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About themoonrat

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  1. [PIXI] Correct way to initialize an Application?

    The actual renderers are the canvas and webgl, which you are free to create directly, but autoDetectRenderer is usually preferred as it favours creating the webgl renderer (much faster) but automatically falls back to canvas if webgl isn't supported. You'd only have to write this fallback yourself anyway. The Application method is just a helper class that uses autoDetectRenderer in the background, and provides commonly required basic functionality, like access to a ticker, and getters for the renderer and view. If you don't want to use it, fine We've found it very useful at pixi for creating the examples, as it handles the common boilerplate code, leaving just the example code we want to show off
  2. [PIXI] Correct way to initialize an Application?

    The doc with a single options object is the correct way going forward
  3. Current status of Pixi development?

    1. I don't think there is a full list of changes from latest v3 to latest v4. There's a changelog of each individual release: - You could go back from the beginning of the first v4 release onwards, but I'm afraid that's as close as exists as far as I am aware. Multi-texture sprite batching is the big potential performance gain with v4 over v3. The deprecation file will help to see any API changes: 2. Take a look at our wiki, it covers gotchas / migration guide / advice: 3. If v3 gives you everything you need, and works, then it doesn't matter what new version comes out in the future... it's always going to cause a few problems because upgrading a lib usually does! There are some v5 proposals on the wiki, and some tagged issues on github: v5.x . v4 is in pretty much maintenance mode now until v5; there won't be any big changes or breaking changes in the API. I've just shipped a game in v4 without any stability issues, but then each game uses different features, so YMMV
  4. text height isue

    I think we're going to need a jsfiddle on this one, so we can debug rather than guess the common fixes for this sort of thing!
  5. Need Android Muti-Touch Example...

    It just works. If you had a pointerdown callback on your directional pad, and a pointerdown callback on your buttons, then they'll both get called even if you have the screen held down elsewhere. If you have just a pointerdown on the top level of interactionManager, then look within the object and you'll see all of the data that exists for that event, including information to distinguish between different presses
  6. Anti-aliasing question

    It applies to the base texture
  7. Particles Demo? - Also Do They Only Work In WebGL? Top result!
  8. How To Detect Pressing & Holding Screen On Android?

    When the user presses down (pointerdown), you start a timeout. If the user releases (pointerup), you clear that timeout If the timeout completes, they've held down the screen
  9. Load images individually

    you don't need to worry about the texture cache... calling destroy(true) will handle that all for you (it'll also remove that texture from the gpu memory)
  10. Ticker.remove function not behaving as expected

    Since you're doing this within a class, try adding the context as a second parameter when adding and removing with the ticker. So, this);
  11. Load images individually

    You could create the sprite via PIXI.Sprite.fromImage(url); I'll create the sprite immediately, load the images from the url in the background, and as soon as the image has loaded, automatically update the texture to display it on screen. It does all the things you describe for you
  12. Preparing the Sprite-sheet

    In texture packer, you can set the max texture atlas size. If it's creating an atlas for each image, then you probably have that setting at 2048x2048. Raise it to 4096x4096 and you'll get 4 images in per atlas. Ultimately, though, atlases are for putting lots of small individual images into one texture. You have _huge_ individual images, so not surprising atlassing isn't working out so well! With images that large, you don't have many alternate options. Raise the texture atlas size, or lower the size of the Blender output
  13. low end devices

    Take a look through for other webgl parameters you could use to distinguish device performance. I know that older hardware on mobile returns 0 for SAMPLES for example
  14. On Android Must Tap Twice To Press Button?

    you can connect an android device to your pc via usb with developer mode and usb debugging enabled on your android device. Load up the game in chrome on your phone on your pc, go to chrome://inspect/#devices, and you can inspect & debug the browser like normal
  15. Dom element vs PIXI.Text performance

    Perhaps, yeah let's you do multi styled text within one text object, but you'd require multiple i think, unless you used a fixed width font