Aymeric

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About Aymeric

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    aymericlamboley

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  1. Hey, just use a fixed canvas rather than an absolute!
  2. Hey, I'm looking for a way to clean up a Loader instance (and its content). I saw that I need to remove textures from the cache (maybe I need to do more things?), so I did (Haxe code) : var cache = pixi.core.utils.Utils.TextureCache; for (resource in Reflect.fields(loader.resources)) { var url = Reflect.field(loader.resources, resource).url; var texture = Reflect.field(cache, url); if (texture != null) pixi.core.textures.Texture.removeTextureFromCache(url); } It removes many textures, but if I enumerate my TextureCache content later, each frame of the sprite sheet is still there. Is there any way to do it via the spritesheet url ?
  3. Sounds like there are still some issues with Phaser 2.3.0 https://github.com/photonstorm/phaser/issues/1748
  4. iOS 8, I think it's an issue on Phaser side: https://github.com/photonstorm/phaser/issues/1743
  5. Hey guys, My game is landscape only, on Android no issue, since there isn't navigation bar appearing/disappearing, but on iOS that's an other story. In an update state, I output the game.width & game.height and they have always the same value if the navigation bar is here or not. Is there any way inside Phaser to manage this or should I use an external lib like Scream? Thanks!
  6. For more informations, we raised an issue on Github.
  7. Well, I think you should start with http://phaser.io/shop/books/scale-manager-guide Unfortunately, CocoonJS isn't mentionned.
  8. Sure done: https://github.com/photonstorm/phaser/issues/751
  9. Same here, with this example. Latest stable Firefox on latest OS X. No issue at all with any other canvas/webgl framework: pixi js, three.js, flambe... but every Phaser project crash :/
  10. Thanks for the answer guys! I will give them a try and let you know
  11. Forgot some informatinos: Retina I enable the retina on mobile this way: static GetStageWidth():number { return $(window).width() * ((<any>window).devicePixelRatio || Math.round(window.screen.availWidth / document.documentElement.clientWidth));}Obviously if I remove it, it loads downscale assets and everything looks pixelated. But it seems that I've better performances, but it isn't crazy... Mobile When I'm touching a button/MC, I've a black screen coming and leaving very very quickly. No issue on desktop's canvas.
  12. Hey guys, The first part of the project is almost completed, and I'm glad to have done it with Pixi.js! Has a AIR (Flash) developer, I'm now back in love with the web The game is a kind of a Whac-a-Mole. It's running fine on computers (Canvas and WebGL), however I've some performances issues on mobile. I don't have the right to share the link of my project (no visual must be seen)... But please have a look on the source code: html, TypeScript, JS genated by TS (they might be some French words, I'm sorry). I didn't make a game for the web since a while (in fact it's my first in JS), so these are some issues/feedbacks. Sorry for my noob knowldege of the HTML5 world Assets Management I've created 5 assets sizes, depending the screen resolutions, I load the corresponding one. And then positionning everything dynamically via a scale factor. I've lots of SpriteSheets which could be optimized if pixi.js would support the trim/crop options from TexturePacker. i know that I can do it manually, which should reduce my assets sizes, but won't changes performances. Am I right? Assets Sizes I heard that canvas can't handle correctly big assets. My main character has width:526 and height:719. I know it's a bit big, but when we load let say the SpriteSheet for the iPhone it's scale done by 0.5 or even 0.333 so it should be ok? Animations They aren't doing anything fancy. The SpriteSheet is just displayed (it doesn't move), I wait a little bit on its end animation and when the timer is completed I replace it by an other animation. If it has been touched I change it directly to an other animation again. When I see the MovieClip example, I can't understand why mine aren't running fine... Viewport What is the current state of the html viewport tag? From what I've tried, if you don't put it, the retina is considered but everything is running very very low. If you put it, I suppose that the retina isn't enabled and so I've better performances. I've some issues to set up the correct scale for my application when I launch it on mobile (due to the viewport...). Mobile The button for cutting the sound doesn't work correctly. If I touch it, it changes its state but come back to its previous state. Dafuq !? Audio I used buzz library which works fine! However on Android (on my Nexus 7, last system version), a sound can't loop. I tried also without this lib, no way... It isn't possible to loop a sound on Android (Chrome) !? iOS7 It comes with its bug on Safari http://www.mobilexweb.com/blog/safari-ios7-html5-problems-apis-review I'm not able to remove the icons at the bottom even if I've scrolled... very annoying. Pixi issue Some feedbacks on what might be bugs: - if you've a look on my code source, you will see that I don't (mostly) use a for / for each loop to remove all the children of a DisplayObjectContainer. Indeed, I'd some bugs: some of them weren't remove! If I called the loop several times it was ok. - line 1009 of TS' file. I had to put the this.addChild(this._impact); before this.addChild(this._mcOutTouched); If I made the opposite, I've an error: Uncaught TypeError: Cannot call method 'updateTransform' of undefined pixi.js line 12 coming from the Main.animate and I don't have any ideas why!? That's it! Any help is greatly appreciated
  13. I'm able to use TS 0.9.x with IntelliJ idea, no issue. Also why did you chose TypeScript over Haxe? Haxe isn't new as TypeScript, it should be more robust (however migrating project from Haxe 2.x to Haxe 3.x is a pain in the ass due to all the other libs you may use, I won't imagine if there were an AS4, finally thanks Adobe... but that's an other story).
  14. Would you mind to explain how you wasted an incredible amount of time due to TypeScript? I'm using it currently with pixi.js (I made some externs) and I'm in love. I've hesitated a lot with Haxe too. But don't see any reason why I would use pure JS for a complete framework like this!