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  1. set text(newText: string) { super.text = newText Are you sure super setters can even work in javascript/typescript? > `set text` gets called during the construction of the class if (!this.ready) { ... } in the end of overriden constructor: ready= true; as to WHY? question: its OOP, it has problems in all libs /frameworks. I really dont want to explain the sequence of how pixi initiates it because it can change later. If you want to alter this behaviour, just post issue or even PR in pixijs github. If you want to know WHY? - read the source code, because
    2 points
  2. People usually use SimpleRope for that
    1 point
  3. Megabyte

    Winter Sports Collection

    Surfer is amazing game. Good job.
    1 point
  4. @LoudSilence hey, these are interesting (and specialist) questions - you may do best finding someone who is already hosting similar and asking them directly? For what it's worth these are some things I learned when building similar for a client: Yes, Nginx as a proxy for NodeJS is a win-win Using PM2 to manage multiple NodeJS apps is also a win - and check out the multiple instances mode if going multi-core Weigh up multi-core vs multi-server - within a virtual environment I'd always favor the latter (8 lite servers rather than a single 8-core server gives more redundanc
    1 point
  5. Why do you need multiple gsap threads? Also , that's how you use single RAF for both pixi and gsap: https://pixijs.io/examples/#/gsap3-interaction/gsap3-tick.js , and there are other examples. Please read them and then make question more understandable
    1 point
  6. For anyone looking at similar problems in the future: I have resolved the performance issues I was having, but I have already moved away from having interactive tiles, opting instead to calculate the tile hit by a click event. While the interaction manager did cause a performance issue, it was not the main issue I had. And to be fair I had more buttons in the scene then was reasonable. The main issue I was having was a lack of understanding of how The PIXI.Graphics class works. I was working under the false impression that 1 shape should be 1 graphics object. I thought this would
    1 point
  7. Very glad that you resolved it. > Could you elaborate what exactly is an active problem? drawing and caching vector stuff with different scale
    1 point
  8. > There's also fromUrl() that returns promise, might help I'll check it out, thanks! > I dont envy you It turns out to be not that complex. I created a small very framework which can enqueue jobs and process them until they are ready (and taking pauses in between jobs if applicable). After measuring what takes the most time I found out that for graphics I should do the drawing commands, and then call geometry `updateBatches`. After that rendering happens pretty fast, so I just have to run these as a "background job" before showing the result to the end user (I use `a
    1 point
  9. Progressive web apps (PWA) are one way to create apps with web technologies without using wrapping. If on the other hand wrapping is needed, then cordova based ones are still the most common ones.
    1 point
  10. Guys, where can you find a list of online casinos with the most Red Tiger Gaming slots?
    1 point
  11. Thanks a lot, this really clarified my view
    1 point
  12. > Will i encounter any fails latter which is not obvious now? You probably will have to learn curves. All the easing stuff. > What if i decided make the face to blink occasionally? How should i do that? Animation state machine. Between states there are series of tweens. Usually people already know it all from unity, unreal or much easier game engines Maybe try to use something like GSAP for pixi , to cover tweens, as for animation states.. well.. i dont even know where to start, its a coding thing.
    1 point
  13. Ok thanks. I Will return to this game in the near future... I think this is a game that can easly improve with adding stages and updates so who knows...
    1 point
  14. sprite with gradient texture like in https://pixijs.io/examples/#/textures/gradient-basic.js
    1 point
  15. Hi everyone: I’m working hard to improve text zoom performance recently, I have implemented text rendering according to the method in this article. Now I need to integrate it into pixi.js, is there some good solution to do this?
    1 point
  16. > Is the solution always to destroy() an object after removeChild()? Yes, for Graphics. Also, destroy() calls removeChild automatically. Btw, small graphics objects (<100 vertices, no arcs) dont have VAO, they just get batched with sprites.
    1 point
  17. Hope you're feeling better then! You're right that Goodboy Digital would have surely run in the issue. Might be some special use case triggering some worse performance. I did a quick check for "ios" issues but could not find anything similar. I'll try to come up with an example showing the issue and open an issue for it on GitHub
    1 point
  18. Many thanks to you ivan .. As usual you react and help everyboby so fastly... It helps me very much for my current project
    1 point
  19. In some case, the filling of a bezier is not really what I expect. here some code that highlight the problem. Somebody can share some code that resolve the issue? I guess one solution is to decompose in 2 independant bezier curve Welcome to guys with fresh and strong Math knowledge.. https://codepen.io/obsejo/pen/vYyMeME Thanks for any help...
    1 point
  20. Hey, so, I have a relatively simple problem: I want to cut the solid parts of a lightmap out of a darkness layer, usually one solid color. This can't be done without alpha compositing unless you use custom filters, so I decided to give it a crack. I got a version working in 3.0.0 PIXI (based off of an old lightmap filter), but when transitioning to 5.2.2, I'm experiencing all kinds of problems, namely that the lightmap, despite logging/extracting/etc. as the expected picture, seems to be treated as pure white by the filter. You can find my demonstration here: https://codepen.io/roomy
    1 point
  21. I managed to get it working!!! https://jsfiddle.net/roomyrooms/z7n3fuqt/49/ It takes a lightmap, a tilemap (just the background) and a darkmap (a sheet of a single color) and renders the lightmap's black values as transparency in the darkmap, effectively punching holes in it just the way I wanted. Woohoo!
    1 point
  22. I managed to solve this. The reason why things slide down on slopes is that on every collision they're moved outside the collision bounds, then they fall down a little bit, then again collide, etc... in a loop... which is I guess OK for most of the games but I wanted it to be different. So I solved it by bypassing the default respondToCollision function call and implemented a slightly different variant: onCollision : function (response, other) { // Slopes are marked "Slope" type in Tiled if(other.type === "Slope") { var overlap = response.overlapV;
    1 point
  23. Use let part:PIXI.Sprite = new PIXI.Sprite(tileset.textures['pink.png']!);
    1 point
  24. yeah, if you implement fire rate, one shot per second, level upgrade and itens for power up are possibilities, and add music, levels, and graphics, games like this, graphics are 80% of the game 😥
    1 point
  25. Nerik has gone to panic-buy some lettuce. But alas! He has become trapped at the checkout, and must make a last desperate attempt to honor social distancing rules. Direct game link here: https://neriktheslug.com
    1 point
  26. Drag to move camera Drag to move camera, locked pointer Drag to move camera, by pointer velocity
    1 point
  27. Do improvements like fire rate and polishing, and you have a game with profit
    1 point
  28. I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlase
    1 point
  29. updateCurvePrint(cable, offset) { const curvePrint = [ 0, 0, 0, -90, 0 + offset, -200, // example offset 0, -320, 0, -400 // texture width 400, height 27 ], curve = new Bezier(curvePrint), this.curvePoints = curve.getLUT(30); } createCable() { this.rope = new PIXI.SimpleRope(this.cableTexture, this.curvePoints); } Okay, thanks. But I think this task is very often, so maybe my solution will be helpful for other peoples. I used bezier-js https://pomax.github.io/bezierjs/ to create curves.
    1 point
  30. rich

    Check if interactive

    if (sprite.input.enabled) { // do stuffs }
    1 point
  31. Hi! I am currently trying to program a tiny game where players can talk to NPCs (initiated when closeby and Spacebar is pressed), and then cycle through the dialogue by pressing Spacebar again for each entry. The dialogue sits in a JSON file. My problem: I cannot cycle through the dialogue piece by piece because in the moment I hit spacebar, it runs through all dialogue options triggered by a single spacebar press. Code: var convo_gatekeeper = "1000"; var convo_gatekeeper_next = null; initializeDialogue: function(object) { if (this.checkDialogueRequirements(o
    1 point
  32. Because between this getting approved and losing my mental sanity, I digged deeper and finally found the solution (I hope). I figured that to catch the onDown-event it had to be in the update loop, but realized now that it doesnt have to be. That was also the reason it kept triggering of course.
    1 point
  33. Parasyte

    Debugging tips

    There are a lot of things you can do to help get your questions answered faster. This announcement will provide some tips to get you unstuck as soon as possible. The first, and most important thing to do is ALWAYS develop your game with the most recent non-minified melonJS build. Switch to the minified build for your final release; never before that point. Follow the tips in the other announcement: https://groups.google.com/forum/#!topic/melonjs/SvC8ZNJ3P_c Familiarize yourself with the debugger in your browser/user agent. You are writing a lot of JavaScript to create a full
    1 point
  34. Does it work if you swap it to a JSON Array? (should be a simple thing to test if you're using Texture Packer). I'll check a hash version here in the meantime.
    1 point
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