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  1. Can't find any inbuilt way to have the cursor change to a pointer when the user is hovering over a GUI element. Meshes seem to have this support using the eventManger and scene.hoverCursor but I cant find anyway for the GUI elements to. Just seems logical to me that if the user is hovering over a GUI Button the cursor should change. Docs simple Button Demo: Currently my plan is just to have my own hover variable and do this which works this.scene.registerAfterRender( () => { = "pointer"; });
  2. Thanks for the help Ivan. My preferred method was to overload it but I couldn't work out how. The code seemed to be trapped inside the constructor of the class or something. So I just downloaded pixi.js and removed the masky.r from the spriteMaskFilter function and it works great. So thanks very much. If you could work out how to overload it I would still prefer that for if sometime in the future i want to change versions but for now I am very happy.
  3. Hi, When a player goes behind something in my game, I still want them to be visible so when there is a collision I draw an outline of the player and mask it with a copy of the texture that is being touched. This works great apart from the colours of the outline get blended with the colors of the mask texture. So when the mask is something dark the outline is almost invisible. Disabling the mask shows what a difference there is. Sure I could make a solid white texture for everything the player could collide with but that would be an inconvenience. this.outline.mask = this.mask; this.maskContainer.addChild(this.mask); this.maskContainer.addChild(this.outline); Nothing I change seems to have any affect. Does anybody know if I'm doing something wrong or have any idea if its possible to disable/work around this so that the colours aernt affected? Any help would be appreciated. (I am using Pixi.js 4.5.1)
  4. Hi, I am currently having an issue where changing the frame of a texture for one sprite is updating the frame of the texture on all my sprites. I want each sprite to use the same texture but be able to display a different frame of it. (Please note I am using Pixi.js 4.5.1 as it doesnt break my game) my code: let outlineskin = resources["Resources/mask.png"].texture; outlineskin.frame = new PIXI.Rectangle(20*number,0,20,40); this.outline.texture = outlineskin; but by changing the frame of mask.png it updates every sprite that has the texture mask.png to that frame. I need to be able to constantly change the frame as the sprite moves. I presume there is a better way to code this, any help would be much appreciated