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  2. Hi @ACRgames I am interested and will be glad to assist you Pm sent and applied on URl Regards Frank
  3. Today
  4. @PLAYERKILLERS test build with the fallback fix to Canvas is available, see here https://github.com/melonjs/melonJS/issues/982
  5. Yesterday
  6. AHHHHHHHHH thank you. I'm such a dick. Sometimes you just hit your head against a problem, and sometimes you've created that problem and can't see it
  7. which version of pixi do you use?
  8. I'm glad you solved it! So your resource is basically BufferResource that can be updated.
  9. asset.interactive = true; Rather than your setInteractive property
  10. space.game Welcome to our open Alpha of space.game! We'll be constantly updating the game and will be adding new features such as online multiplayer, new game modes, accounts, friends, leaderboards, store, and more! Game Description Claim as much territory as you can by strategically flying your spaceship around the map. You’re invincible while inside your territory and can kill anyone entering your space. Outside of your territory, other players can hit your trail and destroy your spaceship. If you hit another player’s trail, you’ll destroy their spaceship. A head to head collision results in both spaceships being destroyed.
  11. Ok, so i simply can't get anything to register an event after having it previously working fine. Is there something global I might have done that stops these from happening?
  12. I'm adding a sprite in a loop, set interactive and then adding it to a container then the stage but my on events dont seem to be working, any reason why this might be happening? let map_asset_keys = Object.keys(map_assets_json); let length = map_asset_keys.length; let map_assets_arr = [] for (var key in map_assets_json){ let asset = new Sprite(Resources[key].texture); asset.x = map_assets_json[key].coords.x; asset.y = map_assets_json[key].coords.y; asset.zIndex = length; asset.setInteractive = true; asset.cursor = 'pointer'; asset.on('pointerdown', function(){alert()}) asset.tint = 0x550000; map_assets_arr.push(asset); --length; } let map_group = Groups.group(map_assets_arr); map_group.x = 0; map_group.y = 0; map_group.scale = new PIXI.Point(map_assets_scale * pixel_scale, map_assets_scale * pixel_scale); map_group.setInteractive = true; app.stage.addChild(map_group);
  13. Hello, I am trying to create a text that renders to the Rope class. let test = new PIXI.Text("Hello my name is computer", {fontSize:28}); test.updateText(); console.log(test); let rope = new Knotz(test, [new PIXI.Point(0,0), new PIXI.Point(10,0),new PIXI.Point(0,10),new PIXI.Point(20,0)]); The problem is updateText() is not a function within the pixi.ts. If I dont call updateText it does not force the texture of Text to update. The result is I bind a texture to the rope that has a width and height of 0. Any work arounds?
  14. Hello AwesomeBilly, Heroku can be intimidating because of the command line usage. I don't know how their infrastructure works but it's the main goal of their service, you don't need to know. I don't think Heroku is overkill and should fit your needs. I would like to add that I am not affiliated with Heroku ^^' I'm just trying to help by sharing the experience I have
  15. Hey there! I am a selftaught hobby programmer and want to get more into game programming. This game is basically finished, but not thoroughly tested on multiple devices, so there might be bugs. As you can see in the screenshot, it is a really simple boardgame with no graphics . The player's goal is to get 4 of your stones in a line, but to avoid putting 3 stones in a line before. Here is the link to the game: https://kricki.rocks/4wins3loses/ And here is the link to the code, if you are interested: https://github.com/nicoa47/4wins3loses Since I am learning, I tried to code everything from the bottom up. Importantly, this game features an account system, so your highscores can be logged and you can play against other people over the internet. I'd love to here your feedback and, as I know it is rough around the edges, would like to know what should be "fixed" first. Thank you! Nico
  16. I'm trying to work out how to log asset byte sizes after load. e.g. something like this: PIXI.Loader.shared.add("bg", "img/bg.png") .on("progress", loadProgressHandler); function loadProgressHandler(loader, resource) { console.log(resource.size); } This possible?
  17. Platform to create an online gaming website similar to enjoyarcade.com Powerful features and updates included. Arcade Site Script
  18. If you want to stop the reloading, you can use this jQuery code. //needs <form> to have an id $("#form").submit(function(e) { e.preventDefault(); });
  19. Thanks for help! First, I try to replace pixi 5.2.1, the problem still happened. Next, re-creating TextureSystem and resetting the renderer state really have no effect.... But, when I only try to binding baseTexture or "baseTexture.update()" or "baseTexture.setSize()" on every upload, It seem work! Anyway, I try to present the bug and process in detail by video and picture. It use Jsmpeg and FFmpeg trans RTMP stream to yuv data, and convert yuv to rgb texture. Refer attach code above, I use PIXI.resources.Resource to call gl.texImage2D and baseTexture format, and try to update Texture of yuv on every upload. Situation1: No bind baseTexture and call gl.texImage2D every custom updateDataMethod(setUint8Array) , only call gl.texImage2D on upload once. Result: Mesh only show one frame texture data. can't follow video stream to update texture. Situation2: Call gl.texImage2D on upload once, bind baseTexture and call gl.texImage2D every custom updateDataMethod(setUint8Array). Result: Other sprite's texture confuse refer with mesh's texture. Situation3: Only Bind baseTexture every custom updateDataMethod(setUint8Array), and call gl.texImage2D on upload once. Result: It's look good, sprite's texture and mesh's texture correct. Actually, I try to change "this.bind(this.baseTexture)" to "baseTexture.update()" or "baseTexture.setSize()", the result is same. Just like you said, It will change all updateID's , and TextureSystem wlll see that texture was changed on bind. It seem ok, thanks for help to solve that question!!
  20. That is an awesome idea and now on our todo list!
  21. Intellisense is not perfect, sometime you need help him, especially for events. Am not using maybe the best solution but it work for me.
  22. also here a nice video for PS and AE. This one helped me a lot to do VR picture. The depthmap are rendering on AE engine for the result, but its same logic, you replace AE by pixijs and filters.
  23. also i can see some strange artefact, am not sure why but try with png high quality image. Jpg are compressed and lossy. If artefact not fixed with png, create a issue on github for the pixi team. It can maybe a displacementFilter bug !
  24. A lot of issue with your demo, so i just make a playground for you. You will also need refactoring your image depth map. You will need practice and also this is not a very good image for this kind of 3d. But your are on the good way! make more experimentation. ex: more black on eyes. https://www.pixiplayground.com/#/edit/ZiuvxzRpK-EE03nlFJdQy ps: for the online demo you can use https://www.base64-image.de/ ps: i don't use your demo because you code are inside html and my IDE don't like this. Logicly you should separate css,js from html.
  25. essay writing service This is the best site ever I would like to spend a few moments to tell how quick and efficient their support team is. Very responsive, they hit the ground running after the order was placed. The content of my PhD proposal is superb, filled with valuable information. I was assigned a PhD writer in my subject area. Thank you guys very much for your assistance, I guarantee I will be coming back.
  26. Here ya go... Remember, I can only get it to run local side via Edge, but not FireFox or Chrome. Thx for your time. 1 pixi.rar
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