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  2. You would have to be able to render the web page into a canvas and then render that canvas to screen instead of the web page. That would block much of user interaction though and would be really hard to do in realtime if website has scrolling or user interaction. Also if there's stuff loaded from other domains / without permissions then you would run into crossdomain errors. You could maybe use svg filters to achieve the effect, dont know how though.
  3. Today
  4. Exactly - it's the older posts that can't be edited. Is there any reason behind that behaviour or am I experiencing some sort of bug?
  5. Hello I'm making a project for client using the displacement filter to make it look like there's a glass bubble on their website. The client wants the glass bubble to effect all objects and all text on the entire website, but I can only make it put effect on objects added through PixiJS, like images and text through code. Is there a way to make it on the entire site? Making the body html-tag into an object in Pixi or something similar? The client needs to be able to change images and text through a backend CMS, so editing the JS code all the time is not a possibility. Thanks. Here is the code var renderer = new PIXI.autoDetectRenderer({ width: window.innerWidth, height: window.innerHeight, transparent: false, autoResize: true, backgroundColor: 0xffffff }); document.body.appendChild(renderer.view); var stage = new PIXI.Container(); var container = new PIXI.Container(); stage.addChild(container); var padding = 100; var bounds = new PIXI.Rectangle(-padding, -padding, renderer.width + padding * 2, renderer.height + padding * 2); var speed = { x: 2, y: 1 }; var glassSize = 250; var displacementSprite = PIXI.Sprite.from('_assets/displace1.png'); displacementSprite.anchor.set(0.5); displacementSprite.width = glassSize; displacementSprite.height = glassSize; displacementSprite.x = 500; displacementSprite.y = 500; var displacementFilter = new PIXI.filters.DisplacementFilter(displacementSprite); //var rgbSplit = new PIXI.filters.RGBSplitFilter(); stage.addChild(displacementSprite); container.filters = [displacementFilter]; displacementFilter.scale.x = 150; displacementFilter.scale.y = 150; var glass = PIXI.Sprite.from('_assets/glass.png'); glass.anchor.set(0.5); glass.width = glassSize; glass.height = glassSize; glass.alpha = 0.3; stage.addChild(glass); var bg = PIXI.Sprite.from('_assets/river.jpg'); bg.scale.set(0.2); bg.anchor.set(0.5); bg.position.set(renderer.width/2, renderer.height/2); bg.alpha = 1; container.addChild(bg); var text = new PIXI.Text('Glass Test', { fontFamily : 'system', fontSize: 72, fill : 0xffffff, align : 'center' }); text.anchor.set(0.5); text.position.x = renderer.width/2; text.position.y = renderer.height/2; container.addChild(text); animate(); function animate(){ displacementSprite.x += speed.x; displacementSprite.y += speed.y; if(displacementSprite.x + glassSize/2> renderer.width) { speed.x = -speed.x; } if(displacementSprite.y + glassSize/2 > renderer.height) { speed.y = -speed.y; } if(displacementSprite.x - glassSize/2 <= 0) { speed.x = -speed.x; } if(displacementSprite.y - glassSize/2 <= 0) { speed.y = -speed.y; } glass.x = displacementSprite.x; glass.y = displacementSprite.y; renderer.render(stage); requestAnimationFrame(animate); } function resize() { renderer.resize(window.innerWidth, window.innerHeight); text.position.x = renderer.width/2; text.position.y = renderer.height/2; } resize(); window.addEventListener('resize', resize);
  6. Oh. Really? ­čśč I stopped the animation manually. PIXI.spine.autoUpdate = false; hehe Anyway, thanks for your supporting. ­čśä
  7. Looking for new projects Email ID:info.´╗┐ Skype ID: hephaestusent Feel free to contact us for your Art related queries. Thank you HEPHAESTUS ENTERTAINMENT 2D/3D Game & Animation service provider @ Indie price Contact Details: Email Skype ID: hephaestusent Facebook: More Art:
  8. @Reborned How about the "Contact our support team" in the middle of this page:
  9. @jedimasta, how did it come out? I'm currently trying to make a version of a similar game type with these rules: - players enter 10-20 words - game will draw 3-5 words at a time - everyone has to say how the words are related I was going to do it physically but I remember playing jackbox and would love to make it similar to that. Wondering if its worth researching how to code to do it.
  10. Yesterday
  11. @ivan.popelyshev This makes a lot of sense. Really appreciate the insight here. Need to digest this, and might have some follow up questions. Similar situation with a complex data visualization involving a few thousand sprites. Pixi.js performance is blistering fast, solid at 60fps, but I have some reservations about patterns I'm implementing. Thanks again for all the insight and support!
  12. Testing edit (works ok for me). Is it just older posts?
  13. It works for me. I don't know much about IIS, so i recommend to use simple node "http-server -c-1". After installation just type "http-server -c-1" in command line in directory that you want to show. Close the window if you dont need that server anymore. "-c-1" means "no cache". By default its on localhost:8080, you can change port with "-p8081"
  14. I'm running the localhost link off of chrome if that's important
  15. Best I can tell, it's purely offline game. There's a lot of games that fool the player into thinking it's real multiplayer when it's not.
  16. Thanks @Noel But the only thing I find in this link is a procedure to secure my account, changing my password, reviewing my infos, etc. Can't find any contact form or contact info.
  17. Check our portfolio here.
  18. The best way it to generate one from photoshop. or you can try this but am not sure if it can work , not tested. need confirmation const texture = PIXI.Texture.from('yourvideo.webm'); const videoSprite = new PIXI.Sprite( texture ); const videoControler = videoSprite.texture.baseTexture.source; videoControler.pause(); // force pause in case of autoplay videoControler.currentTime = 11; // the frame where you want thumbnail. const thumbnail = app.renderer.generateTexture(videoSprite); //capture the current frame. videoControler.currentTime = 0; // reset video time
  19. Help. Need games for school, get past Smoothwall on iPad. not Fake...
  20. Is there any possibility to show video thumbnail image?
  21. Another possibility is removal of updateTransform FOR's - but you need special event queue per root stage element, and every element should add itself to it in case of change. I've spent big number of hours to debug that, and now my work project can handle 6000+ animated objects and it spends time on them only when animation is switched to another, element moves, or camera moves far away from clipping rectangle.
  22. Oh, you want to stop something on event? Sorry, not possible. Please ask it at , its a problem for all runtimes, not only pixijs.
  23. Only partial. PixiJS cares about transforms of all elements, calculated vertices for sprite, graphics bounds, some other things. We switched from simple dirtyflags to dirtyID's because usually one object is watched by several validators. The trick is also to set watcher updateID to -1 if parent was changed. Unfortunately we cant cover everything: If we implement dynamic props like in react and angular, it will seriously affect debuggability of code. I have my own Stage to execute flash SWF's, I forked it from mozilla shumway, fixed many things and covered them with tests, spent 2 years on it, and I still think it doesn't fit vanilla pixijs. I made it to cache results of filters, because they are too heavy: blurs, shadows, glows, e.t.c. If you want full control like that - I advice to copy code of pixi/display , sprite, graphics and whatever elements you need, to make your own scene tree. It is possible, I proved that. Most of our logic is already in inner components : Transform, Texture, GraphicsGeometry, e.t.c. Its even possible to make FilterSystem and MaskSystem work with your components, just need some extra interfaces like MaskTarget or FilterTarget. What I don't recommend - is to try track dirtyRects. Its hell, don't even try it. Stick to elements that you cache in renderTextures. Btw, that's the reason I want to make `cacheAsBitmap` not a boolean ,but a number. Just `cacheAsBitmap++` should invalidate the cache.
  24. A story based "defend puppies from arrows" game. I've had the time to implement some fancy transitions and proper timings on this one. In retrospective I should've used a spritesheet for particles instead of the built in Phaser particles. There's lots of arrows falling and all those particles have a drastic effect on performance, specially on mobile. PLAY THE GAME.
  25. Simple yet fast paced "defend the wall" game. There are no fancy transitions or button animations. That's be design due to budgetary constraints and not by omission. PLAY THE GAME.
  26. For some reason it seems I can't edit the post above. Anyway, here's two more html5 games that I've made. They were made for an awesome new platform which allows users to customize and share these games. First game is a simple shooter called Zombie Madness The second one is a story based defend game called Project Skyfall.
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