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Found 8 results

  1. I'm totally new to pixijs and to game development in general. I need a help in fixing this error in devices that use canvas if webGL is not available. Im using projection plugin and it is seems like the error is from projection.sprite2d. I am researching about the issue and found PIXI.CanvasRenderer.registerPlugin but don't know how to use it. please help I'm stuck with this issue. TIA
  2. Hey guys! I've got one main question, with a few follow ups.. here goes I was wondering if there was a way draw an image onto the PIXI.Graphics (object thingy)? I'm aware I can add sprites to the stage and other containers. But I'm currently drawing polygons, and images (with a dynamic render order), So this seems like a good way to do that. Is there a way of doing this, similar to the plain/vanilla canvas way: var canvas = Dom.get('canvas');var context = canvas.getContext('2d');context.drawImage(source, x, y, w, h, ...); I've tried: var context = pixiRenderer.context;.. but this only
  3. Hi all, i'm facing with this problem on some chrome browser (updated), can some one suggest where i must check the error? I use typescript with webpack. Can some one tell me how to figure out this error? The code work well also in internet explorer!!! The problem is only on chrome windows. This is my webpack configuration: var path = require('path'); var webpack = require('webpack'); var phaserModule = path.join(__dirname, '/node_modules/phaser/'); var phaser = path.join(phaserModule, 'build/custom/phaser-split.js'), pixi = path.join(phaserModule, 'build/custom/pixi.js
  4. Hi people, I'm porting something from flash where I have a drawn map with roads, and I want to be able to select each road individually with the mouse. now in Flash I could simply use the hittest on the shapes of the roads, but in PIXI I can't. My solution was to draw all the roads, each with an unique RGB color, and do a get pixel on your mousecoords to see which road you've selected. Now my problem is, how do i get pixeldata from my sprite when I'm using a webgl renderer ? What I've come up with so far is creating a separate canvasrenderer and a separate stage to render my map to, an
  5. Hi and hello there fellas, I'd like to request your help in solving a strange Canvas bug. First of all I'd like to state that I've already released an Android/iOS game using Pixi.js (and Cocoon.js) so I do have some experience in Pixi.js stuff and I'm at least not a complete rookie. I've just recently updated my current work-in-progress project from Pixi 2.x to 3.x, which took a few hours because like half the api was deprecated. But thankfully those guys at Pixi made a deprecation.js file which made the changes a lot easier. After updating all parts of my project I have come to a state wher
  6. Hello, All is in the title, if you want a running exemple, as I'm unable to doing a jsfiddle, you can go here and: http://pixijs.github.io/examples/index.html?s=basics&f=spritesheet.js&title=SpriteSheet%20Animation replace the first line by this: var renderer =new PIXI.CanvasRenderer(800, 600);and tint the movie. movie.tint=0xcd12d0Then push the green button: the plane becomes crazy. It's in V3
  7. I made a little demo called pixi-bouncing-box. You can see the demo here. So initially there are 10 bouncing boxes. When button add 10 boxes is clicked, another 10 boxes are added to stage. The animation run smoothly at 60fps, even after 90 boxes added. But after awhile, the fps gradually decreased from 60 to 50 then down until 20fps with 90 boxes added to stage. I saw the PIXI v3 100k bunnies benchmark and it claimed it got 40fps. Did I make some mistakes? The code I made is available at Github, but I'll also post it here in case you need a quick scan. ;(function ( window, document, undefin
  8. noom

    TilingSprite Bug

    Hi all, I just posted this issue over here at the PIXI github (https://github.com/GoodBoyDigital/pixi.js/issues/1038) - But thought it might be worth it to fire up a discussion and see if anyone had come accross the issue before. I'll give a brief overview incase people can't be bothered to look at the github link, basically what's happening is this : webGL Renderer -> canvas Renderer That's two sprites on a blank stage, one is a standard PIXI.Sprite (the square) and the other is a PIXI.TilingSprite (the circle) - under webGL it runs fine, under canvas it fails...as you can see. The code
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