magig

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  1. PIXI.Text doesn't look good when scaled down

    That's the only way I've found that's looked good enough. Ultimately it wasn't that big a task though, just one more thing to handle... And once I developed a system/pattern for doing it that way it became pretty easy to add each text IMO. Maybe your use case makes it harder, but I think drawing the text at the proper font size will be most satisfactory.
  2. how to Manipulate Tube Path Runtime

    Hi there's good tutorial and playground for this here: https://doc.babylonjs.com/tutorials/how_to_dynamically_morph_a_mesh
  3. Controlling rendering of sprites

    Also you could leave the text as child of the sprite with renderable false for just the text, then let the sprites render normally. That way you only have to manually render the texts, not the sprites, and the sprites can utilize batching. That's prob easier way to do it without breaking batching and with text still child of sprite, I think...
  4. Controlling rendering of sprites

    Also note that renderDisplayObject() begins and ends a new batch each time it's called (for the WebGL version) so the sprites wont get batched and you'll have one draw call per sprite... OTOH if you use a container for all of the sprites and a container for all of the texts, all the sprites will render first with batching then all the texts will render. Since you have lots of them you might want to do this for faster WebGL rendering... EDIT: Note in this case you can just let renderable default to true like usual...
  5. sprite.on("pointerdown", callback) trouble

    InteractionManager calls the event handler function that you supply but it doesn't call it on an object. bind makes it like the function is called on the object that was passed to bind.. Er it's hard to explain well but Mozilla's docs on this and bind can explain better I think:) EDIT: that's a little better but the Mozilla docs are better still:)
  6. sprite.on("pointerdown", callback) trouble

    It looks like the display object is contained in an outer object, so event.currentTarget will be this.icon (the sprite), not the desired outer object (this). Also InteractionManager just passes the eventData, not any context, judging from its dispatchEvent method: displayObject[eventString](eventData); It would be awseome if could pass context thoug:)
  7. sprite.on("pointerdown", callback) trouble

    If you use bind like this it should work: this.icon.on("pointerdown", this.toggle.bind(this))
  8. Disable Texture Smoothing On Desktops/Notebooks?

    If you use requestAnimationFrame(gameLoop) instead of setTimeout() does that help?
  9. Does clicking on a child mean clicking on its parent?

    You can set interactiveChildren to false for the warrior, then clicking on the shadow won't trigger the warrior's interaction events.
  10. Docs Missing Events

    Excellent, the events are back! Thanks @bigtimebuddy
  11. Docs Missing Events

    Update: the docs linked from v4.5.4 release have the events: https://pixijs.download/v4.5.4/docs/PIXI.Sprite.html But the docs at the main link don't have events anymore: http://pixijs.download/dev/docs/PIXI.Sprite.html
  12. Docs Missing Events

    The docs used to show members, methods, and events, but now the events aren't showing up. Were they dropped by accident maybe? -Because the reference for them was pretty handy:)
  13. Need Android Muti-Touch Example...

    It seems like you have 6 buttons (4 arrow buttons and 2 round buttons). So I think it's easiest and most straightforward to approach it like the interactivity example and give each of the 6 buttons its own event handlers. And if you need to know when multiple buttons are being pressed at once (instead of handling each button separately) then you can set a flag for each button for instance to track whether it's being pressed down or not. EDIT: Note: The example is different since each button is handled by same functions but you can adapt it to use different function for each button like I showed above.
  14. Need Android Muti-Touch Example...

    Probably you'll have an easier time if you use separate event handlers for pad and button. Like this for example: pad.interactive = true; pad.on('pointerdown', function (event) { // do stuff when press down on direction pad }); pad.on('pointerup', function (event) { // do stuff when press is released on direction pad }); button.interactive = true; button.on('pointerdown', function () { // do stuff when button is clicked }); EDIT: Also the examples for Click and Interactivity are good reference for this - that's where I learned above technique..
  15. It works on Canvas2D too but prob not as many particles at 60 FPS