oler

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    oler got a reaction from ivan.popelyshev in KittieFIGHT - Cryptokitties Real- time Dapp Fighting Game [Spine2d][pixi-spine][WIP]   
    Dear community,
    I would like to introduce you all to KittieFIGHT; our game built with pixiejs and spine. Its a blockchain game that uses the Ethereum platform and kittens from CryptoKitties collectible platform.
    In KittieFIGHT you can fight your collectible cryptoKitties win tokens & ETH. Yes you win cash for scheduling and fighting cryptoKitties collectibles. Then you buy more cute furry #cryptokitties NFT with the cash you earned.
     

     
     
     
     
     
     
    Our website : https://www.kittiefight.io
    Follow us on twitter : https://twitter.com/kittiefightHQ
    Follow us on Reddit : https://www.reddit.com/r/kittiefight
    Blog : https://blog.superdao.io/

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    oler reacted to jonforum in The spineData param is required !! in pixie-spine project. HELP HELP   
    loader.onProgress.add((loader, res) => { if(res.extension.contains("json")){ if(res.spineData){ const spine = new PIXI.spine.Spine(res.spineData); } }; });  
  3. Thanks
    oler reacted to ivan.popelyshev in The spineData param is required !! in pixie-spine project. HELP HELP   
    it should work. the problem is somewhere in your web-server, open "networking" tab in your browser (chrome or firefox) and see if json file was actually loaded.
  4. Like
    oler reacted to rich in Time pertinent Button issue- please help wasted 2 days trying to figure out what is wrong!   
    1) The default is for the frames to all be null.
     
    2) It's the frames that dictate the appearance - if you had an atlas with 20 buttons in, and say the frame names for button 14 were "over14", "out14", etc - then you just need to specify those as the frame names for the button.
  5. Like
    oler reacted to jouniii in Time pertinent Button issue- please help wasted 2 days trying to figure out what is wrong!   
    Check console log for errors. Usually the reason you get full textureatlas content as the frame means the set frame cannot be found. 
     
    By quick look of your code, I'd try simply using correct frame names. Instead of 'AllinButton_Pressed' use 'AllinButton_Pressed.png'
     
    Maybe that's your issue?
     
    The latest TexturePacker has an option to strip file extensions for the JSONHash format frame names.
  6. Like
    oler reacted to oler in Time pertinent Button issue- please help wasted 2 days trying to figure out what is wrong!   
    Yes definitely the file extension naming from texture packer was definitely the factor... I was also not referencing them correctly. Thanks man!
  7. Like
    oler reacted to rich in Time pertinent Button issue- please help wasted 2 days trying to figure out what is wrong!   
    Here, this code works perfectly for me in Phaser 2.1.0-dev, 2.0.7 and 2.0.5 (not in 2.0.6 due to a known issue), I didn't bother testing any further backwards than that:
    var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });function preload() { game.load.atlas('button', 'assets/buttons/button_texture_atlas.png', 'assets/buttons/button_texture_atlas.json'); game.load.image('background','assets/misc/starfield.jpg');}var button;var background;function create() { game.stage.backgroundColor = '#182d3b'; background = game.add.tileSprite(0, 0, 800, 600, 'background'); button = game.add.button(game.world.centerX - 95, 400, 'button', actionOnClick, this, 'over', 'out', 'down'); button.onInputOver.add(over, this); button.onInputOut.add(out, this);}function over() { console.log('button over');}function out() { console.log('button out');}function actionOnClick () { background.visible =! background.visible;} You can find all the assets for this example in the Phaser Examples repo, so you can compare the json file with what you're generating. That is the key to this: the Atlas json file must be correct, loaded as the correct type (hash or array, depends how you exported it) and the frame names must be referenced correctly as well.
     
    Open button_texture_atlas.json in a text editor and you can see for yourself what it should look like. That's a strange json array export from Texture Packer.