palanolho

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About palanolho

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  1. palanolho

    Space warp speed effect

    Many thanks @esca. You even added it to the pixi demos The ease method that you mention that should be replaced with something "proper" could use something like this? https://www.createjs.com/docs/tweenjs/classes/Ease.html
  2. palanolho

    Space warp speed effect

    @Exca Do you have an example I could have a look? I never did anything with shaders :S
  3. palanolho

    Space warp speed effect

    Hi everyone, I looked around but was not able to find anything so I was wondering if anyone knows an "easy" way to make a space warp speed effect with PixiJS, similar to this: https://fdossena.com/?p=warpspeed/i.frag Many thanks in advance
  4. palanolho

    Problem rendering web fonts

    @bubamara it worked ... but it feels so hacky :S Why is this situation happening and not everyone sees it ?
  5. palanolho

    Problem rendering web fonts

    OK, I found something that is interesting and may give and hint to someone. When I load the page for the first time (or refresh using CTRL+F5), the fonts show incorrectly. however, once the page is loaded, if I refresh the page using only F5, the fonts show correctly. Does this ring the bell to anyone? :S Many thanks in advance, - Miguel
  6. palanolho

    Problem rendering web fonts

    @jonforum That's what I said. On JSFeedles, for me, it didn't work the first time but after that it worked always fine. On my other webside it doesn't work Try using incognito mode (if you don't mind) to see if it replicates (it does to me) @bubamara I tried it but it didn't work for me, still see the fallback fonts :S ever tried with like 3 seconds
  7. palanolho

    Problem rendering web fonts

    Hi everyone, I'm having a problem rendering some web fonts and I have been bashing my head and searching online but I'm not able to figure it out. Maybe someone will know what the issue is and how to sort it out. I'm using a google font call "Lato". I need it in Normal, Bold and Black. So I copied the embed link from Google and includes it in my index (i'm also using the google WebFontLoaderJS to help load the font - https://github.com/typekit/webfontloader) <link href="https://fonts.googleapis.com/css?family=Lato:400,700,900" rel="stylesheet"> Then on my main JS I load the font and once the font + assets are loaded, I call the init() which renders the everything else. var fonts_ready = false; var assets_ready = false; WebFont.load({ google: { families: ['Lato'] }, active: function() { fonts_ready = true; preloaderCheck(); } }); PIXI.loader .add("image1","img/image1.png") .load(function() { assets_ready = true; preloaderCheck(); }); function preloaderCheck() { if (fonts_ready && assets_ready) init(); } function init() { //... render everything } My problem is that, when rendering the text using this "Lato" font, the system doesn't understand "bold" nor 900 (black) If I use fontWeight: "normal" or fontWeight: 400 it works fine and I see the "Lato" font with the normal/regular style. However, If I try fontWeight : "bold" or fontWeight: 900 it will render using some fallback font. So basically if I have text in normal, bold and black, I see the normal correct and the other two with a fallback font, all on the same canvas. // this works fine var myText1 = new PIXI.Text( "this is a text 12345", { fontFamily: 'Lato', fontSize: 25, fontWeight: "normal", fill: ['#ffffff'] }); // these dont work and render with some fallback font var myText2 = new PIXI.Text( "this is a text 12345", { fontFamily: 'Lato', fontSize: 25, fontWeight: "bold", fill: ['#ffffff'] }); var myText3 = new PIXI.Text( "this is a text 12345", { fontFamily: 'Lato', fontSize: 25, fontWeight: 900, fill: ['#ffffff'] }); I created a JSFiddler to illustrate the issue. Once you open it you should be able to see the issue but if you run it again, it will work fine. I tried to refresh my page (F5 / CRL+F5) to see if it would have the same behaviour on my code but it doesn't. https://jsfiddle.net/palanolho/5ahvub7e/ Does anyone know what could be the problem? Many thanks in advance for any help/guidance you can provide - Miguel
  8. palanolho

    [Help] Spine Animation - Problem with PMA ?

    I tried to mess up a bit with the assets and its working fine now. Don't really know what I did but ill figure it out thanks 👍
  9. palanolho

    How to speed up Pixi.spine.Spine instance?

    hi, Is this going to go into a pixi-spine release ?
  10. palanolho

    [Help] Spine Animation - Problem with PMA ?

    aaaa I didnt do anything lol This is how I created the application: // Canvas size var canvas_width = 540; //1080; var canvas_height = 960; //1920; // PixiJS canvas application var app = new PIXI.Application({ width: canvas_width, height: canvas_height, backgroundColor : 0x33FFC1, antialias: true //view: document.getElementById("game-canvas") }); document.body.appendChild(app.view); And then I created the spine animation (from the loader) var spineChicken = new PIXI.spine.Spine(PIXI.loader.resources.spineChicken.spineData); spineChicken.x = app.screen.width / 2; spineChicken.y = app.screen.height /2; spineChicken.interactive = true; spineChicken.buttonMode = true; spineChicken.scale.set(0.75); spineChicken.state.setAnimation(0, 'idle', true); app.stage.addChild(spineChicken); I have no idea if I did something wrong or what I did :S and I'm on PixiJS 4.8.0 - ✰ WebGL ✰ Is there a way to check to be sure? I mean to check if I'm on PMA or no-PMA mode?
  11. Hi eveyone, I'm trying to use spine to play some animations however, I'm getting a "black edges" problem. I have investigated a bit and I found this explanation: http://es.esotericsoftware.com/forum/viewtopic.php?f=8&amp;t=3132 Based on it, I'm assuming that the animation was exported as Premultiply Alpha but my app is rendering the animation as Straight. I tried playing a different animation (in this case the Spine bow example provided on the Pixi examples) and it looks good, however, I don't know if that animation was exported as Premultiply Alpha or straight. I was also trying to see if there was a way to define to render the animation (or app?) using Premultiply Alpha but was not able to find anything in concrete. Is there anyone able to point me in the right direction or give me some information on how to fix this issue and display the animation correctly (without the black edges)? Many thanks in advance
  12. palanolho

    [Help] best way to handle "paced" resolution things

    OK I'll have a go and see how it goes. Many thanks
  13. palanolho

    [Help] best way to handle "paced" resolution things

    So, in your suggestion, this means that I will need to use some global variable in order to track the "actions pending resolve" so that these functions can access it and do whatever needs to be checked/done, correct? When you say to use a timer, you mean to use the setTimeout() method or use something like this? https://github.com/husa/timer.js/ (any other/better suggestion?) Btw, I didn't mention, but in case it's relevant, I intend to use Spine for the animation.
  14. Hi everyone, I'm not sure if this is entirely a Pixi related question but, there may be something in Pixi that may help with this and maybe someone here would know the best way to do it. I'm building a prototype of a game where the player and the CPU will end up with a list of Actions and I will have to compare the outcome of those actions by comparing the 1st Player actions to the 1st CPU action, 2nd Player action with 2nd CPU action, etc... until all actions are resolved. I already have this working, however, the actions are resolved all in a single pass and that's it. In order to make things more interesting and be able to add some animations for the resolution of the outcomes, I would like (somehow) to be able to resolve the 1st Actions show the outcome and animations, then move to the 2nd action show the outcome and animations, etc... until all actions are resolved. As an example, let assume that the players have only 2 actions: the resolution of the first pair of actions would inflict 50 damage to the CPU and the resolution of the 2nd pair of actions would Heal 20 HP to the CPU. What I have at the moment shows only the end results (like CPU that a total of - 30 HP) What I'm trying to achieve is: 1st Actions : show the 2 actions in questions, show the outcome of the resolutions, make an animation, show the CPU losing 50 HP and move to the next action 2nd Actions : show the 2 actions in questions, show the outcome of the resolutions, make an animation, show the CPU healing 20 HP and move to the next action etc... The way I was thinking in approaching this, would be to handle the resolution of those actions inside a ticking function with a bunch of additional flags to help track in which state of the resolutions things are, BUT I'm not entirely sure if this is the correct/best way to do it. Has anyone ever done anything similar? Does anyone have any suggestions based on your experience? I'm using PixiJS with "pure" Javascript (and not typescript) if that is relevant in any way. Many thanks in advance for the assistance. - Miguel
  15. palanolho

    lineStyle alignment is not working?!

    👍Thanks !