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  1. Thanks just added prepare and everything works smoothly now on animated sprite appers. CreateImageBitmap caused some strange behaviours on sprites that have something transparent. From your experiance do u think utilizing webworker to do pixi work is worth? I already moved http request to webworker, planning to move characters polygons and calculation to webworker, but I read here(https://github.com/pixijs/pixi.js/issues/7123) that some user utilized pixi on webworker and thought why not do something similar also for rendering and leave calculation on main thread.
  2. Hello, html5 freaks I trying to make idle game using pixijs, but when I put animated sprite that is 1024x512 in size it freeze game short time. From profiler I saw that texImage2d took 180ms and from that 104ms was imageDecode. I read somewhere to preload the animations before hand and just make them visible when needed, but it didn't work and same texImage2d happend. How I can prevent that other than downscaling the sprite? Also is there possibility to do that in webworker? I read somewhere that pixi is starting to be capable of rendering on webworker. Cheers, Jakub
  3. Hello, I'm trying to stop one of tickers which animate text. As app.ticker can be removed when he knows function location in memory so I used atm hack to make it work. Allocating pulsateText function in arrow function to know exacly his location,but it makes unnecessary code. How can i achieve that easier?
  4. Hello, As once played AnimatedSprite stop on penultimate frame and i want to use same AnimatedSprite from start on another round to safe some lines, but when i use gotoAndPlay(0) it just plays one frame and stops also adding play() afterwards doesn't help. There aren't any errors catch'ed and I couln't find something special on profiler ,but I'm quite bad at it. export const attackEnemy = (playerTurn, enemyTurn, app, delta) => { return new Promise((resolve, reject) => { try { const [playerTurnIdleSprite, playerTurnCurrentSprite,
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