Mathieu Anthoine

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About Mathieu Anthoine

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  1. Here is the issue https://github.com/englercj/resource-loader/issues/94 Thank you xerver
  2. Ok I found the bug. In my homemade framework, I add a version number at the end of files I want to load: fileName.ext?0.1.0 for example When I add a new file in the loader during loading, if I add an extension to the file, the file is never loaded and the loading never finish When I remove the extension, the loading works well in pure JS or Haxe. In Pixi v3, thje loading was working well even with the version at the end of the filename. Maybe you have changed something in that way ? Do I need to add an issue on github ? PS: Adding a version number after a filename, works well when the files are added before loading, the bug occurs only in the special situation describe above
  3. I have rewrite my code in pure JS and finally it works perfectly with the parentResource. So I need to understand why there's something wrong in my haxe code. Thank you for your help @ivanpopelyshev may be some news about https://github.com/pixijs/pixi.js/issues/3974 ?
  4. Ivan, I'm working with the full version of pixijs, using chrome debugging tools and breakpoints. About the resource type, Pixi seems to understand correctly the type (AUDIO) I will try to write the code in JS and post it on codepen after. Thank you for your help
  5. Thank you xerver for your Help, I tried different things, something close to SpriteSheetParser. I did not have the "cannot add resources" error but stil have a problem, When the Pixi Loader starts to load my additionnal resource, it stops in the Loader.prototype._loadResource, The _onLoad method is never called
  6. Not sure it would be easy to show you the middleware but here the idea: 1) After loading each resource the middleware checks if it is a json that describes a list of sounds 2) if it's the case, the middleware reads the json and add the url of the sound files listed to the loader with add 3) the middleware call the "next" method to continue the loading process. 4) The process of loading continue correctly and seems to stop when it has to load the files added
  7. Ivan, I use Haxe-Pixi, but the syntax is close to what you gave me. There's no longer the error, but the onComplete event is never fired :/
  8. Hi, I'm working on changing a personal Loader class that inherits from the Loader PixiJs class. In Pixi v3, I use a middleware called by the after method to add new contents to load during loading and it works very well. When I try to do the same in Pixi v4, this error occurs: "Cannot add resources while the loader is running." Is there a way to do the same thing than in Pixi v3 ? Is it a restriction of Pixi v4 and why ? Thank you for your help
  9. Maybe. And if the Haxe externs are not updated, you can PR some changes, it's really simple.
  10. Hi there, Here is the first version of GAF Player for PixiJs. If you know Flump or Dragon Bones, take a look at GAF, it's so much more powerful !!! https://gafmedia.com/ At the moment, GAF Player for PixiJS is available for Haxe-Pixi but I will deliver a pure js lib soon . https://github.com/mathieuanthoine/PixiGAFPlayer Enjoy PS: I'm really interested in bug reports !
  11. Hi, Is there a way to access Pixi v3 documentation please ? some v4 bugs make it's usage impossible for me, so I need to stay on v3 Thank you
  12. The differences in the code that create the different behaviors are here (in the processInteractive method of InteractionManager) : VERSION 3.1.0 var child = children; // time to get recursive.. if this function will return if somthing is hit.. if(this.processInteractive(point, child, func, hitTest, interactiveParent)) { // its a good idea to check if a child has lost its parent. // this means it has been removed whilst looping so its best if(!child.parent) { continue; } hit = true; // we no longer need to hit test any more objects in this container ... //interactiveParent = false; // If the child is interactive , that means that the object hit was ... // This means we no longer need to hit test anything else. We still ... if(child.interactive) { hitTest = false; } } VERSION 3.0.8 if(! hit && hitTest) { hit = this.processInteractive(point, children, func, true, interactive ); } else { // now we know we can miss it all! this.processInteractive(point, children, func, false, false ); }
  13. In Pixi 3.0.8, if a Sprite (named "A") has its interactive property to true and has a function listening the "click" event, the sprites that are under "A" (with interactive to true and a function listening to click) don't fire a click event. "A" stops the propagation under it. In Pixi 3.0.9 and higher, sprites that are under "A", fire the click event. Is there a behavior change ? is it a bug ? Thanks in advance
  14. When I use a json (hash) to load a texture made for example in Texture Packer, I can manage the cache for the json file in adding some parameters after the json file url : myLoader.add("myTexture.json?0.1.0"); But How can I control the extra png files (described in the json file) to be loaded again without using the browser cache ? Thank you