Ninjadoodle

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Everything posted by Ninjadoodle

  1. Ninjadoodle

    Ovelay filter with WebGL?

    Ho @enpu I've had a look at the Pixi plugin docs and can't find an 'overlay' filter. Just wondering whether there is another filter there that does a similar thing? If not, any possibility of adding 'overlay', as it's really useful to create textured effects etc. Thank you in advance
  2. Ninjadoodle

    Ovelay filter with WebGL?

    @enpu Bump
  3. Ninjadoodle

    Ovelay filter with WebGL?

    Hi @enpu Yes sorry, my terminology is always off lol.
  4. Ninjadoodle

    Ovelay filter with WebGL?

    @enpu Bump
  5. Ninjadoodle

    Some issues with WebGL

    Hi @enpu Just wanted to point out a couple of possible issues with WebGL. Polygons don't seem to show and neither do tiled backgrounds. Everything works fine in canvas. My Triangle Class ... game.createClass('ShapeTriangle', { init: function(x, y, w, h, rot, color) { this.spriteLine = new game.Graphics(); this.spriteLine.lineColor = '#000000'; this.spriteLine.lineWidth = 2; this.spriteLine.fillAlpha = 0; this.spriteLine.drawPolygon([0, h, w, h, 0, 0]); this.spriteLine.anchor.set(w/2, h/2); this.spriteLine.position.set(x, y); this.spriteLine.rotation = rot * Math.PI; this.spriteLine.addTo(game.scene.robotContainer); this.spriteFill = new game.Graphics(); this.spriteFill.fillColor = color; this.spriteFill.drawPolygon([0, h, w, h, 0, 0]); this.spriteFill.anchor.set(w/2, h/2); this.spriteFill.position.set(x, y); this.spriteFill.rotation = rot * Math.PI; this.spriteFill.addTo(game.scene.robotContainer); } }); My Tiled Bg Class ... game.createClass('Bg', { init: function(image) { this.sprite = new game.TilingSprite(image, game.system.width, game.system.height); this.sprite.anchorCenter(); this.sprite.position.set(game.system.originalWidth / 2, game.system.originalHeight / 2); this.sprite.addTo(game.scene.bg); } });
  6. Hi Panda People / @enpu I'm trying to create a polygon / arc , in the shape of a U or horseshoe. Any ideas on how this could be achieved? I've tried making an arc and using a mask, but it's not really working as I want, because I need the outlines to display properly as well. Thank you in advance!
  7. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    Hi @enpu Thank you very much, you are an absolute legend! I would really like to send you a donation / tip for adding these new features so quickly. Any chance of setting up a ‘buy me a coffee/beer’ donation link? Thanks again, for the help on this
  8. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    @enpu I'm pretty happy with the way the current Graphic Objects work, so I'm not sure if it should be included or separate. Hopefully, a couple of other people will chime in on what they would prefer, but at the end of the day, I guess whatever is the simplest for you to implement / maintain. Thank you again for your help on this, really appreciate the hard work your putting into the engine!
  9. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    Hi @enpu Yup there is a very specific reason why I want to use graphic objects. I need to be able to have a shape class that I can scale to any size, while maintaining it's outline at a set width. Basically, in my prototype I have 4 shapes so far - Square, Circle, Triangle, and Semicircle (or arc in Panda). I display the outline of the various graphic objects on the screen and then on user input I 'fill' them / 'color' them. I can't achieve the same results using png's. The only other way I can think of is using vector graphics, as I did something similar in Flash a long time ago. Thank you again for you help
  10. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    Hi @enpu Any idea whether something like this is possible in Panda at the moment? If not, I'll think of a workaround Thanks in advance!
  11. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    Hi @Wolfsbane Thanks for the tips I've tried playing in the console that @8bitdna sent, and it looks like it possibly works differently then Panda. I think it would requite me to to dig deeper into the engine (which is beyond me lol). I can't get the example working inside Panda at all, but like you, I though that using two arcs (not closed) and joining them, might be possibility. Might have to wait and see if @enpu has any tips / ideas. Thanks guys!
  12. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    Hi @8bitdna That is actually close to what I need, but my version is a little more complex. If it's not possible, I could make changes to make it work with the example you've sent me
  13. Ninjadoodle

    Any ideas on how to create a U shape / horseshoe polygon?

    @8bitdna Thanks for the reply! I’m using the drawing api for a very specific purpose, but it’s really hard to explain unless I write an article lol. i have 4 outnof 5 shapes setup square triangle circle semicircle and the last i need is a U shape this might be a bit beyond the capability of the drawing api tho.
  14. Ninjadoodle

    Steam Question

    Hi @enpu / Panda People I've been thinking about a project I would eventually like to start, that would only be available on Steam / X-Box One and possibly other consoles that allow 'wrapped' HTML5. I've noticed that the achievements and collectible cards etc are a big thing with Steam games. Is Panda a viable option for a project like this? Would I need some sort of plugin to unlock Steam achievents etc. Would the X-Box performance using Panda be decent? (I don't have one to test on yet). Any thoughts would be awesome! Thank you!
  15. Ninjadoodle

    Steam Question

    @enpu - Thanks for that! That is very good news
  16. Ninjadoodle

    Steam Question

    bump
  17. Ninjadoodle

    Center Polygon

    Hi @enpu / Panda People I'm trying to draw a triangle and set it's anchor to the center. Something is however not working right and the anchor is off. I have a feeling it's to do with having to draw the polygon (triangle) at 0,0 coordinates first, and then set it's position later. I'm a little confused on how to draw it correctly ... game.createClass('ShapeTriangle', { init: function(x, y, width, height, rot, color) { this.spriteFill = new game.Graphics(); this.spriteFill.fillColor = color; this.spriteFill.drawPolygon([0, 0, width, 0, width/2, -height, 0, 0]); this.spriteFill.anchorCenter(); this.spriteFill.position.set(x, y); this.spriteFill.rotation = rot * Math.PI; this.spriteFill.addTo(game.scene.robotContainer); } }); Thanks heaps in advance for any tips
  18. Ninjadoodle

    Center Polygon

    @Wolfsbane - Wicked! Thanks heaps that works Trying to figure out how this shape drawing works lol.
  19. Ninjadoodle

    Center Polygon

    Hi @Wolfsbane @enpu -Thanks for that! It works, but only until I try to rotate the shape, then it's completely off again.
  20. Ninjadoodle

    Center Polygon

    @enpu when you say ‘manually’ - do you mean by calculating the width and height of the polygon? anchorCenter doesn’t seem to work, and I’m not sure how to create the polygon at 0,0. Thank you!
  21. Ninjadoodle

    Panda 2 Roadmap

    Deleted
  22. Ninjadoodle

    Panda2 on gamefromscratch !

    @Wolfsbane - Yeah I agree with you, I think that speed is getting a little redundant for casual type games. I think that most of us here are making things that would run just fine on mid range devices and desktops. The problem I think is when you get down to plugging in all the extras - in this example, things like steam achievements etc. Some engines have official plugins, which would probably easy the process quite a bit. I also feel like using an engine that's only native and has no way of supporting html5 is possibly a little 'dangerous' (depends how you look at it). Everything sees to be going the cross platform direction, and I wonder whether some of these native only engines have a long life. I'm genuinely just thinking out loud here and honestly don't know what I'm talking about lol, but this discussion is cool
  23. Ninjadoodle

    Push Classes to an array?

    Hi @enpu / Panda People So, I have some robot classes and I would like to push them to an array, so I can randomly pick and create one when needed. How would I go about doing this - I know what I need to do, just kinda stuck on how to implement it Thank you in advance for any tips! game.createClass('Robot1', { init: function() { this.id = 'robot1'; this.circle1 = new game.ShapeCircle( -240, -240, 80, '#61C2C2'); this.circle2 = new game.ShapeCircle(240, -240, 80, '#61C2C2'); this.square1 = new game.ShapeSquare(0, -240, 320, 320, 1.25, '#66CCCC'); this.square2 = new game.ShapeSquare(0, -400, 160, 160, 1.25, '#61C2C2'); } }); game.createClass('Robot2', { init: function() { this.id = 'robot2'; this.circle1 = new game.ShapeCircle( -240, -240, 160, '#61C2C2'); this.circle2 = new game.ShapeCircle(240, -240, 160, '#61C2C2'); this.square1 = new game.ShapeSquare(0, -240, 320, 320, 1.25, '#66CCCC'); this.square2 = new game.ShapeSquare(0, -400, 160, 160, 1.25, '#61C2C2'); } }); game.createClass('Robot3', { init: function() { this.id = 'robot3'; this.circle1 = new game.ShapeCircle( -240, -240, 240, '#61C2C2'); this.circle2 = new game.ShapeCircle(240, -240, 240, '#61C2C2'); this.square1 = new game.ShapeSquare(0, -240, 320, 320, 1.25, '#66CCCC'); this.square2 = new game.ShapeSquare(0, -400, 160, 160, 1.25, '#61C2C2'); } });
  24. Ninjadoodle

    Push Classes to an array?

    @enpu - Nice! That gets rid of the warning Thanks!
  25. Ninjadoodle

    Push Classes to an array?

    @enpu- editors JS console - it works, i just get a warning game.createScene('Game', { score: 0, parts: 0, count: 0, robotArray: ['Robot1', 'Robot2', 'Robot3'], init: function() { // SETUP this.stageSetup = new game.StageSetup(); this.stageSetup.setupStage(); // TIMER this.timerBar = new game.TimerBar(60); this.timerBar.start(); // ROBOTS this.robotContainer = new game.Container().addTo(game.scene.mg); this.robotContainer.position.set(640, 1200); this.robot = new game[this.robotArray[this.count]]; } }); });