Larzan

Members
  • Content Count

    33
  • Joined

  • Last visited

  1. Anybody else wondering about this, here is a great patch that you can just copy paste into your project:
  2. I have the same problem, it seems to me that loading the Tiled image layer has not been implemented yet... There is a custom plugin that can replace phaser's internal Tiled loading functionality, but they haven't implemented the 'Image Layer' either: https://github.com/englercj/phaser-tiled#why-use-this-plugin So unfortunately you just have to bite the bullet and load the JSON, extract the image information and create the sprites yourself...
  3. Very polished, good work, reminds me of an LD entry i once played
  4. As of 2.3 you can use the new setScale method to scale a Layer while automatically adapting the collision boundries. More detail here: GitHub
  5. As of 2.3 you can use setScale to scale a Layer while automatically adapting the collision boundries. More detail here: GitHub
  6. Thanks for that link, yes, there it seems to work, but i somehow can't make the info appear. I included the phaser lib as an external library in my project. No luck...
  7. Anybody out there? Did anybody get this to work? Of course WebStorm and PHPStorm are the same thing, so if anybody got it to work with WebStorm or any other IntelliJ based IDE, any info would be much appreciated.
  8. As of PIXI 1.6: Use only one single stage and then group your Objects with DisplayObjectContainers for convenience. This is not a suggestion, multiple stages do NOT WORK correctly as of PIXI 1.6. See https://github.com/GoodBoyDigital/pixi.js/issues/950 and Huberts post for more info.
  9. Larzan

    Manage stages

    ok, i just found this page where they say the same, multiple stages DO NOT WORK correctly yet, they describe the same problem i had with the loosing of interactivity after switching stages. So as the ezelia example is using multiple stages it experiences exactly the problem i found with newer PIXI versions and that was described in the aforementioned link, you loose interactivity. Solution only ONE SINGLE STAGE! Use DisplayObjectContainers to group objects. This is not a suggestion, multiple stages DO NOT WORK 100% as of PIXI 1.6 !
  10. Hi Hubert, thanks a lot for the extensive source code I looked into it a bit and if i understand you correctly, you use one renderer with ONE stage (scene) only and then add / remove / hide / show DisplayObjects to it as necessary? So that does not give any performance or other problem with the rendering? EDIT: ok, i just found this page where they say the same, multiple stages DO NOT WORK correctly yet, they describe the same problem i had with the loosing of interactivity after switching stages.
  11. It has been a year since i last tried out PIXI and i wanted to use it in a new project but organizing my code a bit better (last year i used it for LD27 and the code was a bit of a mess). I tried the ezelia example, but with the update from the PIXI version used in the example to the latest one the mouse events did not work anymore. I tried the whole day to fix it, rewrote the example in pure JS but i still have the problem that once i switch from one stage to the other and then back (calling the renderer with the different stages), the mouse events of the first Stage do not work anymore, even when i reset them after the switch. Is there a best practice on how to deal with different views / Stages of an app? Lets say i have the intro screen, the game / app itself and a couple of other views with highscore / help and such things. How would one go about with the latest PIXI version while trying to keep the code organized? I thought it would make sense to initialize the views and then switch freely between them, but somehow i am missing something there (i guess there is a hierarchy problem or sth?) So is the way one should go about it to just have one stage at a time and destroy it after use, reinitializing when it is needed again? That does not seem to be very efficient. Or should everything go into one stage object which then has to handle all the different states of the game / app? That seems to be very cluttered and not easy to maintain?
  12. Larzan

    Manage stages

    Hi, i am going crazy over the ezelia example mentioned above. After some research i assumed the problem was simply with the d.ts file i was using and the change from PIXI 1.0 to 1.6. So i reimplemented the whole example in plain JS, but i got the same problem: If, after rendering Stage A, I switch to render Stage B and then back to Stage A, the mouse callbacks mouseup, touchend, usw. won't trigger anymore for Stage A. It seems that once another Stage is rendering, the previous Stage's callbacks are disabled, but i can't figure out why, especially because after i switch from A to B the A callbacks are still firing, ONLY when i stop rendering Stage B and render Stage A again do they NOT fire anymore, i don't get it. I already wasted so much time on this, but i just can't figure it out Any help would be appreciated...
  13. I had this idea for a nice filter, but as not every device / browser supports WebGL i wanted to make sure that it is possible with canvas too, so i am investigating right now how to do it for canvas. Thanks, i will give the game.context and the BitmapData idea a try. You saved me tons of stress and time, thanks a lot
  14. That BitmapData instance sounds interesting. Could i also prevent the world to be 'drawn normally' and just draw my BitmapData instance? I get the impression that the world gets painted whatever i do, it would be great if i could tell the game to just render to the RendeTexture / BitmapData and not show anything on the canvas so that i can fill that canvas completely with my modified rendering?