pugliese

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About pugliese

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    chris_pugliese
  1. I am loading the down below json textures, is there a way to get the texture name afterwards? var gameArt; var sprite = new PIXI.Sprite(gameArt['bee']); Is there a way to get 'bee'? (from json file) I was hoping for sprite.texture.name or something, but can't find anything PIXI.loader .add('/images/gameart.json') .load(function(){ gameArt = PIXI.loader.resources['/images/gameart.json'].textures; startGame(); }); gameart.json content: {"frames": { "bee": { "frame": {"x":85,"y":1,"w":25,"h":41}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":7,"y":0,"w":25,"h":41}, "sourceSize": {"w":40,"h":41} }, "bus": { "frame": {"x":1,"y":1,"w":30,"h":60}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":4,"y":0,"w":30,"h":60}, "sourceSize": {"w":40,"h":60} }....
  2. I was using 8 as tile size, and every tile was a multiple of it, apparently that doesn't work though. Anyway, I fixed it by keeping all tiles with the same size. (odd)
  3. Hello, I am new to Phaser and I am testing tilemaps. Any idea why my tilemap loads messed up? - Specially the 32px padding on top, how do I set it to be on x:0, y:0 of the game? code: game = new Phaser.Game(800, 640, Phaser.AUTO, '', { preload: preload, create: create, update: update });game.load.tilemap('map', '/images/game/test.json', null, Phaser.Tilemap.TILED_JSON);game.load.image('tarmac', '/images/game/tarmac.png');game.load.image('192x192', '/images/game/192x192.png');game.physics.startSystem(Phaser.Physics.ARCADE);game.stage.backgroundColor = '#616161';game.map = game.add.tilemap('map', 8, 8);game.map.addTilesetImage('40', 'tarmac', 40, 40);game.map.addTilesetImage('192x192', '192x192', 192, 192);game.layer = game.map.createLayer('Tile Layer 1');tile: http://pastebin.com/rp67xmzq Thanks C.
  4. Is there a way to convert window.clientX / window.clientY to PIXI stage? I have this scenario: container.touchmove = container.mousemove = function(data){ currentPlayer.drawTo(data.getLocalPosition(container).x, data.getLocalPosition(container).y);}but I need to listen and input mouse coords from the whole window, as when the user is dragging outside the stage, it stops drawing. this is what I need: $(window).on('mousemove', function(ev){ var point = windowPointToPIXI ???? getLocalPosition(container); where point.x and point.y would be the same as the one from previous: data.getLocalPosition(container) Then I can call: currentPlayer.drawTo(point.x, point.y);});