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About swemaniac
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swemaniac started following UI on top of full-screen filter (shader) and Inheritance Phaser.Sprite.prototype graphics
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Inheritance Phaser.Sprite.prototype graphics
swemaniac replied to NistorCristian's topic in Phaser 2
If I understand you correctly you want to create sprite based on a custom texture that you create in memory (i.e. bitmap data)? With your graphics object you can use the generateTexture() method to get a texture that you can initialize your sprite with. graphics = game.add.graphics(0, 0); graphics.beginFill(0xFF33ff); graphics.drawPolygon(polygonStructure); graphics.endFill(); sprite = game.add.sprite(400, 300, graphics.generateTexture()); graphics.destroy(); Another way of doing it is to create a BitmapData object instead of using graphics, draw on it, and then use that as your texture for the sprite (this code is from the example at http://phaser.io/examples/v2/sprites/sprite-from-bitmapdata): // create a new bitmap data object var bmd = game.add.bitmapData(128,128); // draw to the canvas context like normal bmd.ctx.beginPath(); bmd.ctx.rect(0,0,128,128); bmd.ctx.fillStyle = '#ff0000'; bmd.ctx.fill(); // use the bitmap data as the texture for the sprite var sprite = game.add.sprite(200, 200, bmd); -
That's really interesting, for whatever reason I never thought a group could have a filter, but why not indeed. Sounds like a good idea actually. I just need to pass the groups around and remember to add components there instead of to the stage..... Thanks for the input!
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game.debug.body(truth02sprite); This
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Hi everyone, I'm doing some lightmapping and deferred lighting with a shader and a render texture on the whole screen to produce ambient light and illuminating with selected light sources. I apply the lightmap filter to the whole world like so: this.game.world.filters = [lightmap]; This makes everything affected by the lightmap including the UI texts and stuff (obviously, since they attach to the stage like everything else I guess). My question is simply, is there a separate layer or such that I can use for UI stuff to exclude those things from the filter? My solution for this right now I think would be: Render the UI component to a separate render texture Render the whole stage to a separate render texture Apply the lightmap filter to the render texture with the stage components in it Clear the stage and render both textures back to it Would that be a viable solution? Or would it be a significant performance hit, rendering the stage multiple times...
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Okay thanks guys; I am already using custom sprites with overridden update methods and I was using addChild because it made the most sense, so I'll update the children explicitly.
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Hello, I've been searching around for an explanation/answer for this but I can't find anything definitive so here goes. If I add a sprite as a child to another sprite via Sprite.addChild(), the child's update() method is never called. If I add the child sprite to a Group which has a Sprite set as parent, the child's update() method is also never called. I've seen hints about this being "expected behavior" and/or related to Pixi but is it really? And why? Thanks
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Ok thanks lewster. Yeah the concept of tweens seems very attractive at first but they don't really fit when you need to do more advanced stuff I noticed.
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Hi, First off thanks to Phaser. It's awesome. How do I tween a sprite's angle from say 180 degrees to 360 degrees in a clockwise direction? If i just do tween.to({ angle: 360}) the sprite will rotate counter clockwise. In Phaser angles that would be from 180 to -90. Obviously it's because the tween will go down from 180 to -90, but I want it to to go upwards and wrap around i.e. 180, -179, -178 etc. Make any sense? Thanks