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notalentgeek

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About notalentgeek

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    Advanced Member
  • Birthday 01/29/1993

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    Male
  • Location
    Enschede
  • Interests
    I want to make a small story based game studio.

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    notalentgeek

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  1. These codes below: const bunnyTexture = new Texture.from('bunny.png'); const bunnySprite = new Sprite(bunnyTexture); And these codes below: const bunnySprite = Sprite.from('bunny.png'); Both codes seem do the same thing.... What are the differences? What is the best practice? Are the one is better than the other one on certain cases, etc..
  2. Alright guys... thank you for your reply. So: Browser DevTools (I think, I am quite familiar with this) Use TypeScript Sugar Classes (not sure what it is meant, but I will learn along the way) Using const (are there any cases we would still use var?) Possibility of using WebPack ---> Is this necessary (help my development workflow by significant margin)?
  3. I am looking at this codes: https://codepen.io/davidhartley/pen/zpuwC. I want to have clouds like that in my PixiJS application. But, I need reference on how to get started. For starter, how I can make an extremely simple version of the cloud? I want to make an extremely simple version of this and step-up from there. What is this function used for: var shader = new PIXI.AbstractFilter(fragmentSrc, uniforms); ? And what makes PixiJS able to make 3D render? I though it is only meant for 2D development.
  4. Hello guys, it has been long time since I visit this forum actually. Just right to the point, I want to get started again with PixiJS and general JavaScript development (last time, it was like three years ago with PhaserJS). I just done reading all chapters in https://github.com/kittykatattack/learningPixi. I just made a simple circular gradiented white circle that has its alpha decrease and increase over time. Here are the codes: // Aliases let Application = PIXI.Application let Graphics = PIXI.Graphics let Loader = PIXI.Loader // Instantiating PixiJS Web Application let app = new A
  5. I found a weird behavior.... dragon_character.play(true); // `true` is used for looping forever. dragon_character.scale.set(1); console.log("=========="); console.log("after setting up scale and before setting up width and height"); console.log("scale.x = " + dragon_character.scale.x); // `1`, which is expected. console.log("scale.y = " + dragon_character.scale.y); // `1`, which is expected. console.log("height = " + dragon_character.height); // `undefined`, which is expected. console.log("width = " + dragon_ch
  6. Yea, I just figure it out myself. But this does not explain why `Uncaught TypeError: PIXI.Point is not a constructor` error happened. Neither, there is no information in the documentation. Is there any JavaScript file that I should never import to the HTML file?
  7. I am currently learning Phaser by doing some examples. I am currently here: https://phaser.io/examples/v2/animation/creature-dragon-multiple. I am wondering, how can I set the height and width of `Phaser.Creature` object? The default `height` and `width` are set to undefined. Hence I need to set both height and width in order to set the `Phaser.Creature` dimension. Here are some codes. dragon_character.play(true); // `true` is used for looping forever. dragon_character.scale.set(20); dragon_character.height = 100; dragon_character.width = 100; console.log(dragon_character.height); /
  8. Finally, a respond. I have downloaded twice the library from `npm` the error still persists.
  9. Doing the multiple dragon example here: https://phaser.io/examples/v2/animation/creature-dragon-multiple. Is there anyway so that both dragon appear at the same time, but each starts its animation on different frame?
  10. I am currently learning Phaser by doing examples. Got into the dragon creature example, I need to import additional add-ons for Phaser. I tried to import these JavaScript files. <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-minimum.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-no-physics.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-split.js"></script> <script src="{{ node_modules_root }}/node_
  11. Solved. From the most recent Phaser version, I need to import these .js files. <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/phaser.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/creature.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/p2.js"></script> <script src="{{ node_modules_root }}/node_modules/phaser-ce/build/custom/phaser-arcade-physics.js"></script> <script src="{{ node_modules_root }}/node_modules/ph
  12. The main.html file. <!doctype html> <html> <head> <meta charset="utf-8" /> <link href="{{ root }}/app.css" rel="stylesheet" type="text/css"> </head> <body> <div class="flex-basic flex-row"> <div class="flex-1"></div> <div class="flex-basic flex-column"> <div class="flex-1"></div> <div id="phaser"></div> <div class="flex-1"></div> </div> <div class="flex-1"></div> </div> <script src="{{ node_modules_root }}/node_mo
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