David Higuita

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  1. David Higuita

    Settings (game.cofig)

    Hello, What are all the config keys for game.config, so I need to know How can I move engine folder to a general directory to be re-used for all games and in every game develop the modules tha I need. I mean I, I would like get this structure: . ├── README.md ├── assets │ ├── Audios │ └── Images ├── common │ └── pandajs │ └── engine └── src └── demo ├── game │ ├── background.js │ ├── board.js │ ├── box.js │ ├── frog.js │ ├── index.js │ ├── interactiveimage.js │ ├── mainText.js │ ├── step1.js │ ├── step2.js │ ├── step3.js │ └── utils.js ├── index.html └── settings.js
  2. David Higuita

    Drag and Drop

    @Ninjadoodle Thanks a lot, I made s little test with mousemove and touchmove, but need improve it, I'll watch it.
  3. David Higuita

    Drag and Drop

    Hi, Is possible make drag and drop using panda.js? So I have did it on pixi.js, but testing panda.js I love it, so get many good things, but now the only thing that I haven't did it is make drag and drop, I have tested events like mousedown, mouseover, but mousemove doesn't exist, but I don't know if I can add event listener to a sprite o or how can I solve this situation. Thanks.
  4. David Higuita

    Use panda with ES6

    Hi, How can I use panda with ES6? I mean, I downloaded the code (with get an index.html, engine and game dorectories) I have tested and in main.js works fine, but I want to import panda on another javascript file to get all core using the import, just import game from 'engine/core' But i get a small object, but doesn't get a full object, for example, I don't get the complete object My structure is this . └── demo ├── _demo │ ├── assets │ │ └── Images │ │ ├── frog.jpg │ │ └── logo.png │ └── settings.json ├── app.js ├── index.html ├── js │ └── pandajs │ ├── engine │ │ ├── analytics.js │ │ ├── audio.js │ │ ├── camera.js │ │ ├── core.js │ │ ├── debug.js │ │ ├── keyboard.js │ │ ├── loader.js │ │ ├── particle.js │ │ ├── physics.js │ │ ├── pixi.js │ │ ├── pool.js │ │ ├── renderer.js │ │ ├── scene.js │ │ ├── storage.js │ │ ├── system.js │ │ ├── timer.js │ │ └── tween.js │ └── game │ ├── config.js │ └── main.js ├── media │ └── logo.png ├── scss └── styles.scss This is my app.js file import game from './js/pandajs/engine/core'; game.module( 'game.main' ) .body(function() { game.addAsset('logo.png', 'logo'); game.createScene('Main', { backgroundColor: 0xb9bec7, init: function() { var logo = new game.Sprite('logo'); logo.anchor.x = 0.5; logo.anchor.y = 0.5; logo.position.x = game.system.width / 2; logo.position.y = game.system.height / 2; this.stage.addChild(logo); var tween = new game.Tween(logo.scale); tween.to({ x: 1.1, y: 1.1 }, 1000); tween.repeat(); tween.yoyo(); tween.start(); } }); }); And I want use the app.js to import panda and create my game with classes. Is it possible? I want to do it to because we need create many simple games, but I have tested pixi.js and really doesn't like me and I want to use panda but I must use it with ES6 Thanks
  5. David Higuita

    Support Panda.js

    Perfecto, so I think that I will change Pixi to Panda, so we need simple games and must being very fast, and really I have loved features of panda. Thanks
  6. David Higuita

    Support Panda.js

    @Ninjadoodle Great, so really at the begining I think pixi is good, but when I seen Panda.js I loved it, so has many good things, for example better way to make animations, scenes, etc. Now I am testing Pixi to make many games, but really I have had many problems, and have been some hard make animations fine. Knowing this, I have only one question in this moment, What framework (or library) is better to mane games (pixi, the current version of panda (or wait next updates), or what option )? I mean, we need an option to learn the basic quickly, so I have used pixi almos two weeks and really my advances aren't so good and I need this weekend get a demo. Thanks.
  7. David Higuita

    Support Panda.js

    Hi, Is good idea today use panda.js?, so I understand that panda isn`t updated and in the repo las commits are of three years ago, and I am studying Pixi.js and I have many questions and dicumentations isn't enought, so for example I want to use scenes, make good animations but with pixi has been complicated for me. Thanks.
  8. David Higuita

    Error using pixi-sound (fs)

    Hello, I am using pixi-sound on a game with pixi.js and now I can't start my game because I get an error for the fs ERROR in ./node_modules/pixi-sound/dist/pixi-sound.es.min.js Module not found: Error: Can't resolve 'fs' in '/Users/davidh/Documents/Jobs/XXXX/node_modules/pixi-sound/dist' resolve 'fs' in '/Users/davidh/Documents/Jobs/XXXX/node_modules/pixi-sound/dist' Parsed request is a module using description file: /Users/davidh/Documents/Jobs/XXXX/node_modules/pixi-sound/package.json (relative path: ./dist) Field 'browser' doesn't contain a valid alias configuration after using description file: /Users/davidh/Documents/Jobs/XXXX/node_modules/pixi-sound/package.json (relative path: ./dist) I installed v2.0.0-alpha so on github told me that this version solve it. Do you know what might be? Thanks
  9. David Higuita

    Multiple animations with ticker

    With this new structure works fine. I changed my structure, and now is working, now I must solve how can I add to an animation fileset, so that was a real problem Thank you
  10. David Higuita

    Multiple animations with ticker

    @ivan.popelyshev Thanks for all, I tried with next code and worked fine, but in my game structure doesn't work fine.I want to ask you, What is the best way to make the game using classes? I mean, separate sprites by classes and that each one get on its constructor another sprites to use them and apply on them animations. import * as Pixi from 'pixi.js'; import './styles.scss'; const initConfig = { antialias: false, transparent: true, resolution: 1, }; const app = new Pixi.Application(window.innerWidth, window.innerHeight, initConfig); document.querySelector('.pixi-container').appendChild(app.view); // sprites let Frog; const rotateAnimation = () => { let counter = 0; let motion = 0; const animation = () => { if (motion === 25) { app.ticker.remove(animation); } else if (counter === 5) { Frog.rotation += 0.1 * 0.005; motion += 1; counter = 0; } else { counter += 1; } }; app.ticker.add(animation, Pixi.UPDATE_PRIORITY.NORMAL); }; const randomMotion = () => { let counter = 0; let motion = 0; const animation = () => { if (motion === 20) { app.ticker.remove(animation); rotateAnimation(); } else if (counter === 5) { Frog.x += 10; Frog.y += 5; motion += 1; counter = 0; } else { counter += 1; } }; app.ticker.add(animation, Pixi.UPDATE_PRIORITY.NORMAL); }; Pixi.loader .add('frog', './assets/Images/frog.jpg') .load(() => { Frog = new Pixi.Sprite(Pixi.loader.resources.frog.texture); app.stage.addChild(Frog); app.renderer.render(app.stage); // animations randomMotion(); });
  11. David Higuita

    Multiple animations with ticker

    Perfect, so like this is a thing of the job I can't share it, but I don't know if you know where is an example with one of these cases to watch how are many animations on an app. I'll make a similar demo like the job code and share it with you. Thank you.
  12. David Higuita

    Multiple animations with ticker

    I changed const to let and doesnt work, I don't know why Thanks for help
  13. David Higuita

    Multiple animations with ticker

    @ivan.popelyshev I made what you tell me and if I want when finish current animation (myTween) start another animation doesn't start, and I don't know if is for the remove, and I have tried removing that function and only call another animation and it fails. initFrogAnimation() { let counter = 0; let frames = 0; const animation = () => { if (frames === 12) { this.app.ticker.remove(animation); this.moveFrog(); } if (counter === 20 && frames < 13) { counter = 0; frames += 1; this.Frog.choose(frames); } else { counter += 1; } }; this.app.ticker.add(animation, Pixi.UPDATE_PRIORITY.NORMAL); } moveFrog() { let counter = 0; let motion = 0; const animation = () => { if (motion === 20) { this.app.ticker.remove(animation); } else if (counter === 5) { this.Frog.sprite.x -= 5; this.Frog.sprite.y += 1; counter = 0; motion += 1; } else { counter += 1; } }; this.app.ticker.add(animation, Pixi.UPDATE_PRIORITY.NORMAL); } What is wrong? I have readed source but I can't solve my questions. Thanks again
  14. David Higuita

    Multiple animations with ticker

    @ivan.popelyshev Thank you for the answer, I'll test it on a moment, so I have reviewed the source, but I don't understand somethings but is great.
  15. David Higuita

    Multiple animations with ticker

    Hello, I am developing a game, and in a parte o this I need move and sprite and after some events move many sprites, but using app.tocker.add doesn't work In a first part I used this code to move a box appearBoxOrigin() { let counter = 0; this.app.ticker.add(() => { if (counter === 35) { counter = 0; this.app.ticker.stop(); this.addInteractiveImagesToOriginBox(); this.appearBoxHighLow(); } else { this.Boxes.origin.sprite.x -= 10; counter += 1; } }); } Afer I used this another code to move another sprite, but code doesn't work, doesn't show error, only doesn't run, I don't know if is because I use stop function to stop the animation. I'd like know How can I use ticker to make animation, how can I start and stop, and really I don't understand how make animations, so I use this counter but making essay and error but I'm not sure. this.app.ticker.add(() => { if (counter === 0) this.app.ticker.start(); if (counter === 35) { counter = 0; this.app.ticker.stop(); this.appearLoftSoftBoxes(); } else { this.Boxes.targetHigh.sprite.x -= 10; this.Boxes.targetLow.sprite.x -= 10; /* this.interactiveImages.map((image, index) => { this.interactiveImages[index].setPosition( { x: this.interactiveImages[index].x - 1, y: this.interactiveImages[index].y }, ); return null; }); */ counter += 1; } console.log('ticker move images'); }); But my variable this.interactiveImages (a class) seem like render again and show me an error on the constructor of these variables.