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Found 3 results

  1. 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: So, what we have, is a lot of containers (what used to be groups in our SVG) and inside them, more Containers and finally Sprites containing Textures (what used to be paths). THE PROBLEM: We want to use Pixi's AnimatedSprite class so we can animate the mouth of our character, and when we do it, it works, but we lose the position of our Textures and they show at the upper left corner of our character. I can't see any position on this Sprites and Textures, so I guess they are just drawed where they are supposed to be and therefore when we try to animate them, we lose this relativeness to the parent and position. Any way to make them stay in place? Thank you very very much
  2. Hi I wonder how can we create an infinite relative map like in RPG for example. Like a seamless tile of texture. In the shema below, imagine that arrows are players path on x,y and z axis. How can they seamlessly passes the cube limit and be on the other side ? Is it possible ? Thanks to you all
  3. Hi peoplez! This is more or less a follow-up to this Thread in the Pixi.js section of this board. And this is what I want: The Player in the back is my parent. It is an object that is derived from the Phaser.Sprite class. The number and the text are my children, grouped together in player.attachments. I want the number to be centered and the text to be at the bottom of the player. Now this is how I tried to achieve that: player = new Player(game, 'player', 'Christian', player_number, x, y); player_scale = Math.min(magic.config.gameScale.x, magic.config.gameScale.y); player.scale.x = player_scale; player.scale.y = player_scale; player.anchor.setTo(0.5, 0.5); font_size = 30; name = game.add.text( 0, player.height/2, // text should go to the bottom of player's body, {/*style*/}); name.anchor.setTo(0.5, 1); font_size = 50; number = game.add.text( 0, 0, // text should go to center of the player's body (see anchor) player.number, {/*style*/}); number.anchor.setTo(0.5, 0.25); player.attachments.add(name); player.attachments.add(number); game.magic.players.add(player) As long as the player_scale is 1, everything works fine. But when it changes, the positioning is screwed up. And I still don't really get how this happens^^. With a smaller scale, it might look like this: In the Pixi.js thread moszis wrote: and mrBRC wrote: I tried to change my code accordingly, but that didn't put the texts at the correct positions either... If you have any suggestions or ideas, I'd be soo happy to hear them! Thanks for reading, if you made it down here . I really appreciate it! cheers bLind