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bbyford last won the day on September 5 2020

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About bbyford

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  1. This is such a shame, I wonder if this has changed at all since 2016?
  2. Ok, my bad, is working now. I hadnt set interactive, i had a spelling error sorry
  3. Trying to do a simple hitTest and found the method in interactions but only getting nulls back. Something I'm missing below? The sprites in the group have interactive set to true. console.log(app.renderer.plugins.interaction.hitTest(new PIXI.Point(playerX, playerY), my Group));
  4. will give it ago, thanks!
  5. sorry what do you mean here? I add it to a container and then the stage after this point as it wouldnt appear otherwise on screen, then do getBounds
  6. I'm using getBounds for hit detection and getBounds doesnt seem to return the bounds with rotation on the object. The sprite is being created and added to the scene and thats it before i query it's bounds. I've tried with and without .calculateBounds() before .getBounds() var card = new Sprite(Resources.cardBack.texture); card.x = (30 - getRandomInt(120)) + (col * 150) + width / 4; card.y = (30 - getRandomInt(60)) + (row * 100) + 30; card.interactive = true; card.cursor = 'pointer'; card.name = "card"+i; card.scale.x = _card_scale; card.scale.y = _card_scale; card.hitArea = new PIXI.R
  7. Thanks alot, always nice to get lovely feedback! x
  8. https://beneemusic.com/benees-snail-game/ PixiJS frogger-like game with artwork from Benee's latest single created for promotion. Some dev chat about the game here:
  9. some info here: https://youtu.be/NSiyYMRb4ZM
  10. @Hutsune thanks for the feed back, whats was the glitch?!
  11. HELLO! I'm proud to present the Internet Money game commissioned by Internet Money, Pretty Good digital and developed by myself at TandC games. More info here Play it here Thanks to the pixijs guys for their support! I love their library, its a great level for me as I love developing my own game systems, physics, etc etc. Let me know what you think and stay tuned for more Pixijs developed games shortly.
  12. HELLO!!!! So I'm working on a frogger type game and I thought the easiest way to constantly move everything forward was to add all sprites to a "main" container and move the main container X times per second... this works ok when the movment increment was 0.5 or 1 pixel eahc time (I started by making the movement a function of the deltatime but got lots of judder, so i clamped it instead to a 0.5 value each increment). However adding ANY filters to the main container looks aweful and performance goes way down. Is there any thoughts about how this could be improved as I'd love to be able t
  13. Thanks @ivan.popelyshev think its a case of needing to talk to someone about it.. I was being an idiot and setting up my texture calls at the lowest level, same as the loader so wasn't loading the textures first 🤦‍♂️ Moved my code into my setup function that is called after loader finished and everything is working now 🤪
  14. I'm using texture packer and adding the json like this: Loader.add([ path + "spritesheet-0.json?v="+version, path + "spritesheet-1.json?v="+version ]) however when trying to create a animatedSprite the log says the textures are no valid and I see an error with a url GET of the texture name which it shouldnt be doing as it should only be getting the spritesheet. // for each texture in animation let texture = Texture.from(fileObject.name + (i+1) + ext); // add to array textureArray.push(texture); // after for loop character = new PIXI.AnimatedSprite(textureArra
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