charlie_says

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charlie_says last won the day on January 31

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About charlie_says

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  • Birthday 12/12/1972

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    http://playsnicely.co.uk
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  1. Thanks @Exca that's really useful stuff.
  2. hmmm thanks, on testing m4a (I was using mp3 deliberately as I know it performs worse) that does work better, but it's not seemless and peformance between browsers is a bit variable too. I think what this means is I'll need to work on a different way of organising my sounds :S
  3. I was just working on a test, using PIXI sound with an MP3 loop. The issue is there's a small pause before the loop re-plays, meaning it doesn't really loop properly. The loop is currently repeated by calling a replay function in the onComplete parameter in the options, but I get the same result if I replace that with loop:true (I expect that under the hood it works the same way, but I didn't check yet.) This isn't exclusively a PIXI sound issue, I remember having the same problems with MP3s in Flash - so what I'm really interested in is ideas to work around the issue?
  4. I had a similar issue, I was (and am) using webpack - but I'm not sure I'm working in the same way as you (I'm not using require in my project) I hope this helps:
  5. Ok multi pointers as a feature it is then!
  6. Hi, I'm just working on a drag & drop demo, which is working prety well - but, when testing on a touch device, I realised I could drag & drop more than one item at a time. This may be a feature I want to keep, but, I wasn''t sure how I could remove it if I didn't. In Phaser, it's possible to set maxPointers, but in PIXI I'm not sure - I've had a look through the interaction manager docs, and didn't see anything I thought was similar... Is it possible to limit the number of pointers on a touch device? Or, any way to work round this? Thanks! Charlie
  7. Currently I'm using VSCode...
  8. Thanks @ivan.popelyshev I almost replied immediately, explaining that was exactly what I had been trying... Then when I reviewed the code, it transpired I need glasses (actually, I do), I'd made a typo in "event", so of course it didn't work...
  9. The title is a bt misleasing - it's trivial to use Graphics as a button, but, I'm having trouble with a particular setup. My button class is a PIXI.Container which has a PIXI.Graphic child. The interactivity and listener are attached to the Graphic (I do this so I can control the shape of the hit area, and use any Sprite I need.) Again this works fine, but when I capture the click I need to get a reference to the Container and this is the part that is proving difficult. When I look at the event target from the lick I get a refernce to the canvas - I can't see a way to get a reference to the Graphic or Container... Can anyone advise?
  10. Just as an update, if anyone else is interested. In ES6 you don't need prototype PIXI.Point.interpolate = function (a, b, f, out) { if (typeof out === "undefined") { out = new PIXI.Point(); } return out.set(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f); }; PIXI.ObservablePoint.interpolate = function (a, b, f, out) { if (typeof out === "undefined") { out = new PIXI.ObservablePoint(); } return out.set(a.x + (b.x - a.x) * f, a.y + (b.y - a.y) * f); }; works fine for me.
  11. PIXI.Point doesn't have point.interpolate.
  12. Apologies for the basic question, i don't want to extend from a PIXI Class, in this case PIXI.Point, I want to add some functionality to the existing class (if possible) But, I've not got very far - can anyone give me a hint as to how to do it? Thanks
  13. Apologies for answering my own question - but just in case anyone comes across this issue. You do still need to import the pixi projection module - but you don't use it directly. I import like this: import * as PIXI from 'pixi.js'; import unused_pixi_projection from 'pixi-projection'; and then just use as per the examples this.sprt =new PIXI.projection.Sprite2d(PIXI.Texture.from('playBtn')); If there is a better/proper way to do this, I'd be happy to hear it!
  14. Hi @ivan.popelyshev, apologies for resurrecting this post. I noticed that npm had been updated and thought I'd get back on this... but, I'm still not having any luck at getting it working. If I try import {PIXI_projection} from 'pixi-projection'; and try this: console.log(PIXI_projection) // returns undefined I get nothing, similarly any reference to Sprite2D etc. just generates an error. I can see the code is there in the node modules, so it must be a referencing error... (Also, as a further sanity check, is PIXI.projection compatible with pixi.js-legacy?)