Popular Content

Showing content with the highest reputation on 01/31/20 in all areas

  1. 1 point


    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
  2. 1 point
    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
  3. 1 point


    Hello! This is my example that was added before we had ERASE blendMode. There are several ways to do the same thing. Yes, there's an easy way to do it through ERASE blendMode in brush sprite, if you draw that brush in overlay renderTexture. That way you dont need masks/filters, you just need a sprite with renderTexture over everything. But, even if you described situation correctly, you made something wrong if it doesnt work for you. Please share your demo in pixiplayground.com or jsfiddle or codepen. One of ways to debug whats going on there is to use https://spector.babylonjs.com/ , it can capture one frame and give you information about webgl commands inside.
  4. 1 point
    @gogoprog have help me to solved this problem. And this topic is closed. Thanks everyone.
  5. 1 point

    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...
  6. 1 point
    Here for you if(resource.extension === "mp4") { const texture = PIXI.Texture.from(resource.url); const videoSprite = new PIXI.Sprite( texture ); /**@type {HTMLVideoElement}*/ const videoControler = videoSprite.texture.baseTexture.source; videoControler.currentTime = 0; //jump to 0 will also autostart videoControler.onplay = function() { //TRIM VIDEO after loading or onplay videoSprite.texture.trim = new PIXI.Rectangle(0,0,400,400); videoSprite.texture.frame = new PIXI.Rectangle(0,0,400,400); }; app.stage.addChild(videoSprite); } Don't ask me why but you need do the thing async ! or pixi going crazy with gl error. So perform this inside on start. I can't investigate more because you don't join me a `launch.json` for debug in IDE.