obiot

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Everything posted by obiot

  1. @PLAYERKILLERS test build with the fallback fix to Canvas is available, see here https://github.com/melonjs/melonJS/issues/982
  2. which edit do you have for texture packer, is it the one for the free texture packer we also added in 8.0 ? as for the gravity, yes, as part of the 8.0 version (major version increase, so some breaking changes) we revamped a bit the physic implementation to be closer to those physic engine out-there (with the will to be able to use one of them through a plugin) and as a consequence we now have a world global gravity settings that can then be lowered or amplified per physic object (instead of previously where each object gravity were managed separately), see here for the detailed changes : https://github.com/melonjs/melonJS/wiki/Upgrade-Guide#71x-to-800 but if you switch to 8.0, you can just disable the gravity by setting me.game.world.gravity to 0 (it's a vector) and you should be back to the previous 7.x behavior. last but not least as part of the WebGL testing I think we should then try to compile/link the built-in shaders and if failing then display a error message in the console and revert back to the canvas renderer, l'll look into it this week.
  3. do you know on which platform this is ? also which version of melonJS are you currently using ? I'm asking, as of version 6.x (and through 7.x) WebGL detection and implementation have been improved to especially avoid using it when not fully supported.
  4. oh snap ! well we have a known issue (see #764 ) when anti-diagonally rotating tiles, but i thought it was only with non squared tiles .... as I actually never encounter the issue myself (with square tile) I just wonder now if this is another edge case, or if this was always there, or if this is a regression... did you manage to work around it since then ? and/or pinpoint maybe where is the issue ?
  5. have you tried as well using a less than 1 value for lineWidth ? like 0.5 or even smaller ?
  6. Hi, actually the current implementation is correct in the sense that it complies with the html5 font API, where font.drawStroke() strokes the outline of the letters while font.draw() fills the inside of the letters. As you can see on the below example, the outline stroke is actually the "edge" of the letter and not outside of it : looks like you have an issue due to a "too low res" ?
  7. here it is : commit : https://github.com/melonjs/melonJS/commit/5be6a92a4800a4f819d07d1863772413dc0068c4 build 8.0 : https://melonjs-builds.s3.amazonaws.com/index.html?prefix=artifacts/master/2573/build/
  8. obiot

    melonJS 7.1.0

    indeed, there is actually a discord server that was created a while back, I just need to "find It back" 🤣
  9. nice ! Will add it ASAP, thanks for the feedback
  10. obiot

    melonJS 7.1.0

    Hi Guys, Back from holiday, and after having missed the release window before leaving, here is finally the latest 7.1.0 update for melonJS. Some nice things in this release, including : Last but not least, staggered hexagonal and isometric Tiled maps support More technical catch-up to align both the Canvas and WebGL renderer, and further improvement to the new me.GLShader class Various fixes and improvements in me.Text, Physic, Pointer, Audio and Sprite objects. See full changelog here, and as always all changes are backward compatible with the previous version, and available here: https://github.com/melonjs/melonJS/releases/tag/7.1.0 or on npm/jsdeliver : https://www.jsdelivr.com/package/npm/melonjs Tell us what you think ! -- the melonJS team
  11. Hi, we stopped actively supporting both IE11 and windows phone since a couple of major versions now. IE11 never provided a proper support (was missing basic thing like Object.assign() and others) and was replaced by EDGE (that is a much better browser), and windows phone are just a thing of the past..... However if you do want/need to support, all you need is to load a ES5/ES6 polypill before melonJS, that should do it. this said, I don't remember if in IE11 they support the standardised Pointer API or still the MS Prefixed one (that we also removed in melonJS).
  12. really ? sounds like a bug/regression to me, and I'm not seeing an issue with the Platformer example.... are you rendering all layer separately or using the preRender flag ? (http://melonjs.github.io/melonJS/docs/me.sys.html#.preRender) as for manually changing the order ingame, you can use the getChildByName or getChildByType method of the wolrd container : for example: // return the first layer with the name Spawn var layer = me.game.world.getChildByName("Spawn")[0]; // return all layers object var layers = me.game.world.getChildByName(me.TMXLayer); and then access the pos property of the layer and change the z or y value (based on the sorting method you are using)
  13. the texture overflow issue is supposed to be fixed actually, I'll give it a try on my side
  14. is there one feature that I could add that would make you upgrade ?
  15. oops, sorry about that, reason is that in the latest 7.0.0 WebGL is now the default, and the Particle Editor was designed to use the Canvas one ! all fixed now, if you reload the page it will work back
  16. For those who have not noticed yet, since with version 7.0.0, melonJS is now officially available through NPM, it means as well that the latest build of melonJS can now install through NPM or/and available through the jsdeliver CDN. for NPM : $ npm install melonjs For delivery through jsdelivr content delivery network (CDN) URL : <script src="https://cdn.jsdelivr.net/npm/melonjs@7.0.0/dist/melonjs.js"></script> or the following for the minified version : <script src="https://cdn.jsdelivr.net/npm/melonjs@7.0.0/dist/melonjs.min.js"></script> and of course the debug panel : <script src="https://cdn.jsdelivr.net/npm/melonjs@7.0.0/plugins/debug/debugPanel.js"></script> Note: "official" CDN and NPM install are only available from version 7.0.0 and onwards.
  17. obiot

    melonJS 7.0.0

    Hi Guys, it has been more than one month since version 6.4.0, so time for a new release, right ? 😀 Lots of under the hood changes in this one, bringing us now to version 7.0 ! new build process (for those participating to the melonJS codebase) based on npm and rollup, that will facilitate the transition to ES6 (the entire lib can be progressively changed to ES6 and still be also transpiled to ES5) CocoonJS support have been removed, as the service is shutting down more WebGL improvements : on top of now using WebGL by default, or properly supporting context lost, WebGL Shader implementation has been totally revamped ! there is still some work to do to polish it internally or furthermore in order to streamline this (e.g. specify or change a different shader filter for a given renderable), but a lots of ground work was required before that and now we are finally getting there. improve/fix pointer detection when dealing with complex css layout other small improvements and fix related to video, Tiled, timer, etc... (see here for a more detailed changelog) Although there are some API changes this time, it's more like protected API, so unless you were tapping into very advanced not so well documented features of melonJS (like using your own shader), you can safely upgrade without breaking your game thank you ! --- the melonJS team
  18. me.Renderer is just a base class for both the Canvas and WebGL renderer to prevent duplicated code as half of it is anyway common to both. as for the setColor() methods, this is used to define the current fill and stroke rendering color and is defined here for the canvas renderer : https://github.com/melonjs/melonJS/blob/master/src/video/canvas/canvas_renderer.js#L571-L586 and there for the WebGL one : https://github.com/melonjs/melonJS/blob/master/src/video/webgl/webgl_renderer.js#L591-L603 reason of this one not being in the base Renderer class is that, as you can see, the implementation is different based on the target renderer. hope this helps !
  19. FYI, I just added it to the current 7.0 version : https://github.com/melonjs/melonJS/commit/97d6a2eb1dd8d788112b40c6f92869e0b25b5b39 test build available below if you want to give it a try : https://melonjs-builds.s3.amazonaws.com/index.html?prefix=artifacts/master/2506/build/
  20. that's disappointing.... Would you mind trying with the the latest 7.0 build ? https://melonjs-builds.s3.amazonaws.com/index.html?prefix=artifacts/master/2503/build/ there is no api change between 6.4 and 7.0 that will impact you (so except maybe from the plugin it should work out of the box) also I added a me.video.renderer.updateBounds() function that you can call yourself (cleaner than a private variable) and that will update the internal cache position on the parent container. if just replacing the lib does not do anything, try calling the function from the console before/when opening the UI
  21. to keep it under my radar : https://github.com/melonjs/melonJS/issues/977
  22. the other issue with browser zooming is that it does not trigger any event and that melonJS is "caching" the parent relative position, see below and only recalculate it on a resize event : https://github.com/melonjs/melonJS/blob/master/src/video/video.js#L358-L367 therefore when one zoom in or out pointer coordinates are thereof off as the cached value is not correct anymore..... a quick way around it for now could be for you to set canvasOffset to null when the end user opens the UI, by doing " me.video._canvasOffset = null; " this is certainly a bit hackish, and I will probably rather add a method like "updateBoundingClientRect()" or something (that can be called from somewhere we can detect a zoom), but at least it can help validate my assumptions (if you don't mind testing it)
  23. Indeed this is a valid request and to be honest i don’t recall why arguments passlng has not been included when we implemented these functions, as this is indeed supported by the global « standard » ones. i’m glad that you found a way to make it work for you (passing arguments to bind was another one), but i’ll look anyway into adding it to our setTimeout and setInterval methods. Thanks !
  24. so I tried this morning, but I'm not getting how to actually zoom in or out the browser with the game going fullscreen when starting, and the browser switching back to the main screen (score/$ dashboard, screen "return to game/how to play/etc...), how do you actually zoom ?