ivan.popelyshev

Members
  • Content count

    2,471
  • Joined

  • Last visited

  • Days Won

    12

ivan.popelyshev last won the day on November 17 2017

ivan.popelyshev had the most liked content!

About ivan.popelyshev

  • Rank
    Advanced Member

Contact Methods

  • Website URL
    https://gameofbombs.com/
  • Twitter
    ivanpopelyshev

Profile Information

  • Gender
    Male
  • Location
    Moscow, Russia
  • Interests
    Pixi.js, Topcoder, Codeforces, ninjas and bombers

Recent Profile Visitors

5,588 profile views
  1. It should work. Give me more details. Whats happening in the console?
  2. ivan.popelyshev

    BitmapText anchor y is inaccurate

    I dont know about that My telepathic abilities dont give anything on it, so please post it in in "issues" and with a fiddle. Unless @themoonrat knows?
  3. ivan.popelyshev

    How to manual render game object without using stage?

    You stilll didnt remove default pixi ticker, it still works, and "render" is still called for stage after your update method, which clears the canvas. I dont know why it works in webgl case. I'm afraid you still dont understand how Application and Renderer work.
  4. ivan.popelyshev

    How to manual render game object without using stage?

    Because Pixi Application renders Stage just after update and it hides your bunny. Look in this article: https://github.com/pixijs/pixi.js/wiki/v5-Custom-Application-GameLoop , everything except "interactionManager" part is true. In your case, you'll have problem with interaction anyway. As for rendering single elements step-by-step, @finscn is an expert on that. One of his threads: https://github.com/pixijs/pixi.js/issues/4369. Just search by his name in issues and you'll see enough material to understand that trick. However, i also recommend to read "Application" "WebGLRenderer" and "Container" class sources.
  5. ivan.popelyshev

    Fastest way to do masking?

    Heaven masks dont use extra FrameBuffers and stencil on mobile, things that are very slow there, but they can only be applied to one sprite over another sprite.
  6. ivan.popelyshev

    Fastest way to do masking?

    pixi-heaven is a collection of things that I had to code to help people with their project but i dont have time to negotiate any of those algorithms to be merged into vanilla pixi because the code is difficult. Sometimes it takes 1 hour to make a breakthrough and tens of hours through several months to negotiate about merge. I have several repositories full of things that people asked about "why isnt this merged in pixi". I suggest you read MaskManager, FilterMakager and SpriteMaskFilter source code in pixi, and meditate on it.
  7. ivan.popelyshev

    Fastest way to do masking?

    500 drawcalls is too much for mobiles. So, you have to render multiple elements with one drawcall, and that means very difficult shader. I told you already about https://github.com/gameofbombs/pixi-heaven and its masking shader, so the only way to do 500 masks is to study this plugin and its "maskSprite" features with pixi-v4, then port SpriteMaskedRenderer to v3. Its time to clone that thing and understand how does it work.
  8. ivan.popelyshev

    Fastest way to do masking?

    If you need only rectangular masks, you can just clone the texture for every sprite and change its frame, then call updateUvs() or whatever method exists in v3 for updated texture frame. This is what people use for HPbar-s on their characters
  9. ivan.popelyshev

    Smooth movement in a short amount of time

    Your code looks fine. Please make a fiddle
  10. To do that, you need basic knowledge of html and javascript. Put "pixi.js" , "pixi-particles.js" on your html page. Pixi is here: https://github.com/pixijs/pixi.js/releases , pixi-particles here: https://github.com/pixijs/pixi-particles/tree/master/dist Make a script like https://pixijs.io/examples/#/basics/basic.js but with particles, maybe copy example from pixi-particles README: https://github.com/pixijs/pixi-particles#sample-usage Dont waste time on npm, webpack and other tools, you can learn them later if you'll go web developer path (personally, i hate webpack and prefer typescript) This is the best tutorial for pixi so far - https://github.com/kittykatattack/learningPixi <-- HERE IS THE START! As for javascript in general, try to find that book online: http://shop.oreilly.com/product/9780596805531.do , no need to buy it, there are copies of it everywhere. Dont tell Flanagan I said that, or he'll ban me from his twitter. Good Luck!
  11. ivan.popelyshev

    Pixi.js Sprite and Mask

    Yep, you can use https://pixijs.download/next-filtersystem-fix/pixi.js for now
  12. ivan.popelyshev

    Pixi.js Sprite and Mask

    https://github.com/pixijs/pixi.js/pull/5017
  13. ivan.popelyshev

    Infinite Scroll

    Search for "camera pivot" explanation in this subforum to understand how container transform works. As for drag&drop, the idea is to remember mouse position in container local coordinates and then restore it every time mouse moves. http://www.html5gamedevs.com/topic/33198-beginner-using-piximatrix-to-perform-zoom-has-strange-initial-behavior/?tab=comments#comment-190615 has pushPivot / popPivot. Try pushPivot when you start drag and popPivot every frame until mouseup.
  14. ivan.popelyshev

    Pixi.js Sprite and Mask

    I've compared v4 and v5, placed a few breakpoints, found a problem. I dont need an issue for that, I'll reference this post and your fiddle from PR when i make it.
  15. ivan.popelyshev

    Pixi.js Sprite and Mask

    Yep, that's v5 bug. Probably connected to https://github.com/pixijs/pixi.js/issues/4941 , something is wrong with graphics bounds. Its better to post it in issues too! > Is that a bug or "you are a stupid! read the sources"(c)? Now you've got it! Welcome to pixi contributors club !