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Everything posted by charlie_says

  1. I was just trying some experiments with PIXI Projection, but am not able to get it working... I think it could be to do with the imports, I know I had to do something a little different than I expected with PIXI.Sound Can anyone give me any pointers? (trying this as an import: import * as Projection from 'pixi-projection' gives this error: TypeError: PIXI.BatchShaderGenerator is not a constructor ) Thanks!
  2. This does look good, and I completely agree with your assessment of the tech. I didn't get 60fps I got more like 44, but I'm on a lower spec machine. I think 'your problem' is that the patterns are solids, which makes the scene really complex, rather than a texture applied to the base plane. I'm not certain with Three about applying textures to your curved edges (I expect you can do it, I'm a little rusty with it.)
  3. This should be reasonably straightforward to achieve. I built a page turn effect in Flash, and used bitmapdata to copy a page and then used that for the second part of the image (In my version you had 2 parts of each page, and masked them both to give the page turn effect.) As bitmapdata is available in Phaser2 you could follow this approach. If you wanted to use Phaser3, you'd have to work out a way of creating the duplicate pages (although, if it were going to have content as per your link, the data for that would be quite easy to create.)
  4. sure @MrLane the problem is you're trying to add the new image before it's loaded. so: game.load.image('flower', './flower.jpeg'); game.load.onLoadComplete.add(newImageLoaded, this); game.load.start(); function newImageLoaded() { var sprite2 = game.add.sprite(100, 100, 'flower'); }
  5. I'm often reluctant to weigh into these kind of arguments. and, in reality developers need to work out for themselves whether or not they feel that entering a competition (or working with any kind of publisher) is right for them. But, I've worked with CoolMath on several occasions and have nothing negative to say about the experience. (In fact, the opposite is true, it has been very positive!)
  6. I've created some assets for use in a game, but it would now be handy to get those assets as files for re-use elsewhere. Is there an easy way to export created graphics as files? <edit> I realised that the above is a little unclear - what I mean is: I use Phaser's BitmapData to draw out a number of sprites that I use in my game
  7. Further investigation revealed webcam examples work just fine, but for some reason only Edge is allowed to access the camera...
  8. Title says it all really, is there a reason the examples have stopped working?
  9. I think using the scaled width and device.pixelRatio gives the desired result...
  10. Slightly odd question here: is there a way to determine the screen size... I'm not so interested in the pixel resolution, but more the physical size of the screen. I've got an item that reacts when tapped, but, on my Iphone which has a small screen this is completely obscured by my finger, and I'd like to move it so you can see what's going on... but, I couldn't see a good way of doing this... ...any ideas?
  11. Interestingly, what I'm trying to do is copy a small bitmapdata into a larger one, with an offset to centre it. It doesn't appear that anything is outside of the bounds... The only thing I could think is that by using .draw which copies some properties from the source, rather than copyRect to which I only pass a few variables, was missing something. But, I did try doing the operation using .copy and passing everything I had, and it still didn't work for me (in IE11, works fine everywhere else.)
  12. I investigated this further... I can't figure out what causes the issue, especially as all the bitmapdata methods work in the same way! (they all re-use copy(...) which would seem to mean that it should just work.) But, copyrect definitely fails in IE if you're trying to copy a rectangle which is differently sized (I was trying to copy a small bmd to a large bmd, this generates an index error.) I was able to work around it (again) using draw...
  13. Hi, I've had this issue before, finding that BitmapData.copyrect doesn't work on IE for some reason. (It fails silently, basically the game will just stop). Previously, I'd worked around by using BitmapData.draw, but doing that this time will be a bit more involved, and I'm keen to try to understand what's going wrong. But, so far, I've not had much luck tracking down the issue - does anyone have any idea?
  14. Ah... tmp.loadTexture('test')); will do the trick!
  15. I'm having difficulty manually adding bitmapdata to cache. I can do this: let _bmp = new Phaser.BitmapData(, null, 100, 100, false); _bmp.fill(255,125,0,1); let tmp = new Phaser.Sprite(, 100,100); tmp.loadTexture(_bmp); which, works fine. But if I try this: let _bmp = new Phaser.BitmapData(, null, 100, 100, false); _bmp.fill(255,125,0,1);'test', _bmp); let tmp = new Phaser.Sprite(, 100,100); tmp.loadTexture('test'); nothing appears... Any ideas where I'm going wrong? It generates the error Phaser.Cache.getImage: Key "test" not found in Cache.
  16. This is a new (well, newish, but only recently completed & released) match 3 game in the style of an old slot machine. Have a play here:
  17. :S Ok, after quite a lot of playing around, it seems that, this); is unreliable on ios with smaller screens and is better replaced by: window.onresize = this.onResize.bind(this);
  18. I've looked through the examples, done a bit of experimenting & further googling and am still stuck. I've got a resizing solution in place (with the scale manager) which works fine on all devices, with the exception of smaller iOS landscape (so definitely Iphone SE, but probably others). The issue there is the address bar and info bar appear in, overlaying the screen, without correctly setting the innerHeight (or not calling the resize function after they've appeared.) Anyone got any ideas or examples of resizing that works in this scenario?
  19. ok, should anyone come across this, and be interested, I've fixed it by drawing directly to the context. What I was trying to do was a little different, so it's not a straight replacement of the above. bmd.context.fillStyle = grd; bmd.context.fillRect(0,0,,;
  20. Hi, I'm trying to do something similar to this example: But, I'm working in TypeScript, and it doesn't 'like' the last part:, outerCircle.y, outerCircle.radius, grd); gets me the error: Argument of type 'CanvasGradient' is not assignable to parameter of type 'string'. Any ideas how I resolve this?
  21. I think you may need to floor your random var frameLabel = ["repeat", "dontrepeat"]; var rand = frameLabel[Math.floor(Math.random() * frameLabel.length)]; this.gotoAndPlay(rand); <edit> or do what @milton said - I'd misread the "| 0"
  22. Hi, I've got a setup where I create an empty sprite, and then later add a texture. this.path = game.make.sprite(0,0); this.addChild(this.path); //... later this.path.loadTexture('frame'); This all works fine, but, I would now like to 'unload' the texture, return the sprite to it's initial empty state. One way I could do it, is to have a blank texture, which I could load in - but, I wondered if there was a way to unload?? Thanks!
  23. Thanks @ivan.popelyshev My colleague laughed at me for asking this... He said, why not try instanceof. I've given it a test, and it seems to work fine. Is there any reason not to do this?
  24. I'm trying to write a function that's can have several different elements passed through to it. It could receive a texture, or a sprite, or a container. I'd then be able to handle what happens next... But, as all those items return typeof Object, I'm a little uncertain as to how best to differentiate. Is there a way I can test for they type?