / 2; Turret: this.turret = new PIXI.Graphics(); this.turret.lineStyle(4, 0x000000, 1); this.turret.beginFill(0x9b9b9b); this.turret.drawRect(x, y, 18, 40); // turret offset, sent by server this.turret.endFill(); this.turret.x = (this.turret.width - 4) / 8; // I have no idea why i need to divide it by 8 but it works: bullet comes out of the exact center of it, -4 is the stroke size. this.turret.pivot.x = this.turret.width / 2; this.turret.pivot.y = this.turret.height / 2;
  28. 1 point
    good news I have found the perfect solution!!!!!!!!! I didn't know about this feature in HTML5 but there is a thing called "defer" and "async". Apparently all script tags with async will be run whenever they are loaded whilst the script having defer tag will be run in order AFTER all document is parsed and BEFORE document.onload. Hence the solution is: <head> <!--Code that doesn't care about order--> <script src="/lib/skills.js" async></script> <!--Code that cares about order--> <script src="/pixi/pixi.min.js" defer></script> <script src="/pixi/pixi-layers.js" defer></script> </head> @jonforum thank you for giving me a hint with the import and finding this absolute gem!!!!! To hell with the extra document onload loader
  29. 1 point

    deep and child

    In this case you could also just say .visible = false / true to keep layering constant.
  30. 1 point
    new Update : https://www.kongregate.com/games/DragonSlayerZ0/sticky-ricky-lost-in-space
  31. 1 point

    Fading trail

    Thanks! I forgot to check the source code first. 😶
  32. 1 point
    i love the io games like this ❤️
  33. 1 point

    right click event

    lol don't worry , it's not a porn avatar it's an avatar from my google account , so no pb i change that . back to Js I try that and I come back ! thanks !!!
  34. 1 point

    [Phaser 3] Maggot Diorama 2

    Ha, ha 🤣 I spent about half hour to beat these two little games! Rreally enjoyed.
  35. 1 point

    Placing objects in a 48px grid

    for grid, play with modulus operator https://www.w3schools.com/js/js_operators.asp Just search on youtube, you will see how create grid with modulus operator youtube.com/watch?v=nvMheqDMHK0 math.floor here can be replace by Double bitwise ~~ for snap to grid, modulus will also solve your issue, but you will need to play and study it before.
  36. 1 point

    Placing objects in a 48px grid

    Problem 1 can be solved by subtracting half the size of the image from both x and y. I am not too sure what you mean in problem 2, it looks like it is aligning properly.
  37. 1 point

    Fading trail

    OK, I was wrong, I forgot about @jonforum Cache black-white or transparent-opaque grad one time and use tint/darktint on it Gradients are basically 1d textures, use them with height=1. Vertex-coloring is not as versatile, you cant put linearRGB in it, for example.
  38. 1 point
    I want to rotate player's both body and hands simultaneously but i couldn't figure out how to do it. My player looks like this and I want to be able to rotate it like this The body and hands are different sprites in a container, everything gets weird when I try to rotate (or move) the container. Player.js class Player { constructor(game, id, x, y) { this._game = game; this.container = new PIXI.Container(); this.body = new PIXI.Sprite( PIXI.Loader.shared.resources['assets/player-1.png'].texture ); this.body.x = x; this.body.y = y; this.body.anchor.x = 0.5; this.body.anchor.y = 0.5; this.hands = new PIXI.Sprite( PIXI.Loader.shared.resources['assets/player-1-hands.png'].texture ); this.hands.x = x; this.hands.y = y - 40; this.hands.anchor.x = 0.5; this.hands.anchor.y = 0.5; this.id = id; this.container.addChild(this.hands); this.container.addChild(this.body); this._game.camera.addChild(this.container); } updatePosition(x, y) { this.body.x = x; this.body.y = y; this.hands.x = x; this.hands.y = y - 40; } }
  39. 1 point
    atan2 returns 0 for (x=1, y=0) , its RIGHT direction, that means your character with rotation=0 has to look to the right. Of course people usually make it look down, so you have to add or subtract MATH.PI/2 from atan2 result
  40. 1 point
    You did something wrong, it should work. Wanna upload a demo on pixiplayground.com or codepen/jsfiddle?
  41. 1 point
    Hmmm, good question. Appreciate the consideration. Looks like most in that list are github projects/npm packages? I suppose I could just put this in it's own repo in GitHub with a readme and that might be more orderly for linking that using the thread. What do you think?
  42. 1 point

    2D Map Representation as 1D array

    @b10b yep, thats it exactly. I have a central 'store', which is just a big object, technically you could pass class instances (or functions) through as well but I'm not sure the exact downsides of that (easy serialisation is one, but could be worked around easily enough). Re-rendering is a side effect of changes to that central object and will only occur when changes are detected (standard React rendering, which is the same as many true FP languages). You could have both systems side-by-side and have a more manual system to 'tell' certain UI elements to that they need to re-render, I've tried that too with varying success. I think, in my case at least, I could get a lot of benefits from memoizing some transform functions as I'm effectively running the same thing several times each render tick.
  43. 1 point
    nice game
  44. 1 point
    most of devices will give you max 4096x4096 texture. Also, texture compression (DXT), pixi-compressed-textures. That's not GZIP , that's actually compression on pixel-level, it works on videocard. Split it or renderer will die.
  45. 1 point

    How to improve Load time?

    Actually i just added third parameter to addAsset function that will do this for you automatically. // Never loads the file from cache game.addAsset('https://panda2.io/temp/example.json', 'example.json', true);
  46. 1 point
    Added to https://github.com/pixijs/pixi.js/wiki/v4-Resources , and i'll ask owner of pixi-awesome to add there too If you post it as separate thread, i'll pin it
  47. 1 point

    Help Needed: Improve performance

    It looks like your rendering is not the thing causing frames to go down. Profiling it shows that most of the time goes to javascript. ProcessSurvivor and findfood take most of the time. Optimizing those might help. Also if you have only 200 sprites you can use regular container without any problems. ParticleContainer starts to show benefits at thousands of objects. Here's a screenshot of the profile (chrome profiler)
  48. 1 point

    Zooming out on tilemap layer?

    Just wanted to update that this problem was fixed by a recent update of Phaser.
  49. 1 point

    Propagating mousewheel event to parent?

    Hi there. Just did a similar test to Wingy, and looks like babylon doesn't block the events, http://www.babylonjs-playground.com/#C3ZPAS. Looking at your page source, I think the issue is that the scene is embedded in an iframe. You should be able to send the event (or a message) from the iframe to the parent either via window.parent or window.Postmessage
  50. 1 point

    Dealing with mouse wheel

    game.input.mouse.mouseWheelCallback = mouseWheel;function mouseWheel(event) { console.log(game.input.mouse.wheelDelta);}And there are 2 constants as well: Phaser.Mouse.WHEEL_UP and Phaser.Mouse.WHEEL_DOWN. The wheelDelta will contain either of those values depending on the direction of the wheelscroll.