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Found 4 results

  1. Hello! I am trying to create a grid of bar elements (to form some kind of net) and I was wondering if there is a way to group these bars, so when I want to move the net, all of the children objects would move also. EXAMPLE: var bar1 = new BABYLON.Mesh.CreateBox(name, 1, scene); var bar2 = new BABYLON.Mesh.CreateBox(name, 1, scene); var bar3 = new BABYLON.Mesh.CreateBox(name, 1, scene); <-- how do I group bar1, bar2, bar3 so that I could use : group.position.x = 10;
  2. Hi, I've come from an OOP style background with AS3, etc. I'm struggling to work out how to groups things together (kind of like a movieclip in flash). So basically i want to create an object, which will have certain values i can access, but also have created several sprites, and bitmaptext associated with it. Example of how i want to create my object: createNewUpgradeItem:function(myNumber){ var upgradeItem = new UpgradeItem(this, 25, 200+i*55, GAME_NAME.UpgradesAvailable.name, GAME_NAME.UpgradesAvailable.description, GAME_NAME.UpgradesAvailable.upgradePrice, GAME_NAME.UpgradesAvailable.priceMultiplier, GAME_NAME.UpgradesAvailable.sMultiplier, GAME_NAME.UpgradesAvailable.cMultiplier, i%4); GAME_NAME.upgradeMenu.add(upgradeItem); // Doesn't Work upgradeItem._background.events.onInputDown.add(function(){UpgradeItemUpdate(this,upgradeItem);console.log(upgradeItem._name)},this); }, // Where 'i' would be a count (in a for loop) to create several objects. And UpgradesAvailable[] is an array of information to be passed. This works fine i believe and it creates the objects fine and puts them on screen,etc. What i want to do is have this upgradeItem added to a Group (say MenuGroup), so I would have thought something like the following would have worked: GAME_NAME.upgradeMenu.add(upgradeItem); But it doesn't seem to like it. My UpgradeItem code consists of some things, for example: var UpgradeItem = function(game, x, y, upgradeItemName, upgradeDescription, upgradePrice, price, speed, cSpeed, bNumber){ this._name = upgradeItemName; this._description = upgradeDescription; this._upgradePrice = upgradePrice; this._pMultiplier = price | 1; this._sMultiplier = speed | 1; this._cMultiplier = cSpeed | 1; this._active = false; this._backgroundNumber = bNumber | 1; this._upgradeItemGroup = game.add.group(); GAME_NAME.upgradeMenu.add(this._upgradeItemGroup); switch(bNumber){ case 0: this._background = game.add.image(x+10, y+36, 'uBackground1'); break; case 1: this._background = game.add.image(x+10, y+36, 'uBackground2'); break; default : this._background = game.add.image(x+10, y+36, 'uBackground1'); break; } this._background.inputEnabled = true; this._background.input.useHandCursor = true; this._background.anchor.setTo(0); this._upgradeItemGroup.add(this._background); this.UpgradeItemName = game.add.bitmapText(x+30, y+48, 'Lobster',this._name,26,this._upgradeItemGroup); this.UpgradeItemName.anchor.setTo(0); this.UpgradeItemDescription = game.add.bitmapText(x+180, y+48, 'Lobster',this._description,26,this._upgradeItemGroup); this.UpgradeItemDescription.anchor.setTo(0); } You can also see from my code here that i'm trying to group the 'assets' (the text and sprites) into a seperate group. Am I missing something really simple here? Thanks for looking
  3. Hi folks, I was trying to group together two groups with the "group selected items" button. One time, my two groups just disapeared. The other time inside one group two empty groups were created. Oh and by the way, it would be nice to be able to also adjust the anchor points for groups like you can with sprites.
  4. Considering the following example: When grouping meshes into an empty object, they do not show up when loaded in Babylonjs. As of the example, only the non grouped cube is rendered: Any idea how to fix this behavior? Thanks example.babylon.txt