BobBob

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  1. BobBob

    :(

    No one ever responds to my questions here....😭
  2. Hi, I'm trying to user renderTexture to share what's on the screen. Any help? When I try it, it's not showing the image. Here's a quick code snippet: var rt = this.add.renderTexture(0, 0, 400, 800); rt.draw('background',10,10); rt.saveTexture('share_image'); var text = 'Whatever...'; var key = 'share_image'; this.input.on('pointerdown', function () { this.facebook.openShare(text, key, 0, null) }, this); It works if I just share an image directly, like this: var text = 'Whatever...'; var key = 'background'; this.input.on('pointerdown', function () { this.facebook.openShare(text, key, 0, null) }, this); I'm really stuck on this. It seams like it should work to share via renderTexture. Am I missing something? Any help is greatly appreciated. Thanks everyone!!!
  3. Yes. Also, the reported loading values are always the same, in this exact order with these exact values .5,.33,.66, to 1.00 (happens pretty much instantaneously). In other words "real" loading progress is not reported. I'm thinking this has something to do with it reporting loading for only the .json file(tiny file, loads very fast) but not reporting on loading for the associated .png sprite sheet (larger file, hence the delay). Just an idea, but I don't know how I could remedy that. Client is requiring "real" loading progress to be reported.
  4. Has anyone encountered a problem with the load progress reporting incorrectly when loading sprite sheets? I'm loading a large sprite sheet and loading goes from .5,.33,.66, to 1.00 immediately and loads these numbers every time. The game does eventually load fine, but way after load progress reports 100%. Here's the code: this.load.multiatlas('sprite_sheet1', 'sprite_sheets/sprite_sheet1.json', 'sprite_sheets'); this.load.on('progress', function (value) { console.log(value); }); I'm using Phaser 3. Anyone see any problems with the way I'm doing this?