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  1. Today
  2. Checkout the official document:
  3. Yesterday
  4. Ohhhh.... I got it, will try to use PNG
  5. You're very welcome! Please feel free to share it with anyone who might find it helpful. 🙂
  6. Good news everyone: All of my Chiptunes tracks now have higher quality Ogg versions available to download. They are very inexpensive and are a great way to support my website. You’ll find them on these pages: That said, here are a couple of brand new free MP3 tracks: On my Fantasy 11 page: MYSTICAL BEINGS CALLING – (Looping) And on my Sci-Fi 9 page: ESCAPE FROM 4th SECTOR – (Looping) As always, I hope some of my work is helpful in your projects. Please feel free to share my site with anyone who might find it helpful!
  7. You can use pure WebGL directly for such tasks. Start with this book: WebGL Programming Guide Example from the book in JSFiddle: You will have a full control. Use glMatrix for math. This website is good too:
  8. @jonforum I need it to be in the order of the frame list. @ivan.popelyshev I tried to do this: const MOVE_ANIMATION = [1, 1, 2, 2, 3, 3, 4, 4, 5, 5]; const bodySpriteAnimation = new AnimatedSprite(_frames); bodySpriteAnimation.gotoAndStop(0) bodySpriteAnimation.animationSpeed = 0.1; for (let i = 0; i < MOVE_ANIMATION.length; i++){ bodySpriteAnimation.gotoAndStop(MOVE_ANIMATION[i]) } app.stage.addChild(bodySpriteAnimation); but inside the loop, I don't know how to wait for the animation to finish before executing the next, in this code, the animation stops at the first item in the array of frames, because the animation has not finished playing. I thought about using onComplete from AnimatedSprite, but I don't know where to start
  9. Good idea, maybe it was written somewhere, but i cant find it :( How to do a PR: , change spritesheetLoader that way it passes extra param from "resource.metadata" to spritesheet constructor or extra param before parse(). Change spritesheet, add prefix param and use it in addToCache
  10. start by looking to AnimatedSprite sources, its not a rocket science: Whatever you pass to constructor - you can debug by placing a breakpoint in it.
  11. Well no I'm actually very happy with the global pixi loaders' cache. In my setup (using @react-pixi) pixi is set up and torn down multiple times (because components get unmounted etc). So it's very nice that the sprites are kept in cache. Perhaps I am alone in this but I think sprites loaded through a spritesheet atlas should get some sort of encapsulation, maybe just by prefixing with the atlas name or something.
  12. map and sort your frame list by key name ! Animations finish with numbers _0001 ,_0002 ...
  13. Thank you so much for sharing. It's very helpful to me.
  14. Are you trying to load TGA file? It is not supported in web.
  15. honestly, i dont know if it works "PIXI.Texture.addToCache = ... " , just override function without if. You can even make it empty, we dont need cache, right?
  16. I see in there is a @if DEBUG statement. Looks like some sort of compiler directive. Can you tell me a bit how that works?
  17. Hello everyone! I'm a new comer of PIXI. I'm facing some problem about generated bitmap font for PIXI.js. The font is generated with bitmap font generator (). And while I'm trying to load it, an error occurred: Texture Error: frame does not fit inside the base Texture dimensions: X: 988 + 3 = 991 > 1 or Y: 0 + 1 = 1 > 1 A demo is available here: I totally have no idea how to debug this, is it means that I'm using wrong parameter for the generator? or I'm using PIXI loader in a wrong way?
  18. Hi guys. I have a question, how can I animate the sprite using an array of frames? example: const bodySpriteAnimation = new AnimatedSprite(_frames); const FRAMES_ANIMATION = [1, 1, 2, 2, 3, 3, 4, 4, 5, 5]; bodySpriteAnimation.animationSpeed = 0.1; My FRAMES_ANIMATION array is the list of frames to run through the animation would happen like this: 1. FRAME 1 ~ WAIT FOR END ~ EXECUTE NEXT ITEM OF FRAMES_ANIMATION 2. FRAME 1 ~ WAIT FOR END ~ EXECUTE NEXT ITEM OF FRAMES_ANIMATION 3. FRAME 2 ~ WAIT FOR END ~ EXECUTE NEXT ITEM OF FRAMES_ANIMATION ... But I don't know how to start
  19. Last week
  20. > is there some way to suppress this? yes, find in pixi sources how to turn this thing or whole texture cache off. probably through hacking
  21. I had sprite.roundPixels set to true. Removing this improves my sprite rendering... I was expecting the exact opposite. Is this normal? Thanks.
  22. I just created some new seamless fantasy stone textures as well as some fantasy metal images...they are free to use with attribution. They live here: Feel free to edit, create maps from them or whatever you like. 🙂 Over 4000 more free images await you on my site. I do custom work as well if need be. Enjoy!
  23. Bff Attractive Autumn Style - Princess Dress Up Games Play It Now: In this new game Bff Attractive Autumn Style, Princess Tiana, Belle, and Moana are the Best friends who inspired more in the latest fashion trends. Now they decided to welcome the upcoming season autumn with their fashion skill. Come and join them with the latest dress up games for girls. Even though they are experts in fashion they need some tips to fulfill them.
  24. Thanks for info, it will be helpful ❤️
  25. @ivan.popelyshev That works in the sense that the textures are no longer overridden. I still see the console spammed with the message Texture added to the cache with an id [walk1] that already had an entry is there some way to suppress this?
  26. WHAT A WEEK! 😯 3 amazing games in a weekly #specialOffer! 😱 You only have 2 days for buying these #HTML5 #games source code... HURRY UP! Go to: Untitled_Project_-_Copy720.mp4
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