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Showing content with the highest reputation since 01/20/20 in all areas

  1. 3 points
    https://valhallaepisodes.com/ This is the first game I've ever made and released to the public. Made in Phaser 3, using React for UI elements. Full list of all technologies are available in game. It's an adventure puzzle game adapted from an old Amiga game of the same name; You must guide the Prince through the castle in order to Reach the Lord of Infinity and take your rightful place on the throne. You must think both logically and laterally to complete your objectives. Hi. This is my very first game created, and I'm happy to take any constructive criticism you guys can throw at me
  2. 2 points
    yulijun

    make jigsaw game with webpack

    tutorial for using pixi.js to make jigsaw game with webpack. try it online : http://testactivity.goooku.com/ishop-demo/jigsaw/index.html source code : https://github.com/proudcat/pixi-jigsaw
  3. 2 points
    charlie_says

    Use PIXI.Graphics as button

    Thanks @ivan.popelyshev I almost replied immediately, explaining that was exactly what I had been trying... Then when I reviewed the code, it transpired I need glasses (actually, I do), I'd made a typo in "event", so of course it didn't work...
  4. 2 points
    mapacarta

    [Phaser 3] Rookie Bowman

    Game Link: https://www.kongregate.com/games/mapacarta/rookie-bowman Hi, I published my game on Kongregate yesterday. I hardly get feedbacks on there, so any feedback is appreciated. It is a platformer game with boss fights, collectible items, secret rooms etc...
  5. 2 points
    b10b

    complex games with html5

    Unity exports to a WebAssembly and WebGL output, no "plugin" needed. But that's not to say it's ideal for web, especially not mobile web (search up Unity "Tiny" instead) Possible yes ... but consider this first ... Motion Twins' "Dead Cells" is authored with Heaps, a Haxe based game framework (which has Javascript WebGL output options). Also Motion Twins' catalog before this title was predominantly web games so they clearly have web capabilities. Therefore ... it's reasonable to conclude there's no all-blocking "technical" reason why there isn't a browser version, but there are likely many commercial or user-experience reasons why such a game isn't being published on web (yet). Same issues would likely apply / hinder any other similarly scoped game intended for web, irrespective of authoring tools? Conclusion, as always, is ** understand the audience ** ... on what platform do they want their game (big, complex, small, tiny) to be on. Or ... make web games that absolutely require, embrace and leverage the "web".
  6. 1 point
    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.
  7. 1 point
    themoonrat

    on events not working on sprite

    asset.interactive = true; Rather than your setInteractive property
  8. 1 point
    Hello community, I have a Graphics, say a circle, and inside i nest another circle with addChild property. If to both the graphics i add a listener such as "mouseover", how do i prevent the "father" to fire when i'm just hovering the "child" circle? Regards.
  9. 1 point
    jacek

    Platformowka - retro platformer

    Hi all! I made a simple platformer, a hobby project done in free time. It is a HTML5 port of a game I made in Pascal as a teenager over 20 years ago. I improved a lot of things in terms of game mechanics, level design, etc. but the graphics are all original - hand drawn in MSPaint somewhere around 1998 I have a bit of nostalgia for this game and I can find some charm in its style but probably the reality is that it just looks ugly. I would like to get some feedback whether it's playable nevertheless, what can be improved and whether the graphics disqualifies it or not. The game has 4 levels, difficulty gradually increases with later levels. It works on both mobile and desktop - on desktop it's easier to play as you can use the keyboard to control rather than touch. I can beat it on a mobile phone without problems but I played it a lot during playtesting so got used to the controls. It's coded from scratch and uses pixijs for drawing. It's my first complete HTML5 game, I hope someone will enjoy it Here is the link: http://platformowka.pl
  10. 1 point
    I see you've tried many things 1. re-creating TextureSystem second time 2. resetting the renderer state, binding/unbinding resource to baesTexture 3. binding/unbinding resource to baseTexture on every upload Unfortunately, that all should not affect behaviour. I dont know what is wrong with your case, I dont actually have websocket server with a video locally. Even without video, I dont know what is supposed result of that demo and what you see is wrong with it. Can you provide more information? I'm sure I can fix that and make your code much smaller if I at least see the bug with my eyes However, you use pixi 5.2.0 - maybe 5.2.1 or dev version ( pixijs.download/dev/pixi.js ) will work better, I remember we fixed something related to texture bind
  11. 1 point
    You can move whole container that contains eggs. You can create extra container if you want only part of eggs to be moved. Also the code your supplied has to work, I dont see whats wrong with it. Please post a demo on codepen,jsfiddle,codesandbox or pixi-playground.
  12. 1 point
    I'll try to to reduce the number of lines, I never quite captured the idea of the chrome debugger. but before I do, your suggestion gave me an idea, I might try to examine the stage property.
  13. 1 point
    However, if you do manual binds and other stuff, please call "renderer.reset()" method so pixi knows that someone else worked with that context. Yes, we store current boundTexture and active location top optimize our webgl commands sequence. Its here: https://github.com/pixijs/pixi.js/blob/22c9cc00adaafbfd3a3f51dc74f3c9b4925686dd/packages/core/src/textures/TextureSystem.ts#L127
  14. 1 point
    Is there any built in system that would pass on attributes and properties to children for example inside of a container? A bit like how html works if you have an element inside another, and for example make the element w 50, h 50, position: abs, right: 0, top: 0, the properties gets passed on to the children etc etc, i could make this myself but it would save some time if there already was something for it.
  15. 1 point
    Not complaining or pushing! If it gets done at all, it would make my day. I continue to be impressed by the evolution of the PIXI project. In the course of my own project, I have had to deal with a lot of maths of my own. The worst being implementing BOUNDED 2-finger panzoom up to my high standards of precision/quality or smoothly animating panning and zooming into another point in 2d space and back again. (Those small phone screens really stretch the imagination on how to make a largish game board usable) Of course, that is all 2d transformation stuff at which you guys are probably pros. I mention this to show my empathy for all the additional maths you guys have to deal with. I'll check out the resources to which you directed me. Thanks!
  16. 1 point
    So I've figured there are two main ways to render multiple moving shape objects with PIXI.Graphics. 1) Use only one Graphics instance, clear it on each redraw and simply draw each shape in their new position every tick. 2) Use one Graphics instance per shape object. Draw each one once at the beginning. On each redraw move the graphics instance to their new positions. I'm wondering if I should prefer one method over the other and why?
  17. 1 point
    FYI, see here : https://github.com/melonjs/melonJS/issues/982
  18. 1 point
    Hi! Welcome to the forums Your question is general and can't be answered in a few sentences. To understand which one is better for your particular case - you have to spend a year or two with webgl libs. Basically, 1. Batcher does care about graphics with small number of vertices. Circles usually have big number. 2. In case if graphics does not fit into batcher, all transforms are cheap anyways - position,scale,rotation - its all just one matrix in webgl uniform, it does not modify geometry buffer inside graphics. 3. in case you have 10k elements that are rarely move - you divide it by 100 graphics and update only those graphics that have moving parts. That way you upload minimal number of buffer. What is Batcher? What is Transform? Cant we just make faster Graphics? Is there a plugin for it? What is buffer, does it have pixels or something else? Is graphics rendered only one time if you dont move it? - Those questions I wont answer. Those things will make sense for you only if you learn 1. webgl fundamentals : https://webgl2fundamentals.org/ 2. all basic pixijs tree examples, how do you work with transforms. 3. how meshes/graphics in pixijs works, read the library sources. 4. maybe read what other people asking here and in https://github.com/pixijs/pixi.js/ 5. experiment with threeJS. Just so you know that we aren't pulling your leg explaining that its all is difficult. PixiJS is not optimallfor your task. Its never optimal. Its just faster than other renderers for 2d and has many general optimizations. You need to tune both your high-level algos and configure pixijs low-level. But first , you need to actually hit the performance problem, there's no point int premature optimization of pixijs app, unless you know that you will hit a particular bottleneck.
  19. 1 point
    nice! it works well. thank you for your help.
  20. 1 point
    Looking for some feedback on best practices for handling large texture data. On desktop, it seems I can easily load large textures exceeding 8k on a side; however, mobile fails to render past 4096 pixels on the longest side. Project I'm working on loads schematic views, of sorts - there's a background image on which components are placed. Zoom / pan is implemented from Pixi-Viewport project. These are available as vector, but prototyping as SVG seems to incur a significant performance loss. Not sure if there's a mipmapping approach, or some kind of level of detail such as TileMap. Roughly following the TileMap project... background image is sliced and loaded via multiple frames. Presume source code for the "webgl: zoomin and zoomout / retina webgl: zoomin and zoomout" examples are just https://github.com/pixijs/pixi-tilemap/blob/master/demo/main.js The canvas version doesn't appear to be working: main.js:104 Uncaught TypeError: Cannot read property 'flush' of undefined at update (main.js:104)
  21. 1 point
    Thanks! I got it to work by changing the local source links to CDNs with the version downgrade. And yes, still pretty new to everything, only picked up coding a few months ago and learning to navigate all the systems.
  22. 1 point
    Examples are hosted from `gh-pages` branch of that repo https://github.com/pixijs/pixi-particles/tree/gh-pages. It contains pixi-v4 districution in a "lib" folder. Usually people dont just download stuff - they clone it and switch branches. That means you are not familiar with git enough, right? If you download that branch - your simple http-server approach should work. Just be aware that it contains old version of pixi, its up to you to update it and migrate examples if needed. "PIXI.particles.ParticleContainer" was renamed to just "PIXI.ParticleContainer". Read about more differences at https://github.com/pixijs/pixi.js/wiki/v5-Migration-Guide
  23. 1 point
    PRiSMiWi

    Scratchcard

    Hello, I know this question has been already answered and posted. But I am having a problem trying to achieve this "scratchard effect" https://pixijs.io/examples/#/demos-advanced/scratchcard.js I have it working nice, with a superb brush and drawing nicely from last postiion to new one, when I have one image over another and I apply a mask. It works flawlessly. No complaints at all. The problem is when I want to have this overlay as "standalone" scratchable overlay. What I mean is I want to cover a few sprites, with this overlay and scratch this surface/overlay and draw what it is under it. I am used to PIXIJS 4, and even upgraded to version 5 to try to use BLENDER_MODES.ERASE but it does not work in any way. Is there anyway to: Access overlay sprite texture Paint with the brush so we add ALPHA to the "selected pixels"? In this way i think it does not matter what's below the overlay/scratchable image, as we will draw "holes" on it and see through the sprite. Cheers
  24. 1 point
    Hi! I'm looking to start with Pixi, and i thought it would be fun to look if i can play around with the Slots from the Examples . Now when i look at the code provided i think i understand de part where the 5 reels are build and filled with 4 random symbols each. The part i don't understand is how it works when spinning the slots it looks like the reels are filled with infinite random symbols. Can someone explain to me in wat part of the code this effect is happening? Code can be found here: https://pixijs.io/examples/#/demos-advanced/slots.js Luffy
  25. 1 point
    Hello All -- Looking forward to learning a lot from the people on these forums! How can I get the following to work? I am trying to get a container to rotate around it's center, much like is seen here: http://scottmcdonnell.github.io/pixi-examples/index.html?s=basics&f=container-pivot.js&title=Container Pivot However, I can't seem to figure out the math behind placing the container on the screen and then the amount that you must offset it in order to have the pivot rotate in the center. My setup is I have a screen with width: 1536 and height: 722 I have a container with width: 384 and height: 361 I have centered the container in the center by using the following: container.position.x = 576; container.position.y = 180.5; I tried to then set my pivot with the following: container.pivot.set(384 / 2, 361 / 2); My thinking that the local center of the container would be half of its width and half of its height, but then this repositions the container and it is no longer centered. My animate function is as follows FYI: app.ticker.add(animate); let delta = 0; function animate() { delta += 0.1; container.rotation += 0.01; }
  26. 1 point
    ivan.popelyshev

    Fastest way to do masking?

    Also you can use https://spector.babylonjs.com/ to capture one frame and see how exactly masks are handled. Again, I remind you - it might be different for pixi 5.1 and 5.2. There might be bugs.
  27. 1 point
    Dilantha

    Change background image

    Hello, Im trying to change the background image of a game built using pixijs. Im just wondering what is the best way to do it ?. Currently im using the below method but the problem is i have to redraw all the other child elements after i change the background. Thank you const parent = app.view.parentNode; var imagePath = "images/"+image; var landscapeTexture = PIXI.Texture.fromImage(imagePath); var texture2 = new PIXI.Texture(landscapeTexture, new PIXI.Rectangle(0, 0, parent.clientWidth, parent.clientHeight)); background = new PIXI.Sprite(texture2); app.stage.addChild(background)
  28. 1 point
    We are lazy. We use a physics engine (or collision library). Wikipedia is quite enlightening. Optimization is done mostly through pruning and partitioning.
  29. 1 point
    After playing around for a bit I am impressed, and as a lover of Tibia I am excited to see this project develop! Would you talk about your tech stack a bit? (i.e. what you use on the frontend and backend, graphics libraries, etc)? That would be amazing to hear about! Thanks for sharing!
  30. 1 point
    "graphics.parent" Or do you not have link to graphics itself from event listener body?
  31. 1 point
    rkrasky

    Render only on change

    Hi all! First - thanks for the great work on PIXI. But now to my question. Is it possible to render only when there are visible changes? So not 60 times a second. I'm currently hanging on to the interaction manager and listen to almost all mouse and touch events. I also monitor DisplayObject.alpha, Sprite.tint, Sprite._onTextureUpdate, Transform.updateTransform, Transform.updateLocalTransform, Transform.onChange as well as Text.updateText and Text.text. As soon as changes are made there, I set a flag so that I can manually call the render function. Is this correct, are there easier ways? Thank you in advance!
  32. 1 point
    Antriel

    Game loop advice

    With a brief look, I don't see anything wrong with the implementation. I would say it all comes down to `ctx.imageSmoothingEnabled = false`, which will cause the pixel positions to be rounded (which is desired for pixel-perfect pixelart game). At 60 FPS you sometimes get a pixel movement, sometimes don't, and not moving is essentially a frame skip, which at 60 FPS is visible. At 144 FPS, not so much (i.e. the timing is much smaller, so it's closer to reality). You can test that by playing around with speed setting, making it work well in 1/60 intervals. Although looking at your code, speed of 20 should work well (1 pixel every 3 frames). Try logging rounded position delta every frame and see if there's jitter or not. Repeating 0-0-1 should look good. Something like 0-0-1-0-1-0-0-2 will not. @Milton No, it's correct. It's simply an implementation of fixed timestep with rendering interpolation. When `dt` comes back smaller than `STEP`, rendering interpolation still makes the movement necessary. Thus allowing for a game with low logic rate (e.g. heavy physics running at 30 Hz) still render nicely on modern desktop with whatever refresh rate the display/gpu manages (~144 Hz, but anything really). Using `dt` directly would make anything with higher differential order non-deterministic and unstable (e.g. applying acceleration).
  33. 1 point
    OK, I'll look at it in a day or two if no one else does it
  34. 1 point
    In this case I am making the width smaller, so I was expecting it to be cropped just like the images. This is why I have manually set the frame with and height of the sprite to the known video dimensions. That's what I tried to do, hence my minimized example above. But you are right, of course the images and video are missing, so I created a full, self-contained example that I attached. There you can see that the video get's extended instead of cropped – as opposed to the images that get cropped to half their width. Thanks for having a look! videoCrop.zip
  35. 1 point
  36. 1 point
    Hi, I am using PixiJS version 5.2.0 with the compressed-textures plugin version 2.0.3: If two dds-images are placed directly next to each other in a container and the container is scaled, a thin strip appears between the two images: If the scale of the parent container is exactly 1, no stroke is visible. With PixiJS 4.8.8 and compressed-textures-plugin 1.1.8 it works correctly and no stroke is visible. When the PixiJS scale mode is set to nearest (PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST) no stroke is visible (but the images becomes a little bit blurry). I suspect this is related to the interpolation constraint of the scale mode LINEAR, but I'm not sure if this is a PixiJS problem or a compressed-textures-plugin problem ... This is the complete code: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <title>PixiJS v5 Compressed Textures Bleeding</title> <script src="https://cdn.jsdelivr.net/npm/pixi.js@5.2.0/dist/pixi.js"></script> <script src="https://cdn.jsdelivr.net/npm/pixi-compressed-textures@2.0.3/dist/pixi-compressed-textures.min.js"></script> </head> <body> <script> //PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST const app = new PIXI.Application({ width: 1024, height: 512 }) document.body.appendChild(app.view) new PIXI.Loader() .add('photo1', './1.dds') .add('photo2', './2.dds') .load((loaderInstance, resources) => { const sprite1 = new PIXI.Sprite(resources.photo1.texture) const sprite2 = new PIXI.Sprite(resources.photo2.texture) sprite1.width = sprite1.height = sprite2.width = sprite2.height = 512 sprite2.x = 512 app.stage.addChild(sprite1, sprite2) app.stage.scale.set(.8, .8) }) </script> </body> </html> Has anyone a good idea? Siddi
  37. 1 point
    OK, done, npm 2.0.5 , or "dist" folder of the repo.
  38. 1 point
    Congratulations, you've found a bug! https://github.com/pixijs/pixi-compressed-textures/blob/6fa56acaa6a98863f3f00bdf2ed2be16f864f42d/src/CompressedImage.ts#L125 - compressed textures didnt handle CLAMP/REPEAT at all
  39. 1 point
    @dWolf Welcome to the forums! As you see, answer to your question is not safe for newbie it requires knoweldge of both how can you get data from canvas2d and webgl, and webworkers. At least its in production. If you want just a prototype with small texture - using PIXI extract plugin on renderTexture and iterating through pixels should work. Extract is bundled in PixiJS, it wont be a problem to find it. If you want to go into production and cover all the devices - well, you have to learn all those things @eXponeta mentioned.
  40. 1 point
    eXponeta

    ScratchCard - How much is "painted"?

    Hey! In my case i use canvas 2d render for mathematics calculation and RenderTexture for view. I update image on both, but math texture is 512, when view texture is 2048. Why? Because there are some botlenecks: 1. GPU is waiting when you request pixels from GPU to CPU for calculating. I got lag about 30ms when request 2048x2048 texture on mobile, this is long time, and drops framerate twice. Reading of 512 is faster, but in some cases you can use smallest images. 2. Iteration over buffer with 512x512 (or more) pixels is very heavy. I pass this task to Web Worker. (Really i use adaptive resolution for filling percentage calc: 16x16 for <10%, 128x128 for <25%, 256x256 < 75%< 512x512 > 95%) Is best way: use RenderTexture for painting and visuallise in main thread, then use OffscreenCavas for Chrome with 2d context for percentage mathing in WebWorker directly. For other browsers use getImageBitmap or gl.readPixels, and then pass pixel buffer to worker.
  41. 1 point
    Yeah, i think @eXponeta solved that for his game. He can make you simple demo because his code is usually reusable
  42. 1 point
    Karg

    complex games with html5

    you can use any frameworks or game engines that can export to various flavours of browser content (js/canvas/webgl, webassembly) to make any game. if you meant complex game-play, the only limit is the sky 😛 if it's complex content (lots of graphics, animations, music, sounds), then yeah, there are limitations on what you can achieve for web. the main limit i see is the size, but here the discussion would diverge into: would you like you game available as web desktop, web mobile over wi-fi, web mobile over mobile data? a common denominator would be to keep the total size of the game below 20MB (code + assets), but with such low size, even you optimize the living hell out of your assets (choose a base resolution way lower than 1920x1080, use dragonbones/spriter for animations, downgrade the quality of music) you won't achieve the quality and quantity of assets of any of the aforementioned games. alternatively, you can use asset bundles and stream music/sounds on demand, but then if the player plays it on mobile data, can he afford the data charges for these dynamic loaded assets? as alternative 2, you can offer your game as a pwa (progressive web app), in which case some of these restrictions can be avoided (although the support for this is not wide-spread and probably only available to newer mobile devices and mobile operating systems). the second restriction is performance for canvas/webgl, where you have to use as fewer textures as possible to keep the draw calls low and maintain a steady fps. in this case, you'll probably want only a couple of 2048x2048 textures active at a time, and as you can guess, you won't reach the same level of quality as the games you've pointed to.
  43. 1 point
    demiculus

    How does the render work?

    Result: 1. I've removed the masks changing the code below from import * as PIXI from 'pixi.js-legacy' export class RoundedBgView extends PIXI.Container { private readonly sprite: PIXI.Sprite private readonly roundMask: PIXI.Graphics constructor(w: number, h: number, container: PIXI.Container, texture: PIXI.Texture) { super() container.addChildAt(this, 0) this.sprite = new PIXI.Sprite() this.sprite.width = w this.sprite.height = h this.sprite.texture = texture this.addChild(this.sprite) const round = 5 this.roundMask = new PIXI.Graphics() this.roundMask.beginFill(0x000000) this.roundMask.drawRoundedRect(0, 0, this.width, this.height, round) this.addChildAt(this.roundMask, 1) this.sprite.mask = this.roundMask } isSameBg(texture: PIXI.Texture): boolean { if(texture == this.sprite.texture) return true return false } } to import * as PIXI from 'pixi.js-legacy' export class RoundedBgView extends PIXI.Graphics { private readonly texture: PIXI.Texture constructor(w: number, h: number, container: PIXI.Container, texture: PIXI.Texture) { super() this.texture = texture const matrix = new PIXI.Matrix() matrix.scale(w/texture.width, h/texture.height) this.beginTextureFill(texture, 0xFFFFFF, 1, matrix) this.drawRoundedRect(0,0, w, h,5) this.endFill() container.addChildAt(this, 0) } isSameBg(texture: PIXI.Texture): boolean { return texture == this.texture } } 2. I've made default powerPreference low-power this.app = new PIXI.Application({ antialias: antialias, // default value is window.devicePixelRatio * window.innerWidth <= 2000 resolution: resolution, // default value is window.devicePixelRatio backgroundColor: GameColor.getColorHexValue(GameColor.Color.Sea), powerPreference: powerPref, // default value is 'low-power' }) 3. I've added buttons for antialias, resolution & powerPreference, so players can change it: https://prnt.sc/qqoc4k The game seems to be more optimized. But it still heats up my mac while playing. The problem is most other games also heat it up. I think macs have an internal problem with webGL. Plain HTML games never heat it up. I also checked "two videoadapters" things and my mac only has one. I hope after this update windows users won't have any problems and mac users will be okay with it. 15% of our players are from mac. Lets see how the community reacts to it.
  44. 1 point
    Actually, I do not consider html5 as a way to earn money for now. It's a hobby for me and maybe only in the future, I'll be able to do freelancing. Nowadays I just try to use decent financial tools in order to keep my money save. For example, on this review, I found information about one visa credit card. It's quite advantageous because it has no yearly fees.
  45. 1 point
    Hi , question about GC or how i can clean canvas2d object after use method generateCanvasTexture game use PIXI.WebGLRenderer - only PixiJs version 4.8.2 (this my pain, but i can`t up pixijs to v5) on class this.data:PIXI.Graphics this.view:PIXI.Sprite .... on sometimes i need redraw data on view this.texture =this.data.generateCanvasTexture(PIXI.SCALE_MODES.LINEAR,1); this.view.texture = this.texture; on next time try to clean this.texture, remove from PIXI.Texture.removeFromCache this.texture .destroy(true); delete this.texture ; but debug console in Safari (tab Canvas) show all Canvas wich created on method generateCanvasTexture, but they never destroyed on memory How i can do clean up memory on it?
  46. 1 point
    8Observer8

    collision in js + three.js

    I read in this article Real Time Multiplayer in HTML5 that we should to create a fixed physics loop on server and on a client. Server should have high frequency loop for physics and low frequency loop for sending messages to clients. I upload the example from the article on the free Heroku hosting https://battle-world.herokuapp.com/?debug You can run it in two browser windows. Free hosting has limits. If no one runs the application 30 minutes the server will sleep until someone wake up it. To wake up server you need to wait 10-15 seconds.
  47. 1 point
    jasonsturges

    Change cursor view in PIXI.js

    Since this is the #1 Google Search result for changing Pixi cursor, just noting the URL appears to have updated: https://pixijs.io/examples/#/interaction/custom-mouse-icon.js
  48. 1 point
    samme

    Tween inside mouseover event

    var tween = (undefined).add({ targets: heart, alpha: { value: 0, duration: 3000, delay:2000}, });
  49. 1 point
    Ziao

    Where are the Layers?

    For anyone looking for similar functionality - I've created a temporary solution until Containers are added to Phaser 3. Feel free to let me know if this works for you https://www.npmjs.com/package/phaser3-interim-containers
  50. 1 point
    Rustem

    Clay.io is iframed by Y8.com

    @xarn, ad revenue is negligible on mobile nowadays, the only possibility to earn something is to sell licences, but if more free game portals will grow, there will no possibilities to earn anything at all. @austin, thanks for reply!