themoonrat

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Everything posted by themoonrat

  1. So I actually use https://github.com/sindresorhus/screenfull.js/ which is a great little library that handles it all for me. You also might not be able to use pointerdown within pixi as it's not always classed as a valid unlocking event that touchstart or touchend are. I use a touchend / click callback on the window to get my event to then call screenful
  2. Just like playing sound requires a user interaction to occur, so does the full screen API. So do it on a click or a touchend and it should work. Ps beware of using this on iPad. If you are in full screen and it thinks your typing on a virtual keyboard, iOS keeps displaying annoying warnings. Games usually require regularly touching the screen.... so these warnings keep coming up over and over. Thanks Apple!
  3. If you set the video src tag to be explicitly muted, you should be able to autoplay it without a user interaction.
  4. The preference should be to preload via the loader where possible.
  5. I believe that theoretically, transparent false in the renderer settings is quicker, so that's why it's the default. But in my experience, it's going to be negligible compared to any scene you're trying to render, and transparent true also helps work around occasional driver issues on older Android phones. So because of that, I'd personally always set it to true.
  6. This has nothing to do with the way you are bundling your code... it's just that your device, for whatever reason, does not support WebGL. v4 has a 'Canvas' renderer as a fallback option built in by default, but the default v5 package does not have this; you need to use the 'legacy' package instead.
  7. 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.
  8. First... Just move the sprite container left 10 pixels, then it's children will all move with it. Second, avoid creating functions every frame. Use a basic for loop, or create a function that's reused. But don't create a new anonymous function every frame for within a forEach. You do that everywhere and the garbage will add up quickly.
  9. PixiJS itself doesn't listen for mousewheel events at all, so I'm wondering what kind of setup you have here! It's this something you could recreate as a basic version of on www.pixiplayground.com ?
  10. https://bugs.webkit.org/show_bug.cgi?id=197689
  11. Not reported yet, bed time after a frustrating day battling this couldn't find it mentioned tho.
  12. I've come across a problem that I think is a bug in iOS / Mac safari canvas implementation, and wondering if anyone else has come across it or found any work arounds. http://moonrat.co.uk/html5/ios-text-gradient-scale/ Here are 3 implementations of the same effect in native canvas, in phaser 3 and in pixi 5. It's text with a gradient and a drop shadow, but with the text scaled down to 0.75 scale. On a desktop / android / mac / linux / anywhere, you'll see it looks correct, like: https://i.imgur.com/1qPV0r9.png But on ios the drop shadow is in the wrong place: https://i.imgur.com/bhfo6zN.png - If the scale is set to 1, then it works correctly, but anything else and it's all over the place. At first I thought it was an error I'd introduced in pixi v5, but i tried phaser 3 and it has the same issue. I then tried just using the canvas api, and it happens there too. This occurs on ios 11 and ios 12 (not tried earlier) It's crazy. I've often used lower resolution text on lower end devices for performance reasons, so this is a real killer to being able to do that. Any ideas? Or Workarounds?
  13. So, it's not strictly really based on the size to load, as both textures and audio will get decoded when loaded onto the device. Texture wise you're gonna be fine, as long as you're texture atlases are 2048x2048. Those phones do support 4096x4096 but can struggle with swapping such large ones in and out of gpu memory. But that's more of a performance at runtime issue than a 'crash' issue. So that leaves the sound. I personally wouldn't have more than a few minutes of audio on an older device, regardless of compression. Try reducing this right now for testing purposes and see if the stability increases
  14. I'll just echo what @Exca said. My experience matches; getting similar random crashes on lower end apple devices. I think it is a memory issue, either ram or on the GPU; a combination of reducing the amount of assets (textures and sounds) and reducing the resolution (textures) meant the random crashes went away. Once things got stable, I created hard set in stone asset asset limits for those older devices.
  15. You rang, m'lord? @JECKL try looking at `renderer.plugins.interaction.eventData.data.global` instead
  16. In v5, we automatically detect the max precision your device supports, and scales it back automatically too if highp is requested but not supported. If you wanted to back port this into v4, the pr with the v5 change is: https://github.com/pixijs/pixi.js/pull/5602
  17. There is no such thing as pointerover for touch. It's the equivalent of mouseover, where you hover the cursor over an area but don't select it. Touch doesn't have that. Either you've pressed it or not.
  18. Yeah, the hosting of pixi versions is down atm
  19. Yeps, thanks! We're aware; one of the reasons the v5 release has been delayed a little! Hopefully fixed soon and a new era can begin
  20. Hi all Just to let you know that we've moved examples for PixiJS version 4 to https://pixijs.io/examples-v4/ and the regular examples page at https://pixijs.io/examples/ are targeting the upcoming PixiJS version 5, using the latest APIs rather than deprecated version (`Sprite.from` rather than `Sprite.fromImage`, for example). All v5 examples are also in ES6+ now. If you land at the wrong one, don't worry, the menu on the left lets you easily switch between the 2 pages. The main point of this post; what examples would you like to see added? Is there anything you found tricky when you first started using PixiJS? Any techniques you saw posted on here that you think should get better visibility? Please let us know what you'd like to see, and we'll have a good pool of ideas to start with. And if you feel like helping us out by creating some examples for us, please go for it! Thanks
  21. I'd also say, in v5, to get the zIndex property to work, you need to set `PIXI.settings.SORTABLE_CHILDREN=true` before creating your renderer. Now the libs will automatically sorted by zIndex value on each update. But how you get those zIndex values is left up to you; I would write code that rather than does your own sorting, seeing if you could write a function that updates each objects zIndex and then see if the v5 sorting can handle it from there. Otherwise, Exca's post above is better than anything I could write on the subject!
  22. Hi @5neia_opo2@google-mail.ooo I'm sorry that you feel you are being bullied. I can understand how you may feel that way after he asked to ban you, but I don't think this is a case of bullying, just frustration boiling over. This is a forum where people give up their free time to help fellow users of the PixiJS library. And PixiJS is created by volunteers who are giving up even more time to develop an awesome open source renderer that anyone can use for free. We more than welcome the questions you have been asking, and you have been getting helpful answers, but you are coming across in a negative way at times. We're trying to help, but you are often disparaging about the library. That's where part of botmaster's frustrations come from; you are new to using PixiJS, it's unfamiliar to you, it's different to what you have used before, and as all libraries do, has it's own quirks / deficiencies. (ps. we love people to contribute PRs to help improve things!). We're a small team trying to help, but in your posts you often don't come across particularly grateful for what is being offered. And when we're trying to offer something for free, to be told it's no good isn't a nice feeling! Some examples of these comments are: We don't want to get into banning people here if we can help it. You have questions, and we're happy to help here! Just please think about how you are wording your thoughts when posting on here. Even if the mind is frustrated, try to write calmly! And I'm sure that this post here conveys @botmaster's frustrations, and would apologise for asking you to get banned as you understand where his frustrations may have stemmed from. We want this to be a happy helpful place!
  23. Pr would be welcome for v5