Jump to content

Search the Community

Showing results for tags 'capture'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 6 results

  1. Have tried to search as much as I can and all I found was an unanswered question: https://stackoverflow.com/questions/41658398/how-to-take-a-360-panorama-image-in-babylonjs Is there some easy way to have the camera display a 360 view in the canvas? The reason I'm asking is because I want to try make a canvas and stream it to Youtube 360 view. The closest thing I have found so far is making (a lot) och multi view cams pointed at every direction, but that sounds potentially laggy and not the best approach. Cheers
  2. Has anyone tried using Ccapture.js with Pixi? I tried but it seems to just stop the animation and nothing gets captured. I got it animating now but the .webm video is just showing black. var renderer = PIXI.autoDetectRenderer(800, 600,{ backgroundColor : 0x1099bb, view: document.getElementById("view") }); // create the root of the scene graph var stage = new PIXI.Container(); var style = { fontFamily : 'Arial', fontSize : '36px', fontStyle : 'italic', fontWeight : 'bold', fill : '#F7EDCA', stroke : '#4a1850', strokeThickness : 5, dropShadow : true, dropShadowColor : '#000000', dropShadowAngle : Math.PI / 6, dropShadowDistance : 6, wordWrap : false, wordWrapWidth : 440 }; // var richText = new PIXI.Text('Rich text with a lot of options and across multiple lines',style); // richText.x = 30; // richText.y = 180; //stage.addChild(richText); var yincr = 0; for (var i = 0; i < 200; i++) { yincr = yincr + 40; var richText = new PIXI.Text('Rich text with a lot of options and across multiple lines',style); richText.x = 30; richText.y = yincr; stage.addChild(richText); } // Create a capturer that exports a WebM video var capturer = new CCapture({ format: 'webm', framerate: 60, verbose: true } ); capturer.start(); // start animating animate(); function animate() { requestAnimationFrame(animate); capturer.capture(document.getElementById("view")); stage.position.y -= 1; // render the root container renderer.render(stage); if(stage.position.y == -10){ capturer.stop(); // default save, will download automatically a file called {name}.extension (webm/gif/tar) capturer.save(); return; } }
  3. Hola! I wanted to take a screenshot of my game and download it to the user's device. I have this working, almost except that on my iPhone5s in Safari, the downloaded image is upsidedown. To get the screen shot I use my code below (specifically, the toDataURL() function). On my desktop, the downloaded image is oriented the right way. But not in Safari mobile. I don't have Safari Desktop to try it there, so I'm not sure if mobile vs. desktop makes a difference. Has anyone dealt with this? Know of any work arounds? Thank you in advance! saveCanvas : function () { var link = document.createElement('a'); link.href = this.game.canvas.toDataURL('image/png'); link.download = 'Highscore.jpg'; document.body.appendChild(link); link.click(); document.body.removeChild(link); }
  4. Hi, I want to allow a key that was added with "theKey = game.input.keyboard.addKey(Phaser.Keyboard.A)" to be propagated up to the browser without having to remove the key capture with "game.input.keyboard.removeKeyCapture(Phaser.Keyboard.A)". I want to do this because on the page where the Phaser window is, there is also a comment section where those letters actually can not be typed. I do not want to remove key capture because then I will need to use "theKey.onDown.add(function)" and this function will only be called one time ( I want the key to repeat some action as long as it is pressed down ). Here is the said project, where the key "A", named "p1.leftKey", is used to move the first player's canon ( as you can see on line 448 in the script.js file : "if(p1.leftKey.isDown){p1.canon.rotation -= 0.02;}", wich is in the update function ). script.js
  5. Hello Everyone, This is a question, possible answer and a feature request all rolled into one. First the question: For my UI I need a way to set a specific sprite (or set of sprites) to be the only ones with active inputHandlers, Basically setCapture/releaseCapture... I spent a fair amount of time looking over the input system and didn't see this feature? My 'answer' http://goo.gl/3aUk2y This code adds setCapture, releaseCapture and getCapture to the Phaser.Input class. setCapture takes a single inputHandler or an array of them and will push the currently active notion of interactiveItems making the arguments the current set of interactive elements. The releaseCapture method restores things to the state before the push and of course getCapture returns the inputHandlers that have captured input. The feature request My hack works enough for now, but it seems clunky and woe to me if I ever need enable/disable sprite inputs while inside a capture mode. A more robust event bubbling system for sprites (and groups), would be really handy. I know this isn't a trivial request but it would probably make things easier for making certain types of UI. Cheers, brad
  6. 2600 FREE bvh files http://mocap.cs.cmu.edu/ babylon dev team, please integrate.bvh support to handle meshes with bones (bvh) For example: BABYLON.bvh.constrain(mesh, bendingStiffness[array], tolerance, scene)
  • Create New...