HugoMM

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  1. @Rich is right, Thanks for the insights. I used one function to create all the images, so they were all interactive.
  2. I don't have any event handler on image B(because there could be many images like B), but B is preventing A getting mouse click
  3. I have an image A as a button, a smaller image B on top it. How do I trigger the click event handler of A, when the mouse click on B?
  4. this is as designed? or going to be fixed?
  5. I found the depth is mention in the Blitter class doc, but it doesn't work at all
  6. I have images with depth, but once added to container, the z order are lost. Does anyone know how to fix it?
  7. seems blitters doesn't has depth control?
  8. when I was using PIXI, "cacheasbitmap" is very helpful for optimising performance. can I do similar thing in Phaser 3?
  9. Ok, I've done some changes, now the FPS improved to 50 without mask 1.use images, instead of sprites 2.use container, instead of group but when mask is on, fps is ~40 any other tricks?
  10. I found pointToContainer(https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Container.html#pointToContainer__anchor) but I need the opposite, to get global x,y from a in-container x,y
  11. My game was using 1920*1080 on Phaser 3.0 beta4, constantly running at 60FPS on Chrome. Since I need masking, so I updated to latest 3.10.1. After fixing some API error, I got the game running. But the FPS drop to ~40, and using significantly more cpu(reaching 102 C on my macbook air) once I have the mask in game, FPS drop to <20 Need help to figure out what can be done to get the FPS back to 60? Appreciate your inputs.
  12. I modified the tween loop examples in v3. I'd like to change the texture when every tween loop finished. But the texture flickers after setTexture(). Am I doing anything wrong? var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('block', 'assets/sprites/block.png'); this.load.image('arrow', 'assets/sprites/arrow.png'); } var name = ['block', 'arrow']; var i=0; function create () { var marker = this.add.image(100, 300, 'block').setAlpha(0.3); var image = this.add.image(100, 300, 'block'); this.tweens.add({ targets: image, x: 300, duration: 1000, repeat: -1, onRepeat: function(tween, target){ target.setTexture(name[++i%2]); } }); }
  13. After update pixi from v4-rc2 to v4.0, some sprites and moviclips do not shown on screen but exist in the display list... Has any one got any idea?