ivan.popelyshev

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ivan.popelyshev last won the day on March 25

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About ivan.popelyshev

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    https://gameofbombs.com/
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    Pixi.js, Topcoder, Codeforces, ninjas and bombers

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  1. If you want to have stage dimensions 1280,720 var myScreen = new PIXI.Rectangle(0, 0, 1280, 720); // scale your stage accordingly: stage.scale.set(renderer.screen.width/myScreen.width, renderer.screen.height/myScreen.height); UPD. edited.
  2. Your own variables or constants. Width and height of stage is calculated based on children size, so better not to depend on it.
  3. Just please dont use "stage.width" and "stage.height", there will be consequences
  4. There's a slack. I'll invite you. I think it can be done with blendMode. If you read our conversation at in the end i specified the way to make blendMode with custom pixi.js version. If you succeed with that , you can just assign that blendMode to graphics. Give me your cod and then ill add that blendMode to official pixi-v4.That custom version "new PIXI.BlendMode" though is going to be introduced in v5.
  5. auroResize only changes "style.width" and "style.height" accordingly to renderer size. https://github.com/pixijs/pixi.js/blob/dev/src/core/renderers/SystemRenderer.js#L231
  6. "new PIXI.Texture" accepts baseTexture or Texture as first parameter, not the string. Yeah, and you can just use "animatedSprite.textures = frames";
  7. G-SYNC. Two: do you make screenshot with a tool , or are you trying "canvas.getImageData"
  8. DisplayObjects are taken by javascript GC. Textures that weren't used for 2-3 minutes or so, will be collected by pixi GC which is turned on by default. You can turn it off if it gives you lags. But if you dont destroy BaseTexture's , images will still live in "PIXI.utils.TextureCache", but they will be in png form (browser optimizes that), which is small compared to fully loaded texture
  9. Yeah, I made https://github.com/pixijs/pixi.js/pull/4049 but i dont think it will be merged in v4 I'm waiting for @Mat Groves approvement. And I still dont know which blendmode you can use, but at least with that thing you can experiment! Try pass diferent constants as in https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/blendFunc , in "new BlendMode" first two are for RGB, third and fourth are for alpha. Also you can specify different blend equations. Binary is here: http://pixijs.download/dev-blendmodes-class/pixi.js
  10. correct way is IKnowParentContainer.removeChild(thisSmallThingy); but sometimes you dont remember where did you put it! myContainer.parent.removeChild(myContainer); and sometimes you know that it wont be used anymore AT ALL. Then if all Text and Sprites elements doesnt have textures that you will use in future, you can destroy all textures inside myContainer.parent.removeChild(myContainer); myContainer.destroy({children:true, texture:true, baseTexture:true}); But dont worry. If you dont destroy things, javascript gc and our own pixi gc will take care of that in a few minutes. The only evil thing is generated textures, its better if you destroy renderTextures you created. If you dont know whats a renderTexture, dont worry
  11. I need to know exact version of your pixijs, try to update to latest. The next thing we can try: renderer = new PIXI.WebGLRenderer(width, height, {antialias:true}); And the next thing: graphics = new PIXI.Graphics(true);
  12. I think its somewhere inside "graphics.graphicsData": https://github.com/pixijs/pixi.js/blob/dev/src/core/graphics/Graphics.js#L68
  13. http://pixijs.download/dev/docs/PIXI.mesh.NineSlicePlane.html
  14. Battleboats: Uncaught TypeError: Cannot read property 'map' of undefined at c.position (app.js?v=0.3.86:339) at new c (app.js?v=0.3.86:339) at Array.<anonymous> (app.js?v=0.3.86:334) at a.send (app.js?v=0.3.86:336) at e.<anonymous> (app.js?v=0.3.86:335) at e.a.emit (app.js?v=0.3.86:341) at b.in_dataObjectUpdate (app.js?v=0.3.86:342) at b.parse (app.js?v=0.3.86:342) at WebSocket.b.onmessage (app.js?v=0.3.86:342) c.position @ app.js?v=0.3.86:339 c @ app.js?v=0.3.86:339 (anonymous) @ app.js?v=0.3.86:334 a.send @ app.js?v=0.3.86:336 (anonymous) @ app.js?v=0.3.86:335 a.emit @ app.js?v=0.3.86:341 b.in_dataObjectUpdate @ app.js?v=0.3.86:342 b.parse @ app.js?v=0.3.86:342 b.onmessage @ app.js?v=0.3.86:342 app.js?v=0.3.86:333 Uncaught TypeError: Cannot read property 'currentTarget' of null at c.removeRemotePlayer (app.js?v=0.3.86:333) at Array.<anonymous> (app.js?v=0.3.86:334) at a.send (app.js?v=0.3.86:336) at e.<anonymous> (app.js?v=0.3.86:335) at e.a.emit (app.js?v=0.3.86:341) at b.in_userLeft (app.js?v=0.3.86:342) at b.parse (app.js?v=0.3.86:342) at WebSocket.b.onmessage (app.js?v=0.3.86:342)
  15. Why do you need texture cache there? You have loader already