kadv

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  1. Neato, thanks for your help, rolnaaba. Issue at: https://github.com/GoodBoyDigital/pixi.js/issues/180
  2. kadv

    Pixi Version Freezes?

    Noticed! Thanks .
  3. Hi rolnaaba, You are quite right, it is the sprite that jumps, my mistake. Do you still want an issue made? (I don't think the current behaviour is ideal) The dragging example in the pixi distribution illustrates the problem. I don't mind posting something smaller, but any further information you need on the report?
  4. Hello, When clicking on a sprite to drag the mouse pointer snaps to the sprite's anchor point. This is a bit jarring, especially for larger sprites, where the shift is very visible. Is there a good way either using pixi directly, or some code workaround to keep the mouse at its relative position as it moves, while maintaining the anchor? Thanks all.
  5. kadv

    Pixi Version Freezes?

    Ah I see, fair enough. I was looking for git tags, missed the package.json file . My point kinda stands, if the source code changes, it's not the same version anymore. I do understand that things are in flux and we can't have a huge no. of official point releases. I was more thinking of tagging "milestones", even if not uber stable yet. Anyway, small issue for now, was curious more than anything.
  6. kadv

    Dragging Example

    Thanks, rolnaaba. Sorry to confirm this position thing several times (inadvertently, since my questions are related) .
  7. kadv

    Sprite.anchor

    Neat, thanks. Get it better now after playing with distances between sprites.
  8. Hello Pixi Lords, Understand that it might be too early, but is there any plan in the near future to start tagging source as being a certain version? It just makes upgrading/downgrading a bit more predictable. I can obviously do some adhoc versioning of the built pixi.js file internally, but it's not ideal. Thanks. PS. for a given version, I am not expecting any guarantee of stability obviously, just more fixed points to work and test against.
  9. kadv

    Sprite.anchor

    Thanks for your reply. Now I am having trouble understanding the relationship between the texture and the sprite. My understanding is the sprite's bounds are defined by the texture's size -- so does this change/move with changing anchor points? But in terms of rendering though, I don't see the sprite looking any different? How does anchoring affect something like the hitArea?
  10. kadv

    Dragging Example

    Hello, Been playing with the dragging example in pixi.js (example 8), my questions are around the following snippet (line 82: index.html): bunny.mousemove = bunny.touchmove = function(data) { if(this.dragging) { // need to get parent coords.. var newPosition = this.data.getLocalPosition(this.parent); this.position.x = newPosition.x; this.position.y = newPosition.y; } } Why do we need the parent position, as in will it be different to the sprite's dragged position over some common area? Are children's coordinate space relative to the parent rather than something like the global stage? What exactly is this.position on the sprite -- is it the anchor point, or top-left corner? Thanks for your help.
  11. kadv

    Sprite.anchor

    Hello, I am trying to understand the Sprite.anchor property. Is it essentially where a touch/mouse point will be anchored relative to the sprite's bounds? Any other implications of changing anchor points? In one case, I was playing with the pixi dragging example, and found that not setting the anchor would cause a mouseup to not register so easily, presumably because the mouse pointer was at the edge of the top-left corner by default. So I was in practically perpetual drag mode . Thanks for your help, and for an awesome, reasonably-sized, and free library. PS. Am pretty new to pixi.js and 2D game dev in general, so pardon the dumb questions, if I did not phrase things right, or used the wrong terms, please correct me.