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d13 last won the day on August 29

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About d13

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  1. Thanks so much, Ivan! I, too, can probably afford to "wait" on this one. Otherwise I'll investigate option too - sounds promising 😀.
  2. Hi Everyone! I have an odd problem (in v5) where setting `antialias: true` works with sprites, text and rectangular graphics, but not sprites containing Pixi-created graphics with rounded edges (such as circles and rounded rectangles.) Has anyone seen this problem before or understand what I'm describing? (Sorry, I would upload an image of what I'm seeing but the board won't let me upload files for some reason.) Thanks! Rex
  3. Thanks for doing this!!! I also need to update the original tutorial for v.5, and make a few changes and improvements.
  4. d13

    physics library

    Pixi works beautifully with all physics libraries. Just map your Pixi sprite positions to the physics body positions and you're good to go.
  5. Have you tried the pixi plugin for Chrome? It will display the actual sprite bounding boxes for you. https://chrome.google.com/webstore/detail/pixijs-devtools/aamddddknhcagpehecnhphigffljadon?hl=en Bump.js is my project, so I'm to blame if there's a problem with it! 😀 But my guess is that the actual width and height of the sprite is bigger than you think it is because of child sprites increasing its size.
  6. You can start here: https://medium.com/a-beginners-guide-for-webpack-2/webpack-loaders-css-and-sass-2cc0079b5b3a (the npm/Webpack combo has become the defacto standard, so love it or hate it makes sense to at least it learn it - and it does work well enough.) Then load Pixi in as an npm module. Once you've done that, you can import the global PIXI object into your code like this: import * as PIXI from 'pixi.js'; ... and just start coding!
  7. I'm working on this at the moment. Assuming you have a basic MatterJS world up and running.... Create your physics bodies as Pixi sprites as usual. However, You will need an array that will store sprite/body pairs. For example: physicsSprites = []; Pixi sprites will also need to have their anchors set to (0.5) to match the physic body anchors. anySprite.anchor.set(0.5); Then, when the sprite and body have been created, Push the pair of them into the physicsSprites array: physicsSprites.push([body, sprite]); You'll end up with a 2D array of matching pairs for each of your bodies and sprites. Then, in your game loop, loop through the elements in the physicsSprites array and set the sprite's position to the position of the body: function update() { physicsSprites.forEach(element => { let body = element[0]; let sprite = element[1]; sprite.x = body.position.x; sprite.y = body.position.y; sprite.rotation = body.angle; }); } MatterJS works beautifully with Pixi - my physics engine of choice.
  8. Oh, thanks!! I really need to update it for Pixi 5. Luckily I'm starting a lot of new Pixi work so should be quite active here again.
  9. Hi Everyone, Just letting you know I'm busy updating SpriteUtilities to Pixi v5: https://github.com/kittykatattack/spriteUtilities/tree/dev PRs and bug fixes welcome!
  10. Hi Everyone, Just letting you know I'm busy updating my old Pixi game loop, Smoothie, from Pixi v3 to v5: https://github.com/kittykatattack/smoothie/tree/dev I'd appreciate any contributions or improvements. Feel free to PR minor tweaks, but for any feature changes or major refactoring let's discuss those in the Issues. Thanks!!! kk.
  11. d13

    Loader in v5?

    I did indeed, thank you!!
  12. d13

    Loader in v5?

    Hi Everyone! `const loader = PIXI.loader;` is giving me a deprecation warning, but `const loader = PIXI.loader.shared` is coming up `undefined`. Can anyone tell me where the loader is hiding in v5? Thanks!
  13. Hi Everyone!! I'm trying to build a simple interactive rollercoaster to demonstrate some physics concepts. I came across this demo, which looks like a good start: https://www.babylonjs-playground.com/#92EYG#21 To turn this into a rollercoaster, a force would need to be applied to the box as it's climbing the first hill, and then gravity/potential energy would have take over. Does anyone know what steps I should take to start implementing this? Thanks! d13.
  14. ... or you're required to meet the W3C Web Content Accessibility Guidelines (https://www.w3.org/WAI/intro/wcag)
  15. This is a fascinating problem!!! Does no one here have any ideas on how to solve it?