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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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  1. Currently I'm using VSCode...
  2. 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...
  3. 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?
  4. 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.
  5. PIXI.Point doesn't have point.interpolate.
  6. 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
  7. 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!
  8. 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?)
  9. I was just trying some experiments with PIXI Projection, but am not able to get it working... I think it could be to do with the imports, I know I had to do something a little different than I expected with PIXI.Sound Can anyone give me any pointers? (trying this as an import: import * as Projection from 'pixi-projection' gives this error: TypeError: PIXI.BatchShaderGenerator is not a constructor ) Thanks!
  10. This does look good, and I completely agree with your assessment of the tech. I didn't get 60fps I got more like 44, but I'm on a lower spec machine. I think 'your problem' is that the patterns are solids, which makes the scene really complex, rather than a texture applied to the base plane. I'm not certain with Three about applying textures to your curved edges (I expect you can do it, I'm a little rusty with it.)
  11. This should be reasonably straightforward to achieve. I built a page turn effect in Flash, and used bitmapdata to copy a page and then used that for the second part of the image (In my version you had 2 parts of each page, and masked them both to give the page turn effect.) As bitmapdata is available in Phaser2 you could follow this approach. If you wanted to use Phaser3, you'd have to work out a way of creating the duplicate pages (although, if it were going to have content as per your link, the data for that would be quite easy to create.)
  12. sure @MrLane the problem is you're trying to add the new image before it's loaded. so: game.load.image('flower', './flower.jpeg'); game.load.onLoadComplete.add(newImageLoaded, this); game.load.start(); function newImageLoaded() { var sprite2 = game.add.sprite(100, 100, 'flower'); }
  13. I'm often reluctant to weigh into these kind of arguments. and, in reality developers need to work out for themselves whether or not they feel that entering a competition (or working with any kind of publisher) is right for them. But, I've worked with CoolMath on several occasions and have nothing negative to say about the experience. (In fact, the opposite is true, it has been very positive!)