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About lloydevans
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lloydevans reacted to a post in a topic: [PHASER] The Halloween Game
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ivan.popelyshev reacted to a post in a topic: How to extends PIXI.extras.AnimatedSprite?
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ivan.popelyshev reacted to a post in a topic: How to extends PIXI.extras.AnimatedSprite?
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P.s. thank you very much for your amazing work, @ivan.popelyshev. I've been using your pixi-projection plugin recently and it's awesome!
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lloydevans started following Why is text not left aligned properly?, How to extends PIXI.extras.AnimatedSprite?, Speeding up performance of many graphics with polygons and 4 others
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+1 for Typescript. Webpack/Rollup are actually pretty easily configurable and versatile module bundlers. The web moves fast and it's about enabling you to use the latest and greatest tech while still supporting outdated targets as painlessly as possible. Large projects written in plain ES5 with file concatenation are usually a nightmare to maintain and work on unless they are beautifully written and documented by skilled and knowledgable people. Code editors don't know anything about the project unless you configure them to and they have complex JS analysis features. Even then it doesn't work
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lloydevans reacted to a post in a topic: Touch and click events on mobile
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xwz86 reacted to a post in a topic: Microlags with fast-moving objects
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OSUblake reacted to a post in a topic: Speeding up performance of many graphics with polygons
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lloydevans reacted to a post in a topic: Guide to pixi-V4 filters
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Speeding up performance of many graphics with polygons
lloydevans replied to Ianmh's topic in Pixi.js
cacheAsBitmap may be of use to you if your generated tiles do not need to change much. http://pixijs.download/dev/docs/PIXI.Graphics.html#cacheAsBitmap Also generateTexture. http://pixijs.download/dev/docs/PIXI.SystemRenderer.html#generateTexture It sounds like you are running into problems with Pixi needing to render a lot of graphics objects on the fly. Baking things into textures where possible may help with that. -
You are correct that you need to make sure you have the starting properties you want before adding a new tween. As for checking for an existing tween object and disposing of it, this is only necessary if Phasers tween library lacks an override system for newly added tweens which target the same object as an existing tween in the tween manager. From a quick look at the docs, it seems that's the case. A slightly cleaner way to write it would be to use the removeFrom method. So instead of the undefined check do this: game.tweens.removeFrom(this) https://phaser.io/docs/2.4.4/Phase
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Fenopiù reacted to a post in a topic: Adopt an issue today!
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jjwallace reacted to a post in a topic: Adopt an issue today!
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You also need to think about other places that interpolation and scaling may come from. The app resolution, the device pixel ratio, the font size, the font resolution. It's a big ol' kettle of fish and there is no shortage of past forum posts and references talking about this subject. Bitmap fonts are commonly used for these retro pixel art fonts with roundedPixels enabled.
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I meant to say a power of grid height, and it's not really a solution anyway. Actually increasing the resolution as you did seems like one fairly reasonable way to solve it. No reason you can't increase it even further. Edit - just be wary of potential performance implications of re-rendering that text as high resolution bitmap data from the font file. Pretty sure you can do something along the lines of cacheAsBitmap in Pixi to get around it. My explanation isn't very good but I'm trying to tell you why it's happening which can inform you to find a solution.
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It's a complex thing to explain but you are using a vector font which pretends to be made up of low resolution pixels. Phaser interpolates pixels when rendering those vectors because the vast majority of fonts want that to look smooth. Your font with a given font size may tell phaser that one of the squares in the grid is say 15.4 pixels in size which results in interpolated values.
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Might of been a typo, but you'd want to enable "autoRound" not disable it.
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ivan.popelyshev reacted to a post in a topic: Can't prevent camera from being moved out of bounds
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voste reacted to a post in a topic: Issue pixi don't load images from atlas
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Can't prevent camera from being moved out of bounds
lloydevans replied to ShotgunJed's topic in Pixi.js
Creating a moving camera effect can be as simple as adding objects to a container and moving the position/scale of that parent container. No need for local transform. Tip - Leave your stage container static, and create a container for your "camera scene". If you move the stage you don't have an easy option for anything to be unaffected by the "camera" movements! Edit - Container.calculateBounds could potentially offer a dynamic way to impose some restrictions on the movement (by checking if the bounding rect of your scene container is within the stage). There are many ways to go abou -
Can't prevent camera from being moved out of bounds
lloydevans replied to ShotgunJed's topic in Pixi.js
Yea, look at what a PIXI.Container is -
ivan.popelyshev reacted to a post in a topic: Issue pixi don't load images from atlas
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Try going to a maximum of 2048, if that doesn't work it may even need to be 1024 for some really old devices.
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lloydevans reacted to a post in a topic: Can't prevent camera from being moved out of bounds
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What dimensions are the texture atlases you are creating?
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ShotgunJed reacted to a post in a topic: Why is text not left aligned properly?
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An empty string evaluates as 'falsy', a string with a single space doesn't. My guess is that's something to do with the reasoning behind it. You can simply set the text property without using "+=" for the first time.
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http://pixijs.download/dev/docs/core_text_Text.js.html#line648 text = String(text === '' || text === null || text === undefined ? ' ' : text);