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About AntoniaChimp

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  1. Damn it last time you said you are working on an example for playable ad, you said its gonna be done in 2-4 weeks. And that was 2 weeks ago Ok well here we go me trying to make the spritesheet work UPDATE: It works. Apparently you have to call spritesheet.parse(()=>{}) yourself, which I didnt know (Parse takes a callback). And the meta data of the json, does not need any field for image.
  2. So why I cant find an example of that no one ever posted their code for this issue
  3. Ok will try that tomorrow, never heard of sourcemaps before 😂 So theoretically that should work with the base64 ?
  4. What kind of info do you need ? Thats mostly everything I have. An image base64 encoded creating a sprite with fromImage to use its basetexture in the spritesheet a sprite sheet json created from shoebox not sure about the json meta part because it says "image": "sprites.png" and instead of that I put the base64 again so to be sure here is my json: { "frames": { "banner.png": { "frame": {"x":0, "y":2089, "w":465, "h":144}, "spriteSourceSize": {"x":0,"y":7,"w":465,"h":158}, "sourceSize": {"w":465,"h":158} },... }, "meta": { "image": "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAA.....", "size": {"w": 2231, "h": 2234}, "scale": "1" } } and concerning the debug.. Where should I do the debug ? in Pixi code ? because mine goes through without error its just that spritesheet.textures is empty. I have around 40 images, so I dont think parsing should be the problem.
  5. I just want to have a single html file. so images should be inline as well as json. So I cant use the loader with urls
  6. so there is no chance to use PIXI.spritesheet at all ? or just the basetexture needs to be done manually ?
  7. So I already investigate further. I dont want to use the pixi loader for reasons. I want to create the spritesheet myself so I can use base64 image. So thats my current progress. let sprite = PIXI.Sprite.fromImage(base64); let spritesheet = new PIXI.Spritesheet(sprite.texture.baseTexture, spritesheetJSONdata); It creates the spritesheet, but the textures are empty. In the json it says: "meta": { "image": "sprites.png", "size": {"w": 2231, "h": 2234}, "scale": "1" } Obviously "image": "sprites.png" is not working so I tried to either delete the image entry or replace it with the base64 image string. But that didnt change anything. The textures of the spritesheet remains empty.
  8. Hey ! I dont want a call from javascript to look for my "sprites.json", so I thought that I put the json within the js and then tell the loader it should read from there. Like that: let json = { ....... } PIXI.loader .add(json) .load(setup); But its not working that way. Can anyone help me ?
  9. Hey ! Whats the status on that ? I finished my project in pixi and my big problem now is how to convert in into 1 single html file. I read that its possible with webpack but I am not able to make it work. And I am using a spritesheet with using the json file, so I am not sure how to solve that with the pixi loader.
  10. Hey ! I was able to resize my canvas so it always fills the whole screen, with = "absolute"; = "block"; app.renderer.autoResize = true; app.renderer.resize(window.innerWidth, window.innerHeight); But if I put sprites or graphics on it, their position is always pixel based. So if I change the resolution of the screen it isnt on the same position anymore relatively. Is it possible to position them with % or relatively to bottom left corner ? I mean without setting concrete pixels which are different on every screen resolution. Or do I have to write more or less a form of media queries ?
  11. Ok thanks for your answer ! there were some cool functions like grid or shoot, which made me write less code, but then I should do plain Pixi. Thanks! What was the stablest version ?
  12. Hey ! I want to start a project with Pixi. But I really like some functions Hexi gives me. So I would like to mix them both. My plan was to use Hexi as main script and since its based on Pixi, call Pixi methods if needed. But unfortunately I dont know how to access the Pixi object from Hexi. On github it says I can relate to specific modules just by: hexi.bump.hit(spriteOne, spriteTwo); So I figured I could touch Pixi through hexi.pixi/ hexi.PIXI, but thats not the case. Does anyone has experience with it ? It would make it much more easier to do things than in plain Pixi.
  13. So I would have to figure out placing of the sprites in the sprite sheet my own ? I will have a look at shoebox!
  14. Hello ! I read about using Sprite Sheets in Pixi and about creating needed JSON files with Texture Packer. But I already got the Sprite Atlas/Sheet. Is there an easy way or a tool to create the corresponding JSON file anyways ?
  15. What if I basecode64 every image and minify the javascript on my own. so that would make a single html file. but then I dont know how to integrate pixi correctly. Using <script src="pixi.min.js"></script> gives me errors, so I probably have to inline it as well?