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Showing results for tags 'animatedsprite'.
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I want to make my fish(fish_) can transform to another form (fishFly_) while jumping, and I wrote a function called "jump" to do so. But when I was trying to change the .visible of them, console gave me: Uncaught ReferenceError: fish_ is not defined at jump (game.js:142) //the line of "fish_.visible = true;" in "else statement" of "jump function" at t.fn (game.js:127) //which is the line of app.ticker at t.emit (TickerListener.ts:107) at e.update (Ticker.ts:479) at _tick (Ticker.ts:187) seems like I used the wrong way to change it. Can someone
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So I wanted a loading animation in the starting phases of my game, like you do, but I am pretty new to pixi so I tried to follow some tutorials to create an animated sprite from a sprite sheet using the built in code in Pixi to extract an animation from a texture packer file, but no matter what I do, i get this message ( load is the animation id) Uncaught TypeError: Cannot read property 'load' of undefined at e.loadProgressHandler (index.html:49) at e.o.emit (pixi.min.js:8) at pixi.min.js:19 at t.value (pixi.min.js:10) at pixi.min.js:9 at s (pixi.min.js
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I've loaded two animations in Pixi with spritesheets. I wanna swap to second animation right after the first animation is finished. However, (It's happen with a 3840x1080 resolution, and the GPU memory usage is mainly fall between 90%-99%) 1. there's a significant lag of the transition between these two animations in the first time. 2. After the first play, if I remove and add the animatedSprite from the stage immediately, the transition is very smooth. 3. After the first play, If I remove the 2 animatedSprite from the stage, wait for ~2-3 minutes and add the 2 animate
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Hi, I am complete beginner with JavaScript and pixi.js. I've been learning these days the basics (sprites, shapes, text, buttons...) following the tutorial on the GitHub page. I was planning to use now animated sprites (using a sprite sheet) and found this on the documentation for the version I'm using (v4.8.2). That page contains a piece of code that doesn´t work on my project, and it is not recognised by vscode's intellisense either. // The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} // containing the animation definitions: PIXI.load
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I am trying to write a plugin for RPG Maker MV, which uses Pixi.js. The problem may be an incompatibility, but I have asked several people now and I just don't know where else to ask. The PIXI Version I tried it on was 4.5.4 Kreaturen.Kampfsystem.StarteKampf = function () { // Kampf Übergang for (var i = 1; i <= Kreaturen.Kampfsystem.KampfÜbergang.AnzahlFrames; i++) { Kampf_Anfang.frames.push(PIXI.Texture.fromImage(Kreaturen.Kampfsystem.KampfÜbergang.Pfad + i + '.png')); } Kampf_Anfang.anim = new PIXI.extras.Animated
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- rpg maker mv
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I'm new to Pixi.js I did a code to make a simple 3 frame animatedSprite but it never leaves the first frame, if I do a gotoAndPlay(1) it goes to the desired frame and stops, and if I console.log the ticker it keeps on the frame as it were stopped but the playing property is true. Can't find the error anywhere. Somebody could help me out here? The code is below: var w = window.innerWidth, h = window.innerHeight, objs = {}, tex = {}, anim = {}, prop = w/16, props = { grass: [2060, 745, 16], trave: [1334, 471, 10], rede: [1309, 454, 9.8] }; var app = new PIXI.Application(
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- pixijs
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Hello there, What an amazing engine to render on webGL/Canvas! We are getting such a boost on performance thanks to this great library. Now, let's go to the point: We managed to partly migrate all our SVG animations to canvas using PixiJS. In order to do that, we had to parse our SVG so we could have a Container/Sprite/Textures structure that Pixi could manage and understand. We finally did it, and we have an Object like the onw you can see on the attached image: It is coming from the SVG you can find here: http://lab.pre.rtve.es/el-cue
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I use this code to setup a texture atlas animation: PIXI.loader .add('out2', 'assets/out2.png') .load(function (loader, resources){ onRotationsLoaded(loader, resources) }); function onRotationsLoaded(loader, resources) { first = new PIXI.extras.AnimatedSprite(setupFrames(resources["out2"].texture.baseTexture)); app.renderer.plugins.prepare.upload(first, function(){ console.log("loaded first"); // ready to go }); } function setupFrames(name) { var frames = []; array is an array that stores correct position f
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I am running a current animation on click. At the time of click, I start loading the next animation. On next click event, I fire the next animation, and hide current one with the code below. It is essential that the animation fires without delay. $("#canvas").on("click touch touchstart",function(){ if (firstRun){ current.gotoAndPlay(0); //current is an animated sprite loadNext(); console.log("first run"); firstRun=false; }else{ if (canRunNext){ next.visible=true; current.
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I have image with 10 different animations and 10 frames by each. On stage i have for example set of 15 diffeent objects with animation. From time to time i have to change set of animation to another.One way to do this is to delete objects and create them once more with needed sprite animation. var moveClip1 = createClip(5); createClip: function (symbolIndex) { var image = this.game.getImage('images.symbols'); var base = new PIXI.BaseTexture(image); var textures = []; for (j = 0; j < steps; j++) tempTexture = new PIXI.Texture(base, { x: this.game.s
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