Kristiyan

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  1. Hello everyone! I am experiencing problems with Phaser.Text and WEBGL as renderer. So, i decide to move from Text to bitmapText, because of too much text updates, and causing redraws , but i can't find fonts for Korean and Chinese alphabets.I already found some free fonts for Cyrillic and Latin. I searched for Korean and Chinese, but i couldn't find anything... If someone has any of the fonts above, I will be thankful to share. Thanks in advance !
  2. Thank you @icp .Do you think that some android devices may work better with webgl,instead canvas?
  3. I agree! Thank you @ivan.popelyshev ,always competent answers 👌
  4. yes, console.log(event) .And after log it, the object properties target and currentTarget were with value null,but as i said, from debugger i saw that everything is ok.
  5. this bug was in January, i have no saved screenshots or logs. But nvm, i succeed with the game, and now i saw my question unanswered and i decided to give it a reply, because someone else can experience the same problem.I want to help him to not loose time .
  6. @ivan.popelyshev actually the event fires correctly , the target is correct, i saw it with debugging with chrome, but when i console log the event.target , it says null, and im watching it from chrome debuger that it is not null .It was really strange.
  7. google chrome console says that target and currentTarget are null, but actually they are not . Maybe a chrome bug.
  8. Hello all! I tested my game to some android devices(renderer is set to Phaser.AUTO which finds webgl support and using webgl as renderer), and the performance is really bad, if i swtich the rendering to Canvas, it starts to be much better. Is it safe to detect with uaparser devices, which OS is Android and IOS and use Canvas as renderer?I mean are there a android devices which will fail with canvas ?
  9. Hello everyone! I have pointerover event and i want to get the element i point on (hover on).But when i use event.currentTarget , it is null,also tried with event.target which is also null. Any suggestions ? sprite.on('pointerover',function(event){console.log(event.target,event.currentTarget)}); // target and currentTarget are null
  10. new PIXI.filters.GlowFilter(15,6,6,0xffe400,0.1); glow filter.
  11. tried sir, does not work, same fps drop!
  12. Hello everyone! I found that using filters to multiple sprites is causing frame drop(in my case 25 filters). After the frame is dropped, if i remove filters via console , the frame is again 59.9-60.0 . I will append image to show you what i mean.The way i append filter to sprite is in this way : var spritesLen = 25; for(var i=0;i<spritesLen;i++){ someSprite[i].filters = [myFilter] } I hope there is a fix to this issue :) Thanks.
  13. Hello everyone! I want to ask, how can i check what each atlas contains(data) after loading multiple atlases ? game.load.atlas('atlas', 'mg-game-objects-0.png', 'mg-game-objects-0.json'); game.load.atlas('atlas2','roullet/roullet.png' ,'roullet/roullet_atlas.json' );