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Found 7 results

  1. I am creating a game in phaser 3 where I need to work with texture atlas. There are no useful tutorial available online and I have no idea how to even start. So here are my questions. 1) How to load a JSON atlas and draw images from it? 2) How to randomly select a texture from the atlas and draw it? Note : While packing my textures I selected JSON array option. Some tutorials which I found online. LoadingTextures RandomTexture AddingAtlas
  2. Hi Guys, I'm making a game that uses assets for a 1920 x 1080 screen and I'm having some issues with some states taking a long time to load. All my assets are loaded in a preload state which has a loading bar but the issue I'm having is that some states which access a large texture atlas (8,000 or higher) take 3-5 seconds to load, without any feedback to the user. I wouldn't mind if that extra time was added to the preload state with a loading bar but I'm confused as to why switching states takes so long if the assets are already loaded. I've run some tests with simply adding a sing
  3. I use this code to setup a texture atlas animation: PIXI.loader .add('out2', 'assets/out2.png') .load(function (loader, resources){ onRotationsLoaded(loader, resources) }); function onRotationsLoaded(loader, resources) { first = new PIXI.extras.AnimatedSprite(setupFrames(resources["out2"].texture.baseTexture)); app.renderer.plugins.prepare.upload(first, function(){ console.log("loaded first"); // ready to go }); } function setupFrames(name) { var frames = []; array is an array that stores correct position f
  4. Hello all! I have hit a roadblock and I need help :/ All I want out of this is one thing: I press a cursor key, and an animation plays. Three of my animations work perfectly, and two only play the first frame of the animation when the keys are pressed (down && left) || (down && right). Any insight to what I hope is just a simple typo? Thanks for your time! EDIT: The frames that are not working are not the same size as the frames that do work, they are about twice the width, could that have something to do with it? var game = new Phaser.Game(800,
  5. I'm trying to use Phaser Ropes in order to populate the top of a curved world with ground. As the rope is a mesh that distorts an image its perfect for this purpose. However I'm running into two issues. 1. According to the docs, a Phaser Rope is "a Sprite that has a repeating texture.". This doesn't seem to be the case however, with a simple fiddle it already shows that the texture is stretched (and loses its aspect ratio in the process): https://jsfiddle.net/qruppmzu/ Is it possible to actually turn this into a repeating texture instead of causing it to stretch? Currently I need to
  6. I'm having issues trying to get my head around animated particles. I have a texture atlast representing an explosion animation. I can use this standalone with no problems, however when I try to use it with a particle emitter I'm having difficulty with positioning. It also seems that the animation is half sized and I can't tell why. Here's my code: // Player explosion this.playerExplode = function(x, y) { this.emitter = this.add.emitter(x, y, 4); this.emitter.makeParticles('explosion'); this.emitter.forEach(function(singleParticle) {
  7. If I have a spritesheet, i could extract the animations with Phaser.Loader spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing)I have a spritesheet inside a texture atlas. So whole spritesheet is considered a single frame. So far, i had to manually edit the json file to extract each animation frame. If i have this spritesheet frame: "player": { x: 0, y: 0, w: 100, h: 10 } and if frameWidth is 10, i end up doing this manually: "player1": { x: 0, y: 0, w: 10, h:10 }, "player2": { x: 10, y: 0, w: 10, h:10}, ... I want to keep the spritesheet inside the texture at
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