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Found 4 results

  1. I'm using BabylonJS within an Angular application. It is used in a Dialog and shows three dice that are falling. The first time I open the dialog everything looks fine. However, if I close the dialog and reopen it, the 3D scene is empty. I suspect it has something to do with the engine/scene not being cleared, but I have to little experience with WebGL and BabylonJS to make a good guess on how to solve it. On Close, I do call public cleanup(): void { this._engine.stopRenderLoop(); this._scene.dispose(); this._engine.dispose(); } Sadly, this does not solve the problem. If anyone can help me out, I'll be much obliged.:-) The project can be viewed on github: https://github.com/gurpsdomain/GurpsyMcGurpsFace The BabylonJS code can be found in src/app/presentation/dialoges/generic/dice-dialog/scene And a running example is available on https://gurpsdomain.github.io/GurpsyMcGurpsFace/ Click on the menu icon (top right) and select "Throw Dice". Thanks! Meron
  2. Hello! I am looking into using a Plane and turning it into a dialog box for my little game. I found the scale9 feature but that applies only to sprites on the canvas2d. Here is PG which shows what I managed to do: http://www.babylonjs-playground.com/#RNCYVM#13 Basically, I want to be able to switch the green plane with my 2D sprite. It would be easy to do it normally but I want to have access to the scale9 feature for scaling the box. Any idea?
  3. Hello all, I've only been Phaser for about 2 weeks now, and I'm really enjoying using it! I've taken the basic tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game and have modified it to add enemy AI, added a timer, and divided it all up into their own files for each of the states (preload, update, play, etc). I would like to have it so when the game starts, another sprite is added to the game and has a popup bubble with some dialog that the user can cycle through (using the 'a' button, or what have you). After the dialog finishes, then the enemy AI begin to move and the timer starts. As for the cutscene, what would be the best way to go about this? I've gotten it to cycle through one line of dialog using this code: var dialog;function create(){ // Beginning dialog for the cutscene var diaText = "Hello!"; var subtext = "press \'a\'"; var style = {font: "22px Arial", fill:"white", align: "center"}; var style2 = {font: "10px Arial", fill:"white", align: "center"}; dialog = game.add.text(game.world.centerX-300, 400, diaText, style); var tSub = game.add.text(game.world.centerX-300, 425, subtext, style2);}function update(){ // Cycle through the next line of dialog if(this.game.input.keyboard.justPressed(Phaser.Keyboard.A)){ dialog.setText('It\'s nice to meet you!'); }} My questions come down: What is the best way to create the cutscene? Inside of the play state of the game, or creating a separate state for the cutscene? Also, what is the best way to get the dialog? I was considering using a file reader of some type and having a loop that reads each line of text into an array. Then just loading up each line on the key press into the dialog.setText() until the array ends, but I don't want to try and code all of that first if there is a better way.
  4. What if you want to show an upgrade screen or another dialog above the game. For example how to display an onscreen instructions dialog above the game. The thing is that I need to pause the game including the physics(ARCADE). The thing is that the arcade physics can't be paused. I believe if I use p2 physics, there is an update call, which I can opt not to call when another popup is displayed. Please share your ideas. It was nice if there was a sleep option in a state and we can switch to another state, then resume later; which I think not possible without a full framework change.
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