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Found 4 results

  1. Just noticed an issue. Lets say we have a group named OurGroup with three buttons (represents settings window with buttons 'soundOn', 'pause', 'close'). Each button have its own inputDown listener (or any else like inputOver, inputOut etc.). Then we add this group to the game via this.game.add.group(ourGroup) It works perfect, all the buttons are clickable and so on. Some time later, we want to remove the group from the game (i.e. user clicked the close button on our window) by itself: /*somewhere in the OurGroup class*/ if(this.parent) { this.parent.removeChild(this); } OK, the OurGroup has succesfully removed from the game, it's invisible. But! The listeners attached to the group's buttons are still active and react the input events! Could someone explain me is it a bug or I'm doing something wrong? I migrated to Phaser from flash, and there after have removed a DisplayObject from a stage, all listeners attached to it were removed as well.
  2. I am recently building a container / map with thousands of sprites in canvas. My player will be moving around among those sprites on a large map. But I find my game becomes very slow after I add too many (-about 5000+) units on the container. I think it may perform better if I only display units that are within the camera of my player as my player moves around on the map. But by doing this I will need to perform addChild / removeChild operation of pixi.Container many times during the game loop, because as my player moves new sprites come into sight and some sprites are out of sight. I am not sure if this is a good or bad decision. Maybe it’s too costly to do these operations in the ticker? But how can I draw as little in-sight sprites as possible otherwise?
  3. Nexios

    Remove child

    So i am trying to orbit a small sphere around a bigger sphere like so: var orbit = new Sprite(loader.resources.RedB.texture); stage.addChild(orbit); orbit.anchor.set(0.1, 0.1); orbit.position.x= Gball.x*1.3; orbit.position.y = Gball.y/3; orbit.scale.set(0.15, 0.15); Gball.addChild(orbit); animate(); function animate() { requestAnimationFrame(animate); // just for fun, let's rotate mr Honeypot a little Gball.rotation -= 0.05; // render the container renderer.render(stage); } now the only problem is that when i click on the button to remove the child, but want him to keep the position he had in the animation: var ballX = orbit.x; var ballY = orbit.y; document.getElementById("bot").addEventListener("click", function () { var orbit = new Sprite(loader.resources.RedB.texture); stage.addChild(orbit); orbit.anchor.set(0.1, 0.1); orbit.position.x= ballX; orbit.position.y = ballY; orbit.scale.set(0.15, 0.15); Gball.removeChild(orbit); return false; }); does anyone know how i might be able to do that?
  4. Hello guys, Im not sure if it is a pixi-bug or my own code but maybe you can evaluate this better than me I created a MovieClip with an onComplete callback to remove itself. Works fine, but as soon as there are more MovieClips, pixi throws an error: Uncaught TypeError: Cannot call method 'updateTransform' of undefined pixi.js:3126 PIXI.Stage.updateTransform pixi.js:3126 PIXI.WebGLRenderer.render pixi.js:4460 animate (index):24 Looks like that the MovieClip is removed and pixi still wants to call updateTransform. The easy way is to put tons of if(indexOf(mc) != -1)'s to the compiled pixi code but that cant be the correct way to do it You can get the lines here: http://kuboid.net/explosion.zip or here: http://kuboid.net/explosion.rar Thank you in advance