sandbird

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  1. I tried to force full screen using bigscreen.js when the user click on a sprite. I put the code of moving into full screen in the mouseup / mouseupoutside / touchend / touchendoutside events of the sprites: if ( BigScreen.enabled ) BigScreen.toggle (); It's working fine only on desktop browsers. Is there a way to move into full screen in mobile browsers and pixi? thanks!
  2. Let say that I have an image in the size 600 x 300. Inside the image there are 9 images representing frames in a matrix of 3x3 when each frame is 200x100. I'm creating a tiling sprite: var sprite = new PIXI.TilingSprite ( texture, 200, 100 ); Let's say that every 100 miliseconds I want to move the tile position to the right "frame" image. So I need to play with both sprite.tilePosition.x and sprite.tilePosition.y. The problem is that in canvas mode I just need to multiply the Y offset with 100 (the horizontal size of each frame) and the X offset with 200. In webGL the numbers are different and I didn't manage to find out what's these values representing but they are the same in all browsers and systems. Tested with pixi.js from github.
  3. PIXI.autoDetectRenderer is working fine. In the past I have the option to use directly both PIXI.CanvasRenderer and PIXI.WebGLRenderer to force pixi to choose either canvas or webGl. In the latest version it's not possible anymore and: PIXI.CanvasRenderer - always returning null object (on both borwsers with no web-gl and with web-gl support). PIXI.WebGLRenderer - always returning object that doesn't work. PIXI.autoDetectRenderer is working fine. Source code: // Create an new instance of a pixi stage: this.stage = new PIXI.Stage ( 0x000000, true ); // Create a renderer instance: var engineType = 0; // either 0,1 or 2 var widthMax = $(window).width (); var heightMax = $(window).height (); switch ( engineType ) { case 1: case 'canvas': this.renderer = PIXI.CanvasRenderer ( widthMax, heightMax ); break; case 2: case 'webgl': this.renderer = PIXI.WebGLRenderer ( widthMax, heightMax ); break; default: this.renderer = PIXI.autoDetectRenderer ( widthMax, heightMax ); break; } // End of switch.
  4. I created a PIXI.TilingSprite based sprite and what I want to do is animation using image file with all the frames of the animation. So... all I want to do is to shift the tiled image to the next frame to display. Anyway, I found out that sprite.tilePosition.x and sprite.tilePosition.y excepting strange values and there is no documentation what unit sprite.tilePosition expecting. Each of my "frames" are X = 1083, Y = 374. I found out that I need to enter: sprite.tilePosition.x = frame_x * -1637; sprite.tilePosition.y = frame_y * -410; It do working on Chorme, Firefox, IE on my Windows 8.1 in any resolution. Since that pixi.js only working with web-gl under Windows 8.1 I don't know if it'll work also with Canvas mode. Guess that I need to install XP to see how it'll work with canvas Anyone know what unit sprite.tilePosition excepting? BTW: I'm working with the github master version.
  5. The title say it all: The last pixi.js from github crashing in new PIXI.stage under Dolphin Browser in Android. I do included pixi.js and var PIXI is [object]. Bug bug bug.... to fix (no debugging tools in Android -> no fun)