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  1. Hi, Does anyone know if a single frame in an animated sprite can be used as a trigger to change scene (Phaser 3)? I have an interface with about 30 images set in an animation loop and would like to be able to click on a particular image to change the scene. The result I would like resembles a JavaScript switch statement. Thanks
  2. Project `visual ts game engine` Tutorial Basic - Sprite animation (SpriteTextureComponent) Screenshot: SpriteTextureComponent class extends TextureComponent It means that we can easy use tiles on sprite animation. Scales is also interest parameter. Use if you want the textures to be larger/smaller than the physical body. sprite: { xScale: 2, // or smaller 0.2 yScale: 2, // or smaller 0.2 }, Demo code: /** * @description * I use images from add-element folder. * This is demo but for real release this * is bad praticle.
  3. I am trying to make a toggle button. So I made a spriteSheet with the two frames with the positions that the button can have. this.load.spritesheet('buttontog', 'assets/tbspr.png', {frameWidth: 160, frameHeight: 47}); It works when I click it once, toggling it. this.buttontog = this.add.sprite(660,420, 'buttontog', this.frame = 0) .setInteractive({useHandCursor: true}) .on('pointerup', () => {if (this.frame == 0) this.buttontog.setFrame(1); if(this.frame == 1) this.buttontog.setFrame(0);}); What I can't do is to "untoggle" it, and is why I am
  4. So I wanted a loading animation in the starting phases of my game, like you do, but I am pretty new to pixi so I tried to follow some tutorials to create an animated sprite from a sprite sheet using the built in code in Pixi to extract an animation from a texture packer file, but no matter what I do, i get this message ( load is the animation id) Uncaught TypeError: Cannot read property 'load' of undefined at e.loadProgressHandler (index.html:49) at e.o.emit (pixi.min.js:8) at pixi.min.js:19 at t.value (pixi.min.js:10) at pixi.min.js:9 at s (pixi.min.js
  5. So today I come asking for help. I'm converting from a Flash Developer over to JavaScript and I'm using CreateJS, I wanted to know if anyone had recommendations on how I could export my sprite sheets so that it's a little easier to assemble in CreateJS. How I make my characters in Flash is I have the main character MovieClip and I have a nested MovieClip for mouths. The main character MovieClip may have animations so on every frame where the character talks I have a nested mouth clip container(I have provided a video clip on how the animations plays without mouth interaction by code: https://y
  6. I have canvas 1920 x 1080 and 5 different Spine animations that uses a lot of textures. Add 20 animations of every type all over the screen Test performance in two ways. For this I use GPU-Z and check GPU load parameter 1) Every animation has its own atlas with images and json file - GPU Load 47% 2) Every animation has its own json file but uses the same atlas with images - GPU Load 61% Made the same tests with sprites as well, total amount of sprites is 180, 10 of each type. 1) Each sprite has its own download link - GPU Load 90 % 2) All textures are in the same s
  7. so I created a spritesheet online and and added to my game. but some sprites are small in size so how do I change the size of sprite: { "filename": "Attack__004", "frame": { "x": 1, "y": 1951, "w": 111, "h": 96 }, "rotated": false, "trimmed": true, "spriteSourceSize": { "x": 9, "y": 5, "w": 111, "h": 96 }, "sourceSize": { "w": 120, "h": 110 }, "pivot": { "x": 0.5, "y": 0.5 } }, I don't know which one is the height an
  8. What is the difference between using spritesheet and jsonHash ? jsonHash need a json file and spritesheet does not - this is what I know so far. But why use jsonHash with all that extra work to make a json file when you just can use spritesheet instead?
  9. I use sprite sheets to take care all the animations in a web game. I have some really big sprite sheet with a size of 14450x5406 and the game will be so laggy when I'm trying to render this into the stage. Since it is a response time vary application which require a no-lag performance, I decided to split those sprite sheets into multiple sprite sheet such that each of them with a size of 2048x2048 after I've read some post as below: The performance is better than before in the first play of the animation. Let say if the application will 100% chance become laggy in the previous, it's just
  10. I've loaded two animations in Pixi with spritesheets. I wanna swap to second animation right after the first animation is finished. However, (It's happen with a 3840x1080 resolution, and the GPU memory usage is mainly fall between 90%-99%) 1. there's a significant lag of the transition between these two animations in the first time. 2. After the first play, if I remove and add the animatedSprite from the stage immediately, the transition is very smooth. 3. After the first play, If I remove the 2 animatedSprite from the stage, wait for ~2-3 minutes and add the 2 animate
  11. I'm trying to add a bubble-pop spritesheet animation to my game. I have added other sprites fine, and when I add the sprite for the bubble, everything is still good. However, when I go to add the animations, I get an error, "Cannot read property 'add' of undefined. How can I animate the bubble? var config = { type: Phaser.AUTO, width: 1366, height: 768, parent: "canvas", scene: { preload: preload, create: create} }; var game = new Phaser.Game(config); function preload () { this.load.image('freeplayBG', 'images/freeplay-BG.png'); this.load.image('shark', 'images/nice-shark.png');
  12. Hi Guys How can i play spritesheet animation using javascript.
  13. Hi, I am complete beginner with JavaScript and pixi.js. I've been learning these days the basics (sprites, shapes, text, buttons...) following the tutorial on the GitHub page. I was planning to use now animated sprites (using a sprite sheet) and found this on the documentation for the version I'm using (v4.8.2). That page contains a piece of code that doesn´t work on my project, and it is not recognised by vscode's intellisense either. // The more efficient and simpler way to create an animated sprite is using a {@link PIXI.Spritesheet} // containing the animation definitions: PIXI.load
  14. In Phaser 2 I was able to load a spritesheet and then define a simple animation that would loop through the spritesheet frames. // Defined in the preloader state. this.load.path = 'assets/avatar/'; for (let i = 1; i < 8; i++) { this.game.load.spritesheet('avatar_1_' + i, 'base/avatar_1_' + i +'.png', 16, 24); } // Use the spritesheet when adding the sprite. this.hero = this.game.add.sprite(x, y, 'avatar_1_' + style); // Define an animation and start playing it. this.hero.animations.add('stand'); this.hero.animations.play('stand', 5, true); With Phaser 3 I'm trying to understand h
  15. Hello, I'm trying to make a game with different states : The first one is the main state (Play.js) where the game is running and I have a second state (Skills.js) to create a Skills Tree. To keep track of my variables I store the data into two JSON file and I pass them when I'm changing state like that : Play => Skills this.game.state.start('Skills', true, false, JSON.stringify(this.gameObject), JSON.stringify(this.skillsObject)); Skills => Play this.game.state.start('Play', true, false, JSON.stringify(this.gameObject), JSON.stringify(this.skillsObject));
  16. Hello, I'm making a racing game (at least I'm trying to!) I'm using a setTimeout function to delay the start of the scrolling of the background by 3 seconds which works perfectly! But, what I really need now is to display an image of "3" *pause & fade out*, switch to image of "2" *pause & fade out*, switch to "1" *pause & fade out* then show "Go!" * fade out* I saw something where I set the alpha to 0 and then tween the alpha to 1 like so: game.add.tween(this.countDown).to({alpha: 1}, 1000, Phaser.Easing.Linear.None, true, 0, 1000, false); But this isn't ex
  17. I have a spritesheet of 7 equal size sprites (50x50). When I try to call a specific frame ('6') to assign it to a variable, i get half of sprite 5 and half of sprite 6 showing. I'm using Texturepacker Pro with, I think, the correct settings, so why am I getting half of the frame instead of the full frame? figured it out: i had to add some boundary around the sprite in the original load line.
  18. Hi guys, I just started coding using Phaser and so far, i'm really loving it. So, i'm creating my new game which has a main menu in it and I don't really know where to begin. I know there are lots of packages out there but I would really like to know the basics first before I dive into using tools that are basically "magic" to me. I have tried reading through the code of EZGUI to understand how I would get my desired output, but I haven't reached that level yet so it's quite challenging. I have the spritesheet ready which I will be using for the game window (actually any window) that I go
  19. Spritesheet Editor in web Create spritesheets by placing images in cells, set up sizes and offsets of your columns and rows. Download generated JSON file with coordinates of each of your sprite and PNG spritesheet image. Autosave of your progress, sharing, collaboration work; Development of spritesheet is not easiest in terms of 20 or 100 sprites. In case of WebGL games it's quite necessary to have one spritesheet instead of using separated images each iteration of rendering. Tool is useful for designers and developers who are interested in development 2D, 2.5D
  20. Hi, im new in phaser i have an error in animations when i press de right key i doesnt play the animation.
  21. So I am preloading an atlasXML spritesheet game.load.atlasXML('sheet', 'images/sheet.png', 'images/sheet.xml'); and I can create a sprite using: game.add.sprite(game.world.centerX, game.world.centerY, 'sheet', 'playerShip1_orange.png'); I am trying not to use a for loop to create many sprites for a a sprite group I'm creating by using Group.createMultiple Now if I'm just loading a sprite or image, I can do this.meteorGrey = game.add.group(); this.meteorGrey.createMultiple(25, 'meteorGreyBig1.png'); Now when it's in a atlas sprite, this is where I'm running into
  22. hi guys, Is there a way to load 2D-resources as spritesheet in BABYLON, and I can take the frame I want by alias(frame_1.png or frame_2.png)? or if I need to do it myself, where can I set the attributes like clipX, clipY ......to get the part of image I want {"frames": { "frame_1.png": { "frame": {"x":1,"y":1417,"w":93,"h":102}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":5,"y":0,"w":93,"h":102}, "sourceSize": {"w":98,"h":102} }, "frame_2.png": { "frame": {"x":311,"y":1187,"w":84,"h":102}, "rotated": false, "trimmed": true, "spriteSourceSize": {"x":13,"y":
  23. Hi guys I have problems using cross origin resources, as I tested direct load of image is working, but the spritesheet & mp4 I still can't get it work, here is some use cases: // it works var image = PIXI.Sprite.fromImage(CROSS_ORIGIN_URL_IMAGE); // not work and showing the error message // Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The video element contains cross-origin data, and may not be loaded var videoTexture = PIXI.Texture.fromVideo(CROSS_ORIGIN_URL_MP4); var video = new PIXI.Sprite(videoTexture); // my json file is at local, and
  24. I am trying to make a 'bullet' from the var weapon shoot in a certain direction, this bullet is actually a pokemon ball as I am just making a practice game. I cannot seem to make the 'bullet' go in the direction that I would like it to, I entered: weapon.body.velocity.x = -100; under the the: if (cursors.left.isDown) but this did not work, when I pressed any key the screen would just freeze. Please help me make the 'bullet' go in the direction I want. var items; var game; var player; var weapon; var cursors; var fireButton; function addItems() { items = game.add.physic
  25. How do I scale, or resize, an image in javascript with phaser's framework? I have tried a few different things but they do not seem to be working. I am using a weapon method to throw a pokeball, this is just a test using some code from phaser.io, so the other images aren't mine, I am just testing to try and get the pokeball to be thrown, but it is freaking huge right now! Please help me, I need the pokeball to be about 10x10 px because my character is 64x64. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:
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