daintycode

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About daintycode

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  • Birthday 12/06/1995

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    https://milotic.io/
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    daintycode

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  1. The idea of shifting the displacement-map sounds quite interesting, i might give this a try. But as you stated, I can imagine that this filter would be kinda slow (still smooth but cpu/gpu intense), especially when it comes to low-end devices. I'll fiddle around a bit and eventually maybe post some result if I achieve something good.
  2. Disclaimer: I know this sounds nooby af, but I don't even know how it's called what I want and I do not search for a solution, I search for ideas.(: Maybe you guys played Hearthstone, or any other card game. When you pick up cards from your hand, they do some wobbly fx (<- I'd appreciate to get to know how to call this shit.) because the card has some elastic physics to it. My first idea to do this would be using pixi-projection with some easing to it. But then the question is what to apply with easing to let it look right and not completely fucked up?^^ I guess the scaling should to have some easing to it and the 4 corners need to "spread out" with different speeds? The next thing I thought about where displacement maps. But tbh, I have no idea how this black magic works and how to apply it doing some animated stuff. Please don't be like "oh you rookie..." - I know I am. Please don't be like "heres code: ..." - I want to know what I'm doing pls. Please be like "this is an interesting resource: <link to interesting resource>". Love.👾
  3. DUDE I got it. It felt dirty to change stuff in the node_modules, so I tried adding it via `///<reference path="../node_modules/pixi-particles/ambient.d.ts" />` and `require('pixi-particles')`. I see that the problems with importing and using them with TS are module-specific. But with your help I understood this whole namespace/module/types-importing non-sense a bit more. Yeah, I'm looking forward to some consistency and maybe a general way to use modules with TS, VSCode and all that stuff. The ES6 way and the oldschool way.
  4. It's a writing-time error.;D Nah, happens compile-time. Oh I see it now, the particles module declares the `particle` namespace without "injecting" it into the PIXI namespace, am I getting this right? Because spine does so, obviously.
  5. Thank you, now I learned how to import this stuff right. Just corrected my import pixi thing to the reference-stuff. Now I'm trying this with pixi-particles (sorry for my ignorance and ignoring pixi-spine completely here) and I can reference it, it's found and webpack doesn't complain BUT `PIXI.particles.Emitter` is not defined..
  6. First of all Is it called "module" or "library" if it extends pixi.js' functionality? How to use them with Typescript? I'm not totally new to typescript but aren't pro w/ it at all. I added pixi.js and the typings via npm (and successfully use npm-modules and their @types in typescript for the server of this project) But when it comes to pixi.js modules things get weird, it's not enough to add them via npm and adding import * as Stuff from 'pixi-module' which makes sense, because afaik they extend the PIXI namespaces. So I tried adding this reference thing /// <reference path="../node_modules/pixi-module/stuff.d.ts"> but even that did only work half-way. Hard to explain but it was like adding the Apples to PIXI, but not the AppleTree, if I may explain it this way. Even with `require('pixi-module')` Even stranger: VSCode finds the module and even suggests it when writing an import statement. But after auto-completing it, it tells me the module is not found. (The webpack run tells me so, too.) Tried it with @ivan.popelyshev pixi-projection, failed half-way and tried it again with pixi-particles. None of them did work as expected in the end. Wat? To conclude this: How to add modules after `npm install pixi-module` in my Typescript code, where I did `import * as PIXI from 'pixi.js'` Thanks <3
  7. I don't want to open an issue on your plugin for this and I guess it fits in here. Is there a way to define a backside, rendered where "wrapped around"?
  8. Whooa, checked out the examples. Works beautiful! Yeah, I see that. I think I'm going to use it, I thank you in advance.(:
  9. Going to look into that, thanks. As I see this it extends Sprites with functionality, not changing their overall prototype? You're even using Typescript - actually perfect.
  10. Can we do something like Image.drawWarped (link goes to the javadoc of slick2d) with pixi.js? It gave devs the possibility to define where to render the 4 corners of an image with absolute x, y locations and it automatically skewed the image to fit in. I guess it just redefined the points of the triangles used to render the image or something like that. (I'm not that fit with gl, thats why I use pixi.js.^^) Thanks.