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Found 38 results

  1. Why are there no shadow?
  2. I can't get the DropShadowFilter to work with my images. Is this the correct way to do it? var shadow = new PIXI.filters.DropShadowFilter();shadow.color = 0x0000;shadow.distance = 5;shadow.alpha = 0.55;shadow.angle = 45;shadow.blur = 5;Spr = new PIXI.Sprite(PIXI.loader.resources.Sheet1.textures['button.png']);Spr.filters = [shadow];Only the sprite is shown -no filter attached though. Using Firefox 40.0.3, Win7, WebGLRenderer.
  3. Hey, I have another question which might be easily answered by somebody who is very familiar with the pixi sources. I'm in the progress of writing some custom classes to render a particle system. The particel rendering is all fine and working. I made some pretty good progress so far. I have a small customized PIXI.Container with a PIXI.ObjectRenderer and custom shader (it's like a sprite is rendered through the SpriteRenderer). As I said, this really works rock solid at the moment, I have learned a lot from the existing Particle/Sprite Renderer and I'm really impressed how many great examples of coding can be found in the PIXI v3 sources ) NOW: After getting so far, I want more: Post processing of my render result. I thought this would be easy, just plug in some filters and you're done. But there seems to be a problem with my rendering order. Filteres are not applied at all, filters are not behaving like normal (change over time) interfering with sprites on the parent container or I get filters running only when I combine two of them. I tried to create a very minimal example- but it's still a lot of code. See this? That rectangle is blurring over time? Or this: A gray filter is applied but its still red Try to apply both filters to the stage: Nothing happens. Try to apply both filters to the stage: Nothing happens. Let's make a sprite added to the stage visible,now both filteres are triggered My assumption: My custom renderer (RenderTester in the demos) is not called at the right position so it's getting mixed up during rendering. I couldn't find any relevant container.children checks so I don't think this is a cause. I currently override PIXI.Container#_renderWebGL, I had version where I overwrote PIXI.Container#renderWebGL, called by my own the filter Manager with push & pop but I could never get my expected result which is: 1. Render whatever there is to render in my container with custom ObjectRenderer. 2. Then take the result to apply some post processing (blurring, thresholds, alpha blending, ..)Is my filter approach correct? Or should I create my own RenderTarget workflow even that the FilterManager is basically doing exactly what I want ( managing some RenderTargets to process on ) I compared my Container/ObjectRenderer combination with the existing Sprite/SpriteRenderer and could't findanything different that would prevent my container from applying a correct filter post processing. Any advice? Did I missed something really obvious? Thanks! var RenderTester = augment(PIXI.Container, function(uber){ this.constructor = function(texture){; this._texture = texture; } //does this prevent the filteres from getting applied? this._renderWebGL = function(renderer){ renderer.setObjectRenderer( renderer.plugins.tempRenderer ); renderer.plugins.tempRenderer.render( this ); } });
  4. Is it possible to save a image that I've applied certains filters on? colorMatrix = new PIXI.ColorMatrixFilter(); colorMatrix.matrix = [0,0.0,0.5,-0.2, 0,0,1.0,-0.2, 0.0,0.0,0.5,-0.2, 0.0,0.0,0.0,1] image = game.make.bitmapData() image.load("testpicture") image.filters = [colorMatrix] game.cache.addBitmapData("testImageWithFilter", image); When I pick this up it doesn't have the filter applied abowe. Is this not possible?
  5. Hi everyone, I got several sprites that I draw on a renderTexture where I'd like apply filters. From what I tested it seems to be not possible on this object but I may be wrong. Is there a way or is it possible to apply filters to a renderTexture ? Thx, G.
  6. Are there any websites where I can find filters for Phaser? Because i'm looking for a old school CRT effect filter for my game.
  7. Hi, Just started to use filters, and I was wandering if there is a way to apply them to the area of a spite only (e.g. I have a png based spites and I would like to apply to the opaque region only). Would I need to create a matching shape mask? Any help or pointers welcome.
  8. I wanted to take a look at the filters examples, specifically 'fire' to see if I could use it in a project, but it's not showing up... (along with a number of other filters examples), I tried all my browsers (chrome, firefox, safari, mac & windows) I know I've seen this working in the past... Here's the console: "Failed to load Phaser.js from github, falling back to local copy" phaser-viewer.js:49 "Phaser v2.1.0 | Pixi.js v1.6.1 | WebGL | WebAudio |" jquery-2.0.3.min.js line 4 > eval:22715 SyntaxError: syntax error view_full.html TypeError: Phaser.Filter[filter] is not a constructor jquery-2.0.3.min.js line 4 > eval:30314 TypeError: filter is undefined jquery-2.0.3.min.js line 4 > eval:31 Thanks
  9. Hi I'm using the last stable version of Pixi (v 1.6.1), for some reason when i do: mySprite.filters = [new PIXI.GrayFilter()];The sprite 'myFilter' turns invisible. Why is that? Also, i try to apply the same filter to a Container, and all the child objects turn invisible too...
  10. Howdy HTML5 game makers! Really proud to show you guys our latest game All At Breakfast! It’s a time (mis!)management game – but certainly not your grandma’s time management game. We did it fully Goodboy style, so it’s action all the way as you keep a room full of increasingly frantic punters happy. You play as one of the three cheeky characters from the CBBC TV show All at Sea and get to run around serving customers in a sea front B&B. Add some crazy speed and a bunch of power up hats (Yes, hats… Of course!?) and you have a pretty great mix! And what game is complete without a Victorian mode and a disco helmet? We dug deep into our back-pocket of HTML5 tricks to really try to make the game run on every device but also feel native. So you can expect to see a healthy does of webGL, a sprinkle of CSS filters and even a little webaudio trick or two! Built using pixi.js it really is quite the treat on mobile and tablets! We would love to know what you think! Hope you enjoy! GO PLAY
  11. I noticed that PIXI's filters are not included in the Phaser build, but are included in the phaser.d.ts TypeScript declarations. Could the AbstractFilter be included in the Phaser build by default? Without it references to the PIXI filter types throw a cryptic error message from the TS compiler at runtime. Thanks Joe
  12. Howdy all! Thought this would be a good place to let you all know that we have finally got round to implementing realtime filters in pixi.js for the webGL renderer More info can be found on our blog: Also you can check out the fish pool demo to see filters in action: Best off all? They are hot to trot, easy to add and you can start using them right now Enjoy! Mat
  13. Hello there, everyone. I am a hobbyist game developer and earlier today I stumbled upon Pixi.js. It looks astonishing and the performance seems amazing. And as I am wanting to create a (simple) bullet-hell shooter, this is very important. Anyway, to my question: In the 'storm brewing' update, it was said that one of the new features was Filter support for Pixi.js . I would love to use some kind of 'glow' effect for most of my enemies, bullets and power-ups. However, I am having trouble finding anything about filters in the Pixi documentation. I also tried browsing the source to no avail. So: -Is there filter support right now? IF so, how do we use it? -How hard is it to accomplish aforementioned 'glow' effect? I have seen (This amazing example ) of one possible way to accomplish something like this in WebGL. When creating Filters, do we have to write this in the shader language?(To which I am completely new, unfortunately...) Or is there another, much easier way to accomplish this effect? I am confused and slightly intimidated by the obscene obscureness of the WebGL Shaders. I hope someone can help me out. Thank you, ~Qqwy