• Content Count

  • Joined

  • Last visited

  1. Better link (includes working demo):
  2. Hey guys, I noticed this comment from last year, that masking has no affect on interactive objects. Well I just tried clicking a masked object using PIXI version 2.0, and the issue still has not been resolved. Was this forgotten, or are we still waiting for someone to address it? Any workarounds available??
  3. Will PIXI.Spine work with DragonBones? ( Or should I try to convert the DragonBones data into Spine data before using PIXI?
  4. I noticed the doc shows antialias and transparent in reverse order (antialias as the 4th arg, and transparent as the 5th arg):
  5. My games were running at about 10fps on my Nexus 5 when using PIXI 1.5. Just tried the new Dev branch, and they're back up to 30+ fps, which is approx where they were with 1.4.2. Great job Mat!
  6. Thanks for the link xerver. I looked at the JSFiddle code and realized that in order for the second case to work, I need to supply a hit area to the graphics. g.hitArea = new PIXI.Rectangle(0, 0, 400, 300);Not sure why the first case of disabling interaction on the parent object doesn't effect it's children, but it's not necesary so I will accept this as a working solution =)
  7. How can I disable a component and all it's children? In the following example, I added a clickable sprite into a container, and disabled the container's interactivity. The sprite remains clickable. I then add an interactive Graphics object in front of the container, hoping that would block the interactivity of the sprite, but this also achieves nothing as the sprite remains clickable. //build stage var stage = new PIXI.Stage(0x66FF99); stage.interactive = true; var renderer = PIXI.autoDetectRenderer(400, 300); document.body.appendChild(renderer.view); requestAnimFrame( animate ); function animate() { requestAnimFrame( animate ); renderer.render(stage); } //create clickable sprite var sprite = PIXI.Sprite.fromImage("bunny.png"); sprite.interactive = sprite.buttonMode = true; = function(e){ //this always logs, even though container is disabled, and covered by graphics console.log("click me"); }; //add a container to hold the sprite. Disable the interaction on the container var container = new PIXI.DisplayObjectContainer(); container.position.x = 200; container.position.y = 150; container.interactive = false; stage.addChild(container); container.addChild(sprite); //cover container with graphics var g = new PIXI.Graphics(); g.interactive = true; g.beginFill(0); g.drawRect(0,0,400,300); g.endFill(); stage.addChild(g); Is there anyway to easily disable all children of a component? Or would I have to manually overwrite the interactive property of a DisplayObject and force it to disable all it's children as well? I realize this example is impractical, however, in my actual application, when you click a certain button, a popup will display on top of all other components. While the popup is displayed, the user should not be able to click on any other components underneath it. I could achieve this by building the popup outside of the Canvas and disabling the entire canvas, but I would really like to keep the popup as part of this canvas, because it is very dynamic and needs to have direct communication with many other parts of the application.
  8. How can I make subscript or superscript in a PIXI.Text object? I've tried: var txt1 = new PIXI.Text("1<sup>st</sup>");var str = "nd";var txt2 = new PIXI.Text("2"+str.sup()); Result: "1<sup>st</sup>" "2<sup>nd</sup>"