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Showing content with the highest reputation since 03/14/19 in all areas

  1. 3 points
    dimanux

    Relic Runway

    RELIC RUNWAY Are you ready for crazy adventures? Run as far as you can, collect coins, upgrade useful bonuses, pick up parts of ancient relics, unlock amazing characters, and compete with your friends to be the best relic runner! LINK: https://gemioli.com/relicrunway/ MAIN FEATURES: Beautiful and dangerous Inka Ruins 10 brave heroes to unlock A lot of ancient relics to discover on your way Play with your Facebook friends And it's free for embedding on your website <iframe src="https://gemioli.com/relicrunway/" name="Relic Runway" width="640" height="480" frameborder="0" scrolling="no" allowfullscreen="true"></iframe> Please contact us at contact@gemioli.com if you have any questions, suggestions, etc.
  2. 3 points
    b10b

    Everything to create fb instant game

    I'll have a stab at these as I like to snapshot my view on things periodically ... Yes and yes. Pixi has a very decent power to size ratio and solid compatibility (v4.8 may be wisest in 2019?). For a competent developer capable of spinning their own game structure Pixi is ideal for a lightweight browser game. Coming in at less than 5MB total for your IG is wisest. Red tape aside, it's possible but improbable to make money releasing a single game. Primary monetisation choice with FB IG is in-game ads (which are a low value transaction for a developer and an intrusion to the player). In-game purchases have more value but will require significant retention first. Or consider indirect value generation such as consultancy services, brand building, learning for the next game? FB IG is inherently multiplayer (async). Within the SDK are context (group) leaderboards, notifications, packet sharing (challenges). That being said the vast majority of initial plays will be in solo mode, so a compelling single player experience is necessary for retention. Get creative for the crossover! For more advanced multiplayer use a custom backend. Having some separation / abstraction from the Facebook SDK might be wise in case other markets are a better fit for your game? For Multiplayer specifically? Yes there's a TicTacToe example that covers the basics of a client-server model. My advice is play some of the popular titles, understand what the FB IG audience seem to be attracted to and how other developers are leveraging the SDK to create retention and monetisation - warning, some of it can be ugly. Iterative development is going to be crucial, however you'll likely only be promoted once - so use it wisely, and use each territory to run a split test. Or build several games and apply the learning from one to the next etc. If you haven't built dozens of games already, FB IG probably isn't for you yet? Imo there are better platforms that can help evolve game development skills and player retention mechanics. Instead see FB IG as a specific audience with a specific style of game - developing a game precisely for that might work out very well (FB has a HUGE potential audience after all). Imo Messenger games should be about decorating a conversation, in the same way filters decorate a photo. So quick, contextual, personalised, fun, indisposable. That's not necessarily a standard casual game, so changing some assumptions and expectations may be wise. Just my advice, your mileage might vary!
  3. 3 points
    Greetings everyone! Check out our FREE asset packs at: rottingpixels.itch.io You can also follow us on social media and support us over Patreon! patreon.com/RottingPixels twitter.com/PixelsRotting rotting-pixels.tumblr.com facebook.com/Rotting-Pixels Cheers!
  4. 3 points
    enpu

    bugfix for Panda2 p2 plugin

    Yeah i'm still here! Just been a bit busy lately, but i am working on Panda 2!
  5. 3 points
    Hello, My goal is to update a small part of a texture the fastest way possible with WebGL2, preferably using Pixi.js v5 (RC 3 is out). Am I right that a RenderTexture is going to re-upload the whole texture whenever there is a change? (this would not be good for a big texture, hence why I am looking for another method) I'm a complete noob when it comes to OpenGL, but I've googled a bit and figured that I can use gl.texSubImage2D() to upload just the part of the texture that I need to change. I didn't find a way to get the WebGLTexture object of a PIXI.Texture, so to be able to use that command I did something like this (not the complete code): renderer.addSystem(PIXI.systems.TextureSystem) renderer.TextureSystem.contextChange() // needed to do this loader.load(main) // and could not use gl.texSubImage2D() on tex before the loader called main function main() { let tex = resources['test'].texture let imgData = new Uint8Array(32*32*4) renderer.TextureSystem.bind(tex) renderer.gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) renderer.TextureSystem.unbind(tex) } But I wish that I had the WebGLTexture available so I could avoid messing around with PIXI.systems.TextureSystem, because I don't really know much about it or when and how it should be used. I also want to read the previous data and change it, I figured it can be done with: gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But that needs the frameBuffer to be binded first... Hence I tried to also use the PIXI.systems.FramebufferSystem, lol: renderer.framebufferSystem.bind(fb) //fb = new PIXI.Framebuffer(tex.width, tex.height).addColorTexture(0,tex) gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But it was not that easy, I didn't even find a way to unbind it. But I guess it is not supposed to be used for my little problem...? Maybe there should be some Pixi.js functions to do this? Maybe something similar to this: texture.getPixels(x, y, width, height, ArrayBuffer) texture.setPixels(x, y, width, height, ArrayBuffer) I'm new here btw, this is my first post I don't have much Pixi.js experience yet, but I really like it.
  6. 3 points
    No bans are happening here (yet). @5neia_opo2@google-mail.ooo, try to understand the frustration people are experiencing. A new user came to the forum and in nearly every post they made trashed the project they were asking about. A lot of people here put in a lot of time and effort to not only to develop the project, but answer questions here as well. I was definitely frustrated reading your responses as someone who has put 6+ years of their life into this project. @botmaster did a poor job of handling that situation, but has apologized and I'm sure will do better in the future, as will you as well. Let's all be adults about this, acknowledge we did something wrong, and move on. @5neia_opo2@google-mail.ooo you are free to ask any question you need help with, but I definitely recommend reading through some tutorials, the examples, and checking the API docs before asking questions. It will often lead to you finding the answer yourself, and there will be less fatigue for the people answering here on the forum. I'd also recommend you approach things you don't understand, or decisions you disagree with, with a more open mind. Try to learn and grow the new library, not all libraries are alike and different problem spaces call for different solutions. Having a bad attitude is a good way to earn ill-will in the community and you may no longer get the help you expect if you are ungracious about it. When you find inconsistencies, or things you think should work differently, then change it! Pixi.js is an open source library built by the community. Everyone gets a chance to make the library better by contributing to it. The best way to get problems you have fixed, are to fix them yourself.
  7. 3 points
    I had some similar problems with this yesterday so I wrote up the workflow I found to work step by step. Hope this helps anyone else who finds this thread in the future. https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/
  8. 2 points
    Extra info, what does mipmapping do: it scales down 2 times, then again 2 times, and obtains several "mip-levels" . then it samples the texture from levels depending on scale. Scale is determined through comparing "What coordinates of texture were asked in neighbour pixel shader". If we upload FAKE mipmap levels, we can see result like this: https://github.com/Busyrev/mipExploration , here we have curved space and its scaled in the center => mipmap is automatically switched there to next level (red), then next one (green) and so on. Manually scaling the texture and choosing sprite texture based on downscale also works! You have to use whatever you udnerstand and whatever is better for your case. Yes, it might be strange if you come from Web that now , in WebGL, you have to manage many other parameters: texture filtering, antialias, blendmodes, premultiplied alpha, gamma sRGB. Usually its managed automatically by browser, but that automatic managing can affect performance, and in WebGL world its significant, its all about performance. I'll have a talk in russian conference HolyJS about those things, I hope to translate it afterwards and use in other places too. I know that many people are smart enough to make their algorithms fast, but that kind of problems stop them just because they dont know specifics of WebGL switches and how big control they actually have, what responsobilities it raises.
  9. 2 points
    What's the size of image and what's the size of PNG? if PNG is power-of-two. then you can enable "baseTexture.mipmap=PIXI.MIPMAP_MODES.POW2" before it first renders then in case of big downscale (>2) it'll look better, it'll use those MIPMAP constants in webgl. If its not pow2 (512, 1024, 2048, e.t.c.) there are two ways: 1. make it pow2 - either scale either add more pixels at right-bottom, you can adjust "texture.frame" afterwards. 2. enable mipmap for webgl2 for any sizes: "baseTexture.mipmap = PIXI.MIPMAP_MODES.ON". It works only on webgl2 devices. In general, if you try big downscale in any WebGL renderer you'll have that problem. ThreeJS does resizing automatically. SUMMARY: its one of those things you have to know when you move your app to WebGL. There are others like that, for example: anti-aliasing, blending modes. DEMO: Try it here, comment the respective lines, switch to different modes: https://www.pixiplayground.com/#/edit/qWXxeV7e1KOyWayy6DLu5 . I know that even Google Skia webasm port has problems when you try to downscale "Google.png"
  10. 2 points
    i was made this demo, maybe it will be more revelen with class https://www.pixiplayground.com/#/edit/WqMGLC7M3Fre3boCU1c1b
  11. 2 points
    Bitcanvas

    Appropriate use of the right tools

    Hi, I am trying to build an trading orderbook heatmap which basically takes all pending orders from a securities and plots it in the form of a heatmap shown below where brighter colors mean more volumes. Canvas 2D implementation has has performance issues given the number of blocks and so I am exploring the idea of using webGL through PIXIJS as I am familiar with Canvas 2D APIs. Would like to know which tools should I start experimenting with. I understand you may not have a definite set but a menu of tools to choose and experiment with for best performance). Use case is to efficiently draw large number of small blocks
  12. 2 points
    PIXIEDUST CATBOX

    Relic Runway

    This is an impressive game, and fun to play. Good job.
  13. 2 points
    Welcome to the forums! Congratulations with hitting a problem that is not possible to solve through docs in your first question on this forums. However, PixiJS is not a black box, it has sources: https://github.com/pixijs/pixi.js/blob/dev/packages/mesh/src/Mesh.js#L275 OK, either you override _renderDefault, either make "update" function that'll pass calculated alpha to uniform. https://www.pixiplayground.com/#/edit/dCSAWarvEMdFqWip1BcuO const shader = PIXI.Shader.from(` precision mediump float; attribute vec2 aVertexPosition; uniform mat3 translationMatrix, projectionMatrix; void main() { gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); } `,` precision mediump float; uniform float alpha; void main() { gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha; }`); shader.update = function() { shader.uniforms.alpha = shader.alpha; } btw, that code in _renderDefault is low-level pixi over webgl, you can add hack more stuff if you override it
  14. 2 points
    -AAG-

    I hate designing levels!

    There! I said it! ­čśí
  15. 2 points
    TheBoneJarmer

    Why did the forums move?

    Sadly I share the same experiences. Lots of Facebook groups active on the gamedev subject but so goddamn toxic that there is no motivation whatsoever to stay there. I like forums like this, they are organised and structured, and when properly moderated, very fun. Completely agree with your opinion on Discourse there, just one big list with very user-unfriendly way to filter it.
  16. 2 points
    vornay

    Why did the forums move?

    When I go to the Discourse site, I just see a list of messages. It doesn't look anything like this site. I guess I will have to make a fake username, and join, if that is where everyone is going. I can never fool these sites. Later some site will ask me "Vornay, do you know someone named <insert my real name>???", and I'm like, "No man, never heard of them." I guess if Phaser doesn't want to run a message board, that is the real issue. Having to moderate it probably distracts from working on Phaser. That is too bad. Social media is pretty toxic nowadays, with everyone apparently being either a Communist or a Nazi. If you get called a Nazi, these larger platforms will simply ban you. If one bans you, the others may ban you too. Your investment in their platform gets nullified. That is why I don't use Unity, Unreal, or other non-free engines. That is why I don't want to be dependent on the App Store or Play Store. That is why I don't work in Swift in anymore. One person gets a wild hair up their butt, and you lose everything. You find out your castle was built on their land, and you never really had a castle. That is why I wont use those forums. They are the opposite of free.
  17. 2 points
    Usually its good to use "position" because it affects transform and not the shapes inside graphics. But in your case, you have to rebuild shape every time because UV's are changing, that means you have to change ONLY the shape, not the position. store position somewhere else, not in "position" field. this.brush.position.set(0, 0); this.brush.clear(); this.brush.beginTextureFill(this.resources.t2.texture); this.brush.drawCircle( event.data.global.x, event.data.global.y, this.currentWidth );´╗┐ this.brush.endFill(); If you want to apply brush multiple times you can just drawCircle multiple points in it. I'm not saying that its best practice, but just if you understand how transforms and texture shift work (and they work like in a Adobe Flash), then this method is probably the best for the case. There's also "matrix" param in beginTextureFill that can help you . Of course when you experiment more, you can start using position + custom matrix inside beginTextureFill but at this point im afraid to suggest that, it will only confuse you.
  18. 2 points
    Hello, and welcome to the forums! I like drawing apps and i helped with several before. Basically, you want a textured brush, right? Graphics.beginTextureFill might help with that, you just have to clear() and drawCircle(x, y, r) every time you draw a brush. Usually I use multiple brushes (whole stroke!), and render() a container that has them - its more efficient per frame. There are other tricks, like, how to make transparent (alpha=0.5) brush and not override brushes in the same stroke. As for your original question - you have to wait some time before someone reponses, because my telepathic abilities aren't enough. My post was written without preparation, i didnt even look at your demo yet. Precise answer takes time to prepare.
  19. 2 points
    Igor Georgiev

    Load all assets in a folder

    How about a script like this: var fs = require("fs"); var list = fs.readdirSync("game/static/assets/audio"); var dynamicAssets = "{\n \"paths\":\n ["; for (var i = 0; i < list.length; i++) { dynamicAssets += "\n \"/assets/audio/" + list[i] + "\","; } dynamicAssets = dynamicAssets.substr(0, dynamicAssets.length - 1) + "\n ]\n}"; fs.open('build/dynamicAssets.json', 'wx', (err, fd) => { if (err) { if (err.code === 'EEXIST') { console.log('dynamicAssets.json already exists'); return; } throw err; } fs.write(fd, dynamicAssets); }); and then you load them like this: let bootLoader = new PIXI.loaders.Loader(); bootLoader.add('dynamicAssets', 'dynamicAssets.json?version=' + version) let dynamicAssetPaths = this.app.bootLoader.resources.dynamicAssets.data.paths; for (let assetIdx=0; assetIdx < dynamicAssetPaths.length; assetIdx++) { let assetPath = dynamicAssetPaths[assetIdx]; let regExp = /([^\/\\&\?]+\.\w{3,4})/g; let assetName = regExp.exec(assetPath)[1]; PIXI.loader.add(assetName, "." + assetPath + "?version=" + version, {loadType:"XHR", xhrType:"blob"}); }
  20. 2 points
    Dumadu

    Bouncy Jump (3d)

    My new game in html5 done in Playcanvas engine For game licenses contact: arif@dumadu.com https://playcanv.as/p/0OdQ0ldY/
  21. 2 points
    I wasn't aware that you guys had done this in 5.1.1. So I enabled PIXI.SCALE_MODES.LINEAR´╗┐´╗┐´╗┐´╗┐´╗┐´╗┐ and went back to the default DisplacementFilter and ... it worked perfectly. The new shader code I was so happy about is completely unnecessary (on desktops at least - maybe I'll still use it if I want to be ambitious about mobile support). Oh well, at least I learned a lot the past few days. Don't worry about missing my issue, I'm sure I'll manage to wear you down with a million other questions in the next few months. In fact, I already have a tricky one in mind - I'll start a new thread right away.
  22. 2 points
    ivan.popelyshev

    Pixi.Text v5.1.1 doesn't work

    Found it here: https://github.com/pixijs/pixi.js/wiki/v4-Resources https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/ the only difference is that "BitmapText" is not in extras anymore.
  23. 2 points
    bubamara

    increase descrease sound volume

    Here's the simple one for you : https://github.com/EneaEntertainment/Simple-Pixi-Slider
  24. 2 points
    This is a really tricky question for a generic answer as there are so many variables which _could_ dictate whether your project structure works well or not so well. Personally, I'd take any answers with a pinch of salt i.e. there is no single 'best' structure, like, not at all. Have a think about what the problems you are trying to solve are and how the processes and concepts you employ for organisation are going to solve that problem? To the above question, the answer is usually 'I do not know'. This is fine. With the above in mind it is usually better to follow this sort of process: Start the project. Put stuff anywhere, it does not matter at this stage. Get something working. Keep going. Now you have a working product and you can start to identify what organisational problems you have and think about how to solve them. Until this point you are largely guessing. If you have created several similar projects before your guesses are probably good, if not, then they might not be. It is relatively easy to apply some structure and organisation to a project that doesn't really have one, it can be pretty tricky to change organisational structure (can be, depends on many things again, you certainly should not be afraid to change later on if your current system turns out to be not very efficient). There are some rules of thumb that might help you though: Small files and folders are easier to manage than larger ones i.e. small in scope, not necessarily small in lines of code. Decouple things as much as possible, this makes them easier to work with, and makes organisation easier to change. Tight coupling is a nightmare, avoid at all costs. Uber objects (and, similarly, uber-projects) are hard to manage, this is really the above concern worded differently. Divide and conquer. UI and logic (rendering and smarts) are good things to separate. Avoid logic duplication, if you end up writing similar logic in multiple places, consider generalising and abstracting it. Utility functions can form a huge part of your codebase and is _usually_ a sign of good organisation. MVC is fine for games. As are other methodologies. Go with what you think makes most sense for you (and your team) and the project.
  25. 2 points
    hi, Have you set up the code in Mainscene correctly? It should look something like this: add world this.world = new game.Physics({ gravity: [0, 1], }); //add eventhandler collision this.world.on("beginContact",function(event){ if(typeof event.bodyA.collide !== 'undefined'){ event.bodyA.collide(event.bodyB); } if(typeof event.bodyB.collide !== 'undefined'){ event.bodyB.collide(event.bodyA); } });
  26. 2 points
    Gio

    Cardlings, a digital board game

    Hi everyone I've made a tactical strategy game (single and multipalyer) with the help of some very talented people, including some active users of this forum too. The game will be availble on Steam from June 5th for Windows, MacOs and Linux. Android and iOS versions will follow. Please check out the Steam page or the game's official site for more info. The game was made with our own game engine (WADE) which is free to use if you want to make your own games with it. I'll be writing some blog posts about the development of the game (what went right and what went wrong) as soon as I get a chance.
  27. 2 points
    Hey guys! I'm so excited to share this new game I've been making. It's a dungeon exploring & grinding with random dungeons and random items you can collect along the way! Play it now: https://mazmorra.io Screenshots:
  28. 2 points
    void main() { gl_FragColor = vec4(vColor, 1.0) * 0.5; } We use premultiplied alpha everywhere. Instead of (r,g,b,a) we store (r*a, g*a, b*a, a)
  29. 2 points
    Dumadu

    3d Highway Racer

    My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  30. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  31. 2 points
    YMShen

    Text smooth scaling / text mipmaps

    I'm glad you that my old plugin can offer some help It is still at an early stage and only tested in pixi.js v4.7. Don't even have a README yet. Since pixiv5 have breaking changes in mesh & bitmap font classes, I still need time to learn and adapt. PR is welcomed! Take this snippet as a quick-start if you don't want to clone my repo and build it yourself: https://jsfiddle.net/g04xLqdh/ BTW: Here is a command line tool to help you generate MSDF bitmap font assets: https://github.com/soimy/msdf-bmfont-xml
  32. 2 points
    ivan.popelyshev

    Making GUI in 2019 with Pixi

    Do the right side with react, field with pixi. problem solved. The biggest collection of pixi ui elements is https://github.com/pixijs/pixi-ui/ but its not documented nor is it moved to v5 and typescript yet. Text input: https://github.com/Mwni/PIXI.TextInput SDF fonts: https://github.com/PixelsCommander/pixi-sdf-text , https://github.com/avgjs/pixi-richtext We are working on moving all plugins to v5 and we are making new tutorials. I hope in half of year we'll have complete set of stuff for games, but right now its not the case, so go for React to save time.
  33. 2 points
    Exca

    Redrawing only when needed?

    I have a method where I have two different changes that can happen in the scene. Tweens and handlers that get run every frame. For tweens I check if amount of active tweens creater than 0, then it means that something is changing. For onrender-handlers I have a custom component that allows for components to register themselves to get onrender -events and their return value will tell if something has updated. If either tween has updated or any of the components requires rendertime, then that frame is rendered. Otherwise no render will occur. In some cases this can be improved by splitting the scene into multiple canvases. One that gets updates rarely and one that holds the actual gameplay and is updated frequently. Though using that method is something that should be clearly thought out beforehand or you'll end up with multiple canvases to render each frame. Having render loop stop completely is something that you shouldn't do. As calling requestanimationframe is really cheap and not worth the trouble to build a mechanic with renderloop cancellation. Easier to just skip rendering on frames that dont need it.
  34. 2 points
    Hello, I'm creating a front end for a graph display application. It displays a sort of fancy force directed graph, so there are nodes and lines. I'm using pixi-viewport to contain my main scene so it can be zoomed/panned/culled. Once you zoom in past a certain limit the nodes will start to display a text label across the center. I'm using PIXI.Text for these as I don't control what characters will be displayed. I want the text to look crisp so I'm willing to take the hit of generating new text textures on each zoom action. This isn't too expensive as you have to be so far zoomed into to activate the labels that there isn't to many of them on screen at one time. The problem I have is the the text is inside a container that has the hierarchy for a graph node, its shadow/outer selection, inner ring, icon etc so it inherits the world transform for scale and it causes the text to scale and then look bad. I don't want the text to scale as I regenerate it at a suitable text size each zoom to look perfect. I tried the naive solution of trying to apply an inverse 1/parent-scale which sort of works some of the time but not really. I tried putting the text on a layer above the viewport and manually positioning them and resizing them, this worked perfect till I dragged one node over another and realised z-indexing is broken now that they aren't drawn with the rest of their node display objects. Does anyone know if there is a way to stop the worldtransform from applying to a child/child container? I'm currently considering creating my own container subclass that somehow sets the world transform to identity and just position its local x,y at world co-ordinates inside the viewport, this container will be added into the node hierarchy and contain the text item. I'll need to browse through the code a bit to see how. But I'm not sure if it is possible, even a good idea, or complete madness.
  35. 2 points
    Yes, there is! Here's an example of Shockwave that you could include w/ a `<script>` element. https://cdn.jsdelivr.net/npm/@pixi/filter-shockwave@3.0.1/dist/filter-shockwave.js All filters are published to NPM with bundler file versions ("lib" folder) and a browser version ("dist" folder). You can use jsdelivr or other CDN that allows you to include files from published NPM versions.
  36. 2 points
    its not an edge case, sometimes just one resource can fail, depends on what server or service do you use. If its a problem for your users, make a fallback, for example you can start downloading everything again
  37. 2 points
    Exca

    creating a animated soft color

    You can do that with vertex shader by giving each vertice a color and then gpu interpolates between those points. Or you can do the calculation in fragment shader to get more refined look. Here's an example how it could be done with fragment shader https://www.shadertoy.com/view/tls3zS For info on how the color palette is done read this article http://www.iquilezles.org/www/articles/palettes/palettes.htm
  38. 2 points
    themoonrat

    PIXI Interaction Touch

    You rang, m'lord? @JECKL try looking at `renderer.plugins.interaction.eventData.data.global` instead
  39. 2 points
    We are working on full example for playable ads with hacks for pixi loader that allow to bundle everything including Spine models into one file . You can either wait 2-4 weeks or do it yourself.
  40. 2 points
    That's exactly why a year ago we've added this awesome API into v5. Right now v5 is almost there, and you can experiment with v5-rc3. I really hope that you like that system because I made it exactly for cases like yours, it was VERY difficult to explain to everyone in the team and get an approval. People need access to textures, authors of PixiJS cant possibly know everything that user wants. This is how you get GLTexture: https://pixijs.io/examples/?v=v5.0.0-rc.2#/textures/gradient-resource.js if you call "baseTexture.update()" somewhere before the frame, it will notify TextureSystem that texture needs updating , and then when one of pixi renderers asks to bind that texture, it will call "TextureResource.upload" method. That's how it happens: https://github.com/pixijs/pixi.js/blob/dev/packages/core/src/textures/TextureSystem.js#L139 According to our main image resource, https://github.com/pixijs/pixi.js/blob/dev/packages/core/src/textures/resources/BaseImageResource.js#L64, you can track the state not only by dirtyId, but also by "glTexture.width/height" . Basically, if width and height are wrong you upload whole texture, otherwise you go for subImage. As for previous data, readPixels is tricky thing, its the only synchronous operation there. When I use it, I call it only after whole render(), only one time. I suggest to maintain your copy of teture independently from glTexture: in an array or in canvas in your TextureResource, that way you wont need to call readPixels(). SUMMARY: If glTexture width and height are wrong, upload whole array. Otherwise modify part of array you need, put that part into temporary array and call subImage. Dont forget to set width and height to correct values. and HAPPY DEBUGGING!
  41. 2 points
    b10b

    ctx.clearRect() not working with Image.

    @James432213 hi, many issues here, all solvable. 1) The function named "canvas" rename this and avoid some confusion, call it "init" or similar 2) doKeyDown function has parameter "e" but references "event" in the switch - be consistent. 3) the functions doKeyDown, updateCanvas, drawPlayer are scoped "above" the "init" function, so they can have no easy reference to the "canvas" variable defined within "init". Notice also the name collision of "canvas" if we ignore step 1. Easy fix is to move these function declarations inside the "init" function. 4) There's nothing wrong with ctx.clearRect Some basics in how to debug your code will be beneficial, in particular the developer console (F12) is great, and using "console.log" can send helpful messages there from your code. Use that as a start towards watching the flow of your code when it runs, and where things are not actually working as might be expected on a first draft of code. This will lead to more advanced debugging techniques and more elaborate (and working) code.
  42. 2 points
    Do you draw something else than the video to canvas? If something taints a canvas then it stays tainted no matter what is rendered in the future. Or it might be due to stream becoming unavailable at some point for short duration and that could cause tainting (though the bug report I found on this should be already resolved, it was 5 years ago). Pretty sure it's some kind of edge case in security constraints which causes canvas to become tainted (by something), which causes security error when pixels are read from it.
  43. 2 points
    mattstyles

    I hate designing levels!

    Procedural generation can be a load of fun, but its a butt-ton of work to get working well. You could even use a genetic algorithm (GA) to create levels, have an automated actor play them, test the 'success' of the actor using fitness functions and then loop that process until you get levels (again, based on a heuristic function) that are fun to play. The up-shoot is that you can, potentially, create a near infinite number of levels like this. Or at least generate a manageable amount (say, 30) and manually curate them. Depending on how good your heuristics are you can create levels that are harder or easier for humans to play. It's a ton of work though. So depends on your mindset. Some crazy people find that a wonderful coding challenge.
  44. 2 points
    there is no public property available but you could use the following private property timer._pause working example: var timer = game.Timer.add(1000, function() { sprite.remove(); }); if(timer._pause){ console.log("paused") } else{ console.log("Not paused") }
  45. 2 points
    ivan.popelyshev

    Fading trail

    Here's the second one, super-v5 stuff: https://pixijs.io/examples/?v=v5.0.0-rc.2#/textures/gradient-resource.js Yes, you can use it as an alphamask. Why do you need though? Your trail is simple rectangle, right? In fact, that's one of common mask use-cases in Flash: alpha gradients. Its shame we cant replicate all that Flash stuff even after several years of coding.
  46. 2 points
    ivan.popelyshev

    Fading trail

    First demo will be here in 5 minutes or so : https://pixijs.io/examples/#/textures/gradient-basic.js It took me only one cup of soothing tea.
  47. 2 points
    jonforum

    Fading trail

    What about create you gradient in other canvas. https://www.w3schools.com/graphics/canvas_gradients.asp var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); // Create gradient var grd = ctx.createLinearGradient(0, 0, 200, 0); grd.addColorStop(0, "red"); grd.addColorStop(1, "white"); // Fill with gradient ctx.fillStyle = grd; ctx.fillRect(10, 10, 150, 80); and than, create `generate` a texture from this canvas context ? Am sure it can work ... but at the expense of performance. I do not remember which one, but there is a rpgmaker plugin that used this process with pixijs.
  48. 2 points
    Thanks @NoxBrutalis I was focusing to much on the .createMultiple() method. Simply creating the coins in a loop and then adding them to the group worked for me this.gameitems = this.physics.add.group(); for (var i = 0; i < 20; i++) { var x = Phaser.Math.RND.between(0, 800); var y = Phaser.Math.RND.between(0, 600); var newobj = this.gameitems.create(x, y, 'sprites', 'coin1'); } Btw is there a way to get the width and height values (800 and 600) from the current scene or game instead of using hardcoded numbers for the RND function?
  49. 2 points
    Sounds like what you need is to have a sprite child for that graphics object. You see, technically, the entire canvas (whether 2d or webgl, doesn't matter) is one big image. PIXI just draws different parts of the image separately to create the whole. So when you render a container, you will draw each child of that container (whether sprites, graphics, or something else) and all of its descendants (children, children of children, etc) in order from top (root) to bottom (leaves). The different parts may overlap, but at the end of the day the entire tree is reduced to an image. So do you want an image loaded from file to be in the middle of your graphics object? Easy. Just position the image object (sprite) so that it is in the middle of your graphics object. The easiest way to do that is to make the sprite a child of the graphics object, so that its position (x and y coordinates) are relative to the top-left corner of the graphics object. Parent/child relationships are not required, mind you, it is just a convenient way to get relative positioning (and also guarantee that the child is drawn after the parent, possibly overlapping). Does the whole paradigm of drawing position and order make more sense now? With all that in mind, I'll answer each question specifically: 1) Is there a way of doing this, similar to the plain/vanilla canvas way: // untested// 2d or webgl, doesn't matter.var renderer = PIXI.autoDetectRenderer(300,300);var canvas = renderer.view;var stage = new PIXI.Container();var sprite = PIXI.Sprite.fromImage(source);var graphics = new PIXI.Graphics();stage.addChild(graphics);graphics.addChild(sprite);// assuming graphics object is 100w x 100h// graphics position is centered horizontally and vertically relative to stage/canvas.// absolute position of the graphics object is 100 points right and 100 points down from the top-left corner of container (parent).graphics.position = new PIXI.Point(100,100);// assuming sprite object is 50w x 50h// sprite position is centered horizontally and vertically relative to graphics object.// absolute position of the sprite object is 125 points right and 125 points down from the top-left corner of container (grandparent).sprite.position = new PIXI.Point(25,25);// draw some lines n stuff on the graphics object.// Only reason I'm putting it in the ticker is just in case the image hasn't loaded yet.// We'll render 60 frames per second until it does... and after it does!PIXI.ticker.shared.add(function () { renderer.render(stage);});// put the canvas somewhere in the DOM. 2) Is the context (2d), unique to the Canvas? Yes. 2d is a context. webgl is a context. PIXI calls the 2d context renderer "Canvas". Both contexts are built on a "canvas" dom element. Confusing? Yes. 3) Would drawing imaged[sic] to the graphics object limit me to the CanvasRenderer... No. PIXI abstracts the WebGL nonsense (it's pretty arcane) away from your eyes so that you can create sprite objects that can be rendered magically using webgl context or rendered boringly using 2d context.