TheShookOne

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  1. That's fine, simple thing to implement, just the name of the event made me think it would be doing something. Cheers
  2. Hi all It looks like the default time to register a tap on an object is indefinite. Meaning that a tap event is just simply just touch on and touch off, regardless of time between. Is this the case, or is there a setting to shorten it within the interaction manager?
  3. Yeah it shouldn't be something difficult to do. I did search through the js file to see if Pixi can already do this, but it doesn't seem to be the case. Wanted to make sure I wasn't missing anything. I did do a search for text scaling, but it seemed to be people wondering about linear or bicubic scaling. Couldn't find questions about building text in the perfect resolution in the first place.
  4. Hi all I was wondering if Pixi has a method for creating the appropriate sized text when within a scaled container. In my case, I scale the main container so that its height is 1080. In this container, I would create a Pixi.Text object with height 20px. From what I understand, this creates a 20px text object, which is then scaled down when placed in the container. This results in text which is slightly blurry. I'm planning on creating a method which would calculate the true pixel height required, which would then be scaled to the size needed. Is this something which Pixi itself supports, or would I need to build this myself?
  5. Hi all I've been making a game with lots of sprites which use high resolution textures. I am hoping to give the option to replace these textures with lower quality ones for performance benefits. I would have to scale them up (half assets to scale * 2). However, there are times when I tween the scales on sprites. (tweening to scale 1.5 would have made a sprite larger, it would now make it smaller) A quick way of solving this would be to scale the sprite straight away, and then lock that as the default scale (1) so I wouldn't have to make a large amount of changes. Is this possible? I would prefer to not scale up the textures themselves, as I believe this would have the same performance as using the high resolution textures in the first place.