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  1. Hello. I currently have a strange problem when drawing lines or a rectangle on a existing container. Containers Layout: ---------------------------------- - World : Container -> SceneManager -> GetActiveScene(): Container When the world get's created i get the ActiveScene from the scene manager. But when the graphics object is rendered it has a differant size then its container where it is placed in. Code Snippet: NewScene(sceneOptions: ISceneOptions): boolean { //this.ActiveScene.removeAllListeners();
  2. Hello friends, I'm totally new to Pixi.js and canvas in general. I'm trying to develop my favorite board game Patchwork, where I have a scrollable container with patches from which player can select one. Above the canvas I have two buttons for controlling the scrolling direction. Each time player clicks on one of these buttons, the x coordinate of the container updates. I was wondering if there is any 'best practice' way to implement infinite scrolling of the container (such as creating an infinite image gallery)? I have a few ideas, but I wan't to hear other opinions before I reall
  3. Hey, I want to ask if there's a way to create render textures of displayObjects which aren't rendered/shown on screen? For example, let's say I have a container which has the sprites of normal maps, I want to create a render texture of this container which I could then maybe use in a shader. Now, I obviously wouldn't want this container to be visible at all, if I make it invisible, the renderTexture is going to be empty as well. So, the use case is that I have a container which is just used to create textures that could be used in a shader, and I dont want this container to be visi
  4. I am trying to get all the children of a container displayed inside a zone. var container = this.add.container(200, 200); var sprite0 = this.add.sprite(0, 0, 'box'); var sprite1 = this.add.sprite(0, 100, 'box'); container.add([ sprite0, sprite1 ]); var graphics = this.add.graphics(); var color = 0x00ffff; var thickness = 2; var alpha = 1; graphics.lineStyle(thickness, color, alpha); graphics.strokeRect(32, 32, 256, 256); graphics.fillStyle(color, 0); graphics.fillRect(32, 32, 256, 256); container.mask = new Phaser.Display.Masks.Geome
  5. I try to make my pixi.js scene to adjust its size to the window on resize. To do so I use the following: window.addEventListener("resize", () => { this.renderer.resize(window.innerWidth, window.innerHeight); }) It resizes the canvas, inspecting the element it shows the correct size, but somehow the scene is cut off. Both the text and image are pixi.js generated - all stored in several PIXI.Container()'s
  6. Hi, I am starting my first little game with Phaser and it's not going entirely smooth :D. I need to display a button with a word (dynamic text and size) , center it, and make it draggable. What I liked about Phaser is that there were tons of shortcuts and lab examples to do things quickly. So I tried to keep my code so concise as possible. These three problems took most of my time. Center the text in a button ( which is a graphic ) Putting these in a container and centering the container. Dragging the container. I would love to solve the first two simply by usi
  7. Hello, I am making a top down zombie shooter in Phaser 3. I am using the moveToObject function to make zombies follow the player. Now I want to make healthbars for the zombies. I have read that you can use containers to make the enemies and healthbars move together but I am having trouble to move the container with moveToObject. Is it possible to move a container with the moveToObject function or should I use something else instead?
  8. I have an enemy with a health bar. I want the health bar to move with the enemy. To do this I have made a container like this: var container = scene.add.container(x, y, [enemy, healthBar]); This work just as expected, the problem is when I try to move the container with moveToObject like this: scene.physics.moveToObject(container, player, speed); This does not work at all. How do I solve this?
  9. I've taken the SpaceInvaders example project and extended it - added different enemy types with animations, a different player, also with animations. I'm in the process of adding the three 'walls' or 'barriers' that were in the original game. I've set up each wall as a separate instance of a class that extends me.Container. Each container holds 4 rows of 12 images in a grid, similar to how the enemies are stored in a container with a grid. Currently all the walls are rendering properly, but it seems like the quad for each wall is offset to the midpoint of the wall (along the x a
  10. Hi, I've added a particle manager to a container and created three emitters within it. The first emitter appears to inherit its position from the container as you'd expect, but the second and third emitters seem to be doing something weird in terms of positioning. I could try adding three managers each with one emitter, but was wondering if there was a reason why the three emitters in one manager doesn't work... Thanks, Gordon 'this' in the context below is the container. addEngines() { // create attached particle emitter this.particles = this.scene.add.part
  11. Hi, I'm new to Pixi and couldn't find anyone with the same problem so here I am. I have a container full of black squares (drawn with Graphics) to hide parts of the map, like a fog of war. Some have their alpha set to 0 to reveal what's underneath (I know there are a million better ways to do that but MVP first, optimizations later). The problem is when I set cacheAsBitmap = true on the container, a weird diagonal line appears. This container can be very big and doesn't change much so it makes sense to cache it. Is there something I'm missing or is this a bug?
  12. Hi, Can anyone tell me please what the best way to hide a "BETTING CONFIGURATION" container by clicking anywhere on the screen other than that container? Actually i'm detecting the mouse coordinates and comparing with the window / container coordinates, but it's good practice? public static isColliding(mouse: any, object: any): boolean { return !(mouse.x < object.x || mouse.x > (object.x + object.width) || mouse.y < object.y || mouse.y > (object.y + object.height)); } this.baseContainer.interactive = true; this.baseContainer.addListener('pointerdown', () => {
  13. SamYan

    Doubt Container

    Hi. I just started in Pixi js. Can someone explain to me if a container is used to create different levels of game? Thanks in advance
  14. Hello everyone What is the most powerful and performance way to extends a PIXI class? Example from my side, I need the native PIXI.Container class but with more methods and properties, and here's how i proceed. PIXI.ContainerData = (function () { class ContainerData extends PIXI.Container { constructor() { super(); this.Sprites = {}; // others custom proprety for game obj }; get d() { return this.Sprites.d }; // return diffuse sprites get n() { return this.Sprites.n }; // return normals sprites //TODO: spine no
  15. Hey all, I want to resize an element but not as often as I currently do it. Right now I have a project with an html element that gets resized on every frame and it runs on every update. game.gui.TextArea = me.Renderable.extend({ init: function() { this.textarea = document.createElement('textarea'); this.textarea.id = 'textHistory'; this.textarea.readOnly = "true"; this.textarea.disabled = "true"; me.video.getWrapper().appendChild(this.textarea); }, update: function() { videoPos = me.video.getPos(); this.textarea.style = 'width:' + (window.innerWidth
  16. Hi guys, does anyone know how can I bring in front of all of my scene a container(popup) that was created in a previous scene? Is this possbile? Thanks.
  17. Hi guys, I'm trying to make some windows(pop-ups) that I will use in my game, these are for game over, game won or showing different text tips. Will contain text, buttons, sprites. What is the best way to achieve this? If I use a container, how can I show/hide it? This environment is new for me so I'm open to suggestions and ideas. Thank you!
  18. When I extend a class, as shown here: export class AbstractType extends Phaser.GameObjects.Sprite and try to add a subclass of that type(AbstractType) into a container, symbols.add(symbol) I get the following error: TypeError: gameObject.once is not a function at Container.addHandler (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:57689:1) at Object.Add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js:100986:1) at Container.add (/Users/schwarzj/Desktop/symphonymathhtml5/node_modules/phaser/dist/phaser.js
  19. Hello, I am making an arena shooter multiplayer game with destroyable obstacles. You can see a pre-alpha here: http://mechsgame.s3-website.eu-west-2.amazonaws.com I have encountered a problem I'm not sure on how to proceed on and I surprisingly couldn't find any information on similar issues. My game will have tall walls and other obstacles which can potentially cover the player's character. I would like to make an effect similar to RTS games, where an outline or a shadow of the player is visible on top of the obstacle. See the below picture to get an idea of what I me
  20. Hey guys, So I was fiddling around with Pixi's drag example on their website. I was wondering how can one drop the object in a container. For example I want to move and object and when it reaches near the container it attaches on top of it. I'm really scared of posting this since people might think I want someone to code it for me but I just want to understand the concept and the things I can use, so to say a guide. Would appreciate the help
  21. Hi all, I am trying to clone an PIXI Container so that it will have no relationship with the original one, except that they both should share the same prototypes - DisplayObject, EventEmitter, Object. But somehow I loose the original Container, see demo:
  22. Container and DisplayObject do not have their own size, its depends of its children, so If you add a Child and use anchor property and others properties related with size it will not work. What would be the best practice to do a simple layout like HEAD, BODY and FOOT? where I can define and limit the size of each "area" and all their children? I thinking in create a new class that inherit Container and overwrite the width and height properties to be static but I'm not sure it will be considered in the anchor logic. Any advice?, here an example how it does not work https://jsfid
  23. I was wondering what is the best way to handle shadow for a "character". I made a character and i want to put a shadow at the bottom a kind of "circle" with opacity, for convenience let's say it's gonna be a transparent PNG. The way i can think of : - (1) Just add the sprite to the game, this leads to duplicated calculations in the update part cause i have to update both the "character" sprite and his shadow; - (2) Add the shadow as a child sprite of the "character", this leads to having the shadow on top of the sprite instead of back to it; - (3) Add the "character" sprite
  24. I'm fairly new to pixi.js and programming altogether. I am making a plugin that parses the xml save file of a sprite animation program and recreates the result in a game engine. The animation program uses bones for skeletal animations and the images (sprite parts) inherit the x, y, angle, scale_x, scale_y of the parent bone. The main idea would be to create sprites for the bones and the images, set up the bone inheritance to make the skeleton animation work correctly and then addChild the image sprites to the respective bone sprites. The only problem is that along with the afore
  25. Hi there, first i'm more or less new to JS and Pixi (comming from php), so please be patient if i ask strange questions i want to write an relative huge game/app with many locations and animations (spine maybe) and want to realize it in an one page app. To keep the memory usage low i try to write an stage/container management class that only initialize the elements (sprites/animations/dom elements) on demand and dispose them afterwards. My question is now is there allready an solution for this hidden in pixi? Or does a best practise exist for this? Or does there exist maybe ev
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