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Found 3 results

  1. There is a REPLACE game at http://www.html5pcode.com/a1yreplace.htm The game uses a p-code. The p-code was written in HTML5 JavaScript. The home page is http://www.html5pcode.com The goal is to minimize a device's maintenance cost by replacing parts before they go dead. There is a cost for stopping the device (stop cost) and a cost for each part replaced. When the device is stopped, parts that are near their expected time-to-fail can be replaced. You decide what the replace time should be. There are 100 different games. You can make your own REPLACE PROBLEM. It will be saved in your browser's local storage. This game is written in a p-code. The p-code is executed by a p-code engine. If you click on PROGRAM in the RED STRIPE at the top, you can view the p-code programs. The p-code engine can execute the programs and it can edit the programs.There is a DATA option that allows you to see the program's data as it is being executed. There is a TRAIL option that allows you to execute the program in small steps. There is an RT, Real Time, option that allows you to change the program as it is executing. There are many YouTube videos that will show you how it works.
  2. I have been haven some problems trying to replace a image in an existing Object. I have a example of the code I am using to do this.. The background image loads and shows on the canvas fine.. But when I call the handleReplaceImage function it doesn't replace the existing image, but adds the new image so I get the old and the new both in the same CreateJS Object.. So on the canvas I see two Slate Holes when it should be just the new one. So its overlaying.. How do I total replace SlateHole1.png with SlateHole2.png? Or remove SlateHole1.png from the CreateJS Object? I guess both would be worth knowing if anyone can help... var SlateHole=null; function init(){ stage=new createjs.Stage("Canvas"); createjs.Touch.enable(stage); var SlateHoleSrc=new Image(); SlateHoleSrc.src="images/SlateHole1.png"; SlateHoleSrc.onload=handleSlateHoleLoad; } function handleSlateHoleLoad(event){ SlateHole=new createjs.Bitmap(event.target); stage.addChild(SlateHole); stage.update(); } function handleReplaceImage(event){ var SlateHoleSrc=new Image(); SlateHoleSrc.src="images/SlateHole2.png"; SlateHoleSrc.onload=handleSlateHoleChange; } function handleSlateHoleChange(event){ SlateHole.image=event.target; stage.update(); }
  3. Can you NOT replace VertexData on a mesh? I am creating a Empty Mesh in C# Unity (I save some metadata info about a box size). Thin in client code i create a box VertexData and apply to mesh... But i see nothing... When i try the same "ApplyBoxCollider" code a new BABYLON.Mesh it works fine. My apply vertex function: private static applyBoxCollider(box:BABYLON.Mesh, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, updatable?: boolean }, scene: Scene): void { options.sideOrientation = this.updateSideOrientation(options.sideOrientation, scene); box.sideOrientation = options.sideOrientation; var vertexData = VertexData.CreateBox(options); vertexData.applyToMesh(box, options.updatable); } This WORKS: var box:BABYLON.Mesh = new BABYLON.Mesh("SHIT", this._scene); BABYLON.SceneManager.applyBoxCollider(box, boxOptions, this._scene); This does NOT: BABYLON.SceneManager.applyBoxCollider(existingBox, boxOptions, this._scene); I was hoping to create an empty mesh on the C# and then create the actual collision mesh on the client side and simply RESET the vertex data on an already "Parented Mesh" with all its checkCollision stuff already setup... Is that Bad... Should I just Create the whole mesh on client side only and use New Mesh instead of trying to replace the underlying vertextdata ??? Thoughts Anyone