Herbert

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  1. Herbert

    BitmapText anchor y is inaccurate

    It's resolved. anchor.y based on lineHeight, and in my .fnt file, I didn't set it correctly. Thanks @ivan.popelyshev
  2. Herbert

    BitmapText anchor y is inaccurate

    lineHeight it is, my lineHeight is not the same as char height before(as shown). So If I want the anchor.y based on char height, I need to make sure lineHeight is set to the same value, and as @ivan.popelyshev said, be aware of offset. <font> <info face="num_02" size="32" bold="0" italic="0" charset="" unicode="1" stretchH="100" smooth="1" aa="1" padding="0,0,0,0" spacing="1,1" outline="0"/> <common lineHeight="32" base="26" scaleW="256" scaleH="256" pages="1" packed="0" alphaChnl="0" redChnl="4" greenChnl="4" blueChnl="4"/> <pages> <page id="0" file="num_02.png" /> </pages> <chars count="11"> <char id="48" x="89" y="0" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="49" x="130" y="0" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="50" x="171" y="0" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="51" x="212" y="0" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="52" x="0" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="53" x="41" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="54" x="82" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="55" x="123" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="56" x="164" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> <char id="57" x="205" y="55" width="40" height="54" xoffset="0" yoffset="0" xadvance="40" page="0" chnl="15" /> </chars> </font>
  3. Herbert

    BitmapText anchor y is inaccurate

    hi, I found out that the anchor.y is inaccurate for BitmapText. When I set it to 0.5, it doesn't align to center, but if I set anchor.y to 0 and add half of it's height to y, it will correctly locate at center.
  4. hi @ivan.popelyshev, Thanks for your hints, I got it works by calling updateTransform of all spines in my custom setInterval which will keep firing on blur. something like createSpine(data, opts) { const spine = new PIXI.spine.Spine(data, opts); this.updateList.push(spine); return spine; } updateOnBlur() { // update animatedSprite PIXI.ticker.shared.update(); // update spine this.updateList.forEach(spine => spine.updateTransform()); } I am wondering is there any setting that I can apply shared ticker to all spines, so I don't need to store them in an array.
  5. hi guys, How can I make a spine keep checking onComplete Event while losing tab focus? As I tested, if I run several spine animations(different length) at the same time, then switch to another tab immediately, the onComplete events won't fire, but they will fire at once when the tab get focus again.
  6. @jerome oh, got it, you mean I can detect it and control it by myself, then I think getHeightAtCoordinates will be a useful function, but I expect imposter to do these works for me, so I will just go for PlaneImposter.
  7. @jerome what do you mean? you mean I can use getHeightAtCoordinates to resolve it? or you mean I can use groundMesh instead of a plane? it is groundMesh already just I named it plane
  8. @mr_pinc well...but that is a ground, it is weird to use a box to replace it, I think I'll ignore the warning and go for PlaneImposter
  9. hi @mr_pinc PlaneImposter works, but I got this warning(confused "Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead"
  10. Hey guys I try to make a simple sport game, so first, I want to make a person stand on a ground who can run and jump on it, and I have trouble on the jump part, the dude won't stop by the ground when he is dropping from a height(https://www.babylonjs-playground.com/#1BZJVJ#113) if the position.y is 0, then the dude can stand fine on the ground
  11. hi @Deltakosh I only find sourceXXX properties in GUI.Image. So perhaps I should create my own imageButton class based on GUI.Image. By the way, GUI seems only shows on the scene which is created LAST, not so sure if it is a bug? I borrow the PG in this post and make some changes to reproduce the issue(http://www.html5gamedevs.com/topic/15501-changing-scenes-locations/) here's the PG(http://www.babylonjs-playground.com/#1B3R9A#33) so I create a GUI button while scene 0 is being rendered(button not showing) then I switch to render scene 1 which is created later(the button is there)
  12. hi @jerome for the place I used it most is GUI, things like BABYLON.GUI.Button.CreateImageOnlyButton BABYLON.GUI.Image
  13. hi @aWeirdo thanks, but it's a bit different, I don't use it for animation, so in my case every frame's size is different, I just want to pack all the small images into one to save requests
  14. hi guys, Is there a way to load 2D-resources as spritesheet in BABYLON, and I can take the frame I want by alias(frame_1.png or frame_2.png)? or if I need to do it myself, where can I set the attributes like clipX, clipY ......to get the part of image I want {"frames": { "frame_1.png": { "frame": {"x":1,"y":1417,"w":93,"h":102}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":5,"y":0,"w":93,"h":102}, "sourceSize": {"w":98,"h":102} }, "frame_2.png": { "frame": {"x":311,"y":1187,"w":84,"h":102}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":13,"y":0,"w":84,"h":102}, "sourceSize": {"w":98,"h":102} }}, "meta": { "app": "http://www.codeandweb.com/texturepacker", "version": "1.0", "image": "sprite_sheet.png", "format": "RGBA8888", "size": {"w":1922,"h":1555}, "scale": "1", "smartupdate": } }