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Found 11 results

  1. Hello, I would really like to use normal maps in pixi.js but I don't know how. I've came across a good example with THREE.js and using webgl shaders - clickOnDemo (sometimes it's necessary to click once on the image to work). So I really wanted to replicate it but using pixi, I gave it a shot aand black screen - myDemo . I don't get errors and I'm not sure what I'm doing wrong. Could the problem be in the way I'm creating the mesh? I've checked other example from pixi's page in which shader with heightmap is used on a mesh and works perfectly fine - pixiExample. I'll be very grateful if I get this normal map thing working.
  2. Hi all, i've been messing with something for a couple days. I'm passing in a transparent blurred PNG to a shader, as well as a solid PNG background, and running it through a grayscale shader. If I simply display the pixels of the blurred PNG, it is output on top of the solid background as expected. The grayscale part of the shader works fine. However, the grayscale portion of the photo has a harsh transition to the background. It doesn't fade nicely and follow the alpha of the blurred PNG, like a blendMode would. I realize they are different things, but I feel like I am missing something obvious, and that it should work as I'm expecting. I have a playground setup to demonstrate the issue. Ignore the ugliness of the assets, it gets the point across better https://www.pixiplayground.com/#/edit/0ZaLP0UrUIPKfyHU_S3-o In the photo attached, the desired result is on the left (from Photoshop Color BlendMode). The right is the result from the playground. You can tell that the grayscale area on the right is much larger, since I believe that any alpha that is NOT 0, it being set to 1. I would like to try and maintain the alpha from the original blurred PNG. It may not seem like much but it really kills what I'm going for with the aliased edge like that. Thank you!
  3. I am developing a unique but really simple puzzle game that consist in just put all the players (astronauts) in the goal squares at the same time. Rules: All astronauts move at once. NOTE: Only puzzle games lovers would enjoy this game, so if you aren't, you can skip seeing it:). Some levels could be really challenging. Here it is: https://llpujol.itch.io/puzzle-astronauts Comments & improve suggestions are welcomed:), Hope someone could enjoy it:)
  4. There's a TileSprite implementation in my project that seems to offset and distort on live production kiosks. this.tileTexture = PIXI.Texture.from(ConveyorAsset.RED); this.tile = new PIXI.TilingSprite(this.tileTexture, 491, 50); animate: function() { this.tile.tilePosition.x -= 0.51; if (this.enabled === true) { this.frameId = requestAnimationFrame(this.animate.bind(this)); } } I've let this animation run for 12-hours at a time on my development computer, and never seen an issue. However, at production facilities on kiosks running 24-hours a day, eventually there's some offset to the tile data that corrupts the animation. Any insight as to what might cause this, or how to debug it? Kiosks are Intel i5-7300, onboard Intel HD Graphics 620 Conveyor.mp4
  5. Hi, probably one that crops up a lot - is there a good way to wait, or check load of webfont before displaying? The webfont, supplied by google, currently works fine on second load but on a hard refresh often defaults to a system font which makes literally the whole game look aweful. Also, I find that the font is anti-alised which looks bad against the games pixel art look, is the a setting that sorts this at all?
  6. Hi, all I need to show loading spinner until PIXIJS finish calc all nodes and before the going to render scene. do you now to give a callback to PIXIJS to call before first render ? @ivan.popelyshev do you have any idea?
  7. I am learning PixiJS inside a VueJS component following the Pixi tutorial and I the console shows this error : <template> <div> {{ displayPixi() }} </div> </template> <script> import * as PIXI from 'pixi.js' export default { name: 'HelloWorld', methods: { displayPixi() { return new PIXI.Application({width: 256, height: 256}) } } } </script> How do you load Pixi instances in VueJS ? Thanks for the help.
  8. I have image in pixijs app. I need to hide it then show it with door open like effect (as seen in attached picture) var pixiapp; var pixiloader = PIXI.Loader.shared; initpixiapp(); function initpixiapp() { pixiapp = new PIXI.Application({ width: 1280, height: 720 }); document.getElementById('canvas-container').appendChild(pixiapp.view); pixiloader.add('images/img1.png').load(handleimagesload); } function handleimagesload() { var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture); pixiapp.stage.addChild(img1); // here will the the code to hide and show image in door open effect // var ticker = new PIXI.Ticker(); // ticker.add(() => { // // }) //ticker.start() }
  9. Hi, I'm trying to load a Json form another Json loaded in the loader but don't know how to do. loader .add("map", "../../assets/map/map.json") .load(setup); It is a Tiled .json and inside there is the path to the "tileset.json", it looks like this : "tilesets":[ { "firstgid":1, "source":"..\/tiled\/tileset.json" }], "tilewidth":32, How to access this "tileset.json", how can I add it to the loader ? Knowing that I don't want to have to put it manually, I want the loader to find the json path inside map.json and load it. Thanks.
  10. Hi, I'm new to this forum so hi to everyone! :) Currently, I'm trying to build an isometric tilemap that also displays a certain height. Here is a demo: https://www.pixiplayground.com/#/edit/69C1wfNIowvu5wNNccv8w I have the following problems and maybe somebody could guide me in the right direction. 1. Shadows: When I remove the lineStyle, different heights and the depth of the scene are not really recognizable. I think this could be solved with proper lighting and shadows. Any suggestions on how to implement this? 2. Sprites & Performance: I'm currently calculating all vertices manually and then I draw a PIXI.Graphics-Polygon according to the vertices. Is there a more efficient way to do this. I'm not very experienced with PIXI.Mesh, SimpleMesh or SimplePlane. I wanted to use the PIXI.SimplePlane first but the documentation seems to be wrong... In addition to the mesh generation do you have any tips on how to properly cover the mesh with sprites, soften the edges and smoothly transition between different sprites. 3. Player movements & buildings: In the future I'd like to be able to add players and buildings. This is not so important right now but as the objects will heavily interact with the map, I'm happy if you have some guidance on this topic as well. Thank you very much! All the best Tom
  11. Been working with Pixijs for a month of so now and haven't found a good way of identifying sprites or containers in other containers. How do you get or adjust sprites and containers within containers? I'm been looking at: .getChildbyName but what name? And .getChildAt but how do i identify it amongst many other objects that could be returned? is there a design pattern I'm missing here, or a built in id for each created sprite that I can use to lookup or a name that I can assign? Cheers.