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Aymeric

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Everything posted by Aymeric

  1. Wow coming from Flash background hard to believe it isn't added, very useful feature to detect object removed from scene and so kill their listeners etc :(
  2. Hey, any news on this?
  3. Hey, just use a fixed canvas rather than an absolute!
  4. Hey, I'm looking for a way to clean up a Loader instance (and its content). I saw that I need to remove textures from the cache (maybe I need to do more things?), so I did (Haxe code) : var cache = pixi.core.utils.Utils.TextureCache; for (resource in Reflect.fields(loader.resources)) { var url = Reflect.field(loader.resources, resource).url; var texture = Reflect.field(cache, url); if (texture != null) pixi.core.textures.Texture.removeTextureFromCache(url); } It removes many textures, but if I enumerate my TextureCache content later, each frame of the sprite sheet is still there
  5. Sounds like there are still some issues with Phaser 2.3.0 https://github.com/photonstorm/phaser/issues/1748
  6. iOS 8, I think it's an issue on Phaser side: https://github.com/photonstorm/phaser/issues/1743
  7. Hey guys, My game is landscape only, on Android no issue, since there isn't navigation bar appearing/disappearing, but on iOS that's an other story. In an update state, I output the game.width & game.height and they have always the same value if the navigation bar is here or not. Is there any way inside Phaser to manage this or should I use an external lib like Scream? Thanks!
  8. For more informations, we raised an issue on Github.
  9. Well, I think you should start with http://phaser.io/shop/books/scale-manager-guide Unfortunately, CocoonJS isn't mentionned.
  10. Sure done: https://github.com/photonstorm/phaser/issues/751
  11. Same here, with this example. Latest stable Firefox on latest OS X. No issue at all with any other canvas/webgl framework: pixi js, three.js, flambe... but every Phaser project crash :/
  12. Thanks for the answer guys! I will give them a try and let you know
  13. Forgot some informatinos: Retina I enable the retina on mobile this way: static GetStageWidth():number { return $(window).width() * ((<any>window).devicePixelRatio || Math.round(window.screen.availWidth / document.documentElement.clientWidth));}Obviously if I remove it, it loads downscale assets and everything looks pixelated. But it seems that I've better performances, but it isn't crazy... Mobile When I'm touching a button/MC, I've a black screen coming and leaving very very quickly. No issue on desktop's canvas.
  14. Hey guys, The first part of the project is almost completed, and I'm glad to have done it with Pixi.js! Has a AIR (Flash) developer, I'm now back in love with the web The game is a kind of a Whac-a-Mole. It's running fine on computers (Canvas and WebGL), however I've some performances issues on mobile. I don't have the right to share the link of my project (no visual must be seen)... But please have a look on the source code: html, TypeScript, JS genated by TS (they might be some French words, I'm sorry). I didn't make a game for the web since a while (in fact it's my first in JS), so t
  15. I'm able to use TS 0.9.x with IntelliJ idea, no issue. Also why did you chose TypeScript over Haxe? Haxe isn't new as TypeScript, it should be more robust (however migrating project from Haxe 2.x to Haxe 3.x is a pain in the ass due to all the other libs you may use, I won't imagine if there were an AS4, finally thanks Adobe... but that's an other story).
  16. Would you mind to explain how you wasted an incredible amount of time due to TypeScript? I'm using it currently with pixi.js (I made some externs) and I'm in love. I've hesitated a lot with Haxe too. But don't see any reason why I would use pure JS for a complete framework like this!
  17. Ok, thanks for the answer! Hope it will be fully supported under the hood soon
  18. Hey, thanks for the answer. However I didn't get the point. AFAIK you're not able to select the crop/trim common size!? in TexturePacker (I've the latest version). If your exported animations spritesheets doesn't have the same width / height (not its real width / height for an animation, its width / height for all the animations), even if we set anchor to its center the animation will never be at the same position since the exported animations spritesheets doesn't have the same width / height, right? Well, I'm not sure to explain it very well... As an exemple, using Starling you can set up
  19. Hey, I also would like to add that if we want to run a MovieClip (without having 2 manage its position dynamically), we have to be sure that all its frames have the same size. This means in TexturePacker we're not able to select the trim or crop option. So finally I got 21 SpriteSheets instead of 9 !!! because I'm not able to use the trim / crop property. That must be fixed! My 2 cents.
  20. Ok, thanks Mat! A polygon should do the job
  21. Hey guys, I've several MovieClips using SpriteSheets. I add mousedown/touchstart callback to them. However it is called even if I don't click right on the SpriteSheet but in an "empty" part of my MC. Any ideas to enable only a pixel perfect collision detection? Thanks.
  22. Ok, after several (hundred) tests I figure it out: - no viewport. - the renderer code: this._renderer = PIXI.autoDetectRenderer($(window).width() * (<any>window).devicePixelRatio, $(window).height() * (<any>window).devicePixelRatio);It works fine, my content is / 2. I generate a 4096 * 4096 spritesheet, but it's not able to load on my ipad retina. If it's 2x spritesheets of 2048 x 2048 no issue. Then I saw this issue: https://github.com/GoodBoyDigital/pixi.js/issues/94 and this comment is very strange. Does anyone have more informations?
  23. Hey there! I'm having an issue too for understanding how retina works with pixi.js I've set up the viewport this way: <meta name="viewport" content="width=device-width, height=device-height, initial-scale=1.0, maximum-scale=1.0, user-scalable=0" />Then I set up the renderer width and height to full screen with devicePixelRatio (TypeScript code there): this._renderer = PIXI.autoDetectRenderer($(window).width() * (<any>window).devicePixelRatio, $(window).height() * (<any>window).devicePixelRatio);I use exactly the same assets than my pc browser (1576 x 962), so if my iPad w
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