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Found 21 results

  1. I modified the tween loop examples in v3. I'd like to change the texture when every tween loop finished. But the texture flickers after setTexture(). Am I doing anything wrong? var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.image('block', 'assets/sprites/block.png'); this.load.image('arrow', 'assets/sprites
  2. var sprites = {};var loader = PIXI.loader.add('cloudstars',"imgs/cloudstars.jpg").load(function (loader, resources){ sprites.cloudstars = new PIXI.TilingSprite(resources.cloudstars.texture); }).add('star1',"imgs/star1.png").load(function (loader, resources){ sprites.star1 = new PIXI.TilingSprite(resources.star1.texture); }).add('star2',"imgs/star2.png").load(function (loader, resources){ sprites.star2 = new PIXI.TilingSprite(resources.star2.texture); }).add('star3',"imgs/star3.png").load(function (loader, resources){ sprites.star3 = new PIXI.TilingSprite(resources.star3.texture); }).add('star4
  3. Hi there, for some low performance devices, phaser's webgl renderer doesn't work, but when I try pixi V3, it goes well, so I am wondering is there any chance to use PIXI V3 renderer in Phaser?
  4. Hi anybody noticed issues with masking on the latest chrome v50.0.2661 Masking seems to be completely broken even on vanilla pixijs example. http://pixijs.github.io/examples/index.html?s=demos&f=masking.js&title=Masking Firefox and canary work fine. Thank you for the help. Additional information about problem. It only ocures on windows 10 with AMD graphic cards. Solution would appear to be disabling webgl rendering and fallbacking to canvas.
  5. Hello, i got a some questions, about a Phaser, i was just looking at example code, and it look like Phaser is very nice to learn,also it let you make a interesing games. To learn Phaser i need any special requiments? Ik some html,css, javascript with jquery libary. I won't call myself a medium or expert, but i got a basic of procedural and objective programing. Is that enought to learn Phaser? Also can i make a native android games using Phaser (i mean, add it to google shop and pepole can install it), can i also make a native Windows/linux Desktop app? Also i worry about learning Phaser now,
  6. Has anyone else noticed a lack of performance in Firefox and Safari for v3? I've got a lot going on in the small game I'm creating, and I dont actually think Pixi is my performance bottleneck at all, but was wondering if anyone had any similar experiences, Chrome runs at a solid 60fps even with the inspector open Firefox at about 45-50fps Safari just 30 or so If I add about a 1000 objects to my physics simulation (I'll get to other factors in a mo) then Chrome still chugs along at 60fps FF goes down to 25-30 Safari is lucky if it hits 15 I'm using P2 for the physics stuff, but, to ther
  7. I just noticed that changing the alpha value of a Container() does not affect any children within (actually, it does nothing). You have to set the alpha of each sprite within explicitly (which is really tedious). Why is that?
  8. Hi guys, I am using loader this way PIXI.loader.ball('imageName1', '/sball/assets/images/sprites/car.png').load(onCreate); ... and later create sprites from loaded images this way, var s = PIXI.Sprite.fromImage("/sball/assets/images/sprites/car.png");... But i cant find first varviable 'imageName1' usage , texturesCache has url of image as key, what is the sence of first name variable and can I create sprite using it ?
  9. Hello everybody, I transfered my project in PIXIv3 and when I lauch it in cocoonjs, I saw the fps very poor. I didn't understand the why of the how until I realize that cocoon was in canvas mode. So, if I do (in cocoonjs): var renderer = new PIXI.autoDetectRenderer(canvas.width, canvas.height); renderer returns canvas. Canvas works, but the FPS is not the best. else, if I do: var renderer = new PIXI.WebGLRenderer(canvas.width, canvas.height)renderer return webgl. OK, the FPS is max, BUT, cocoonjs don't display sprites. It display graphics, background color, but no sprite. It's annoyi
  10. Hi all, First of all, I would like to congrat the Pixi team for its amazing framework! I am currently working on a bulge/pinch filter like the one presented here : https://github.com/GoodBoyDigital/glfx.js/blob/master/src/filters/warp/bulgepinch.js. I am trying to adapt the glfx filter to the v3 pixi engine but I am not so much experimented with javascript and as3 to well understand what I am doing. I based my conversion following your work on the dotscreen filter you already adapt for that library and here I am so far... https://jsfiddle.net/aqvtw5yw/ PIXI.filters.AbstractFilter.call(th
  11. When I first came into contact with Pixi, I was like "Yes! An easy way to create games without learning too much". I was also able to write my own wrapper to run the game from a very basic web service in a local desktop application in Windows. I am concerned however that the power of HTML5 games my be a bit more restricted than what I first thought. My computer is quite fast, I can run most games released in the last 2 years on max graphics and still maintain 60 fps. I have still only experimented with the basics of this, but wanted to see if anyone can save me a lot of research time. So m
  12. I am new to v3 and running into a couple of issues... Firstly. I am making a game with my Girlfriend to teach her some JavaScript. She is afraid of using commands or installing a webserver on her mac, so I am trying to make crossOrigin work to load textures. I am using an array of objects that store the name and url, I then add the crossOrigin msg "behind the scenes": var textures = [ { name: "burger", url: "images/Hamburger.png" }, { name: "moon", url: "images/Lunaone_1.png" }];var l = textures.length;for ( var i = 0; i < l; i += 1 ) { textures[i].crossOrigin = "Anonymous"; loader
  13. Hi there! Today I tried running the game I currently develop using Pixi on a Amazon Kindle Fire HD device (7" first generation). It didn't work at all (but it worked when I still used v2) and so I checked the v3 examples online and found that none of these work. All that is shown is the background color of the canvas (see attached screenshot). I tried running the examples in both the Silk browser that comes with Fire OS as well as with a sideloaded Firefox Aurora and both browsers show a similar behaviour. When I remote-debug the examples in Firefox, the only error I get is: Error: WebGL
  14. Having a problem with a flicker effect I am having when creating a moving starfield in the background of a game I am working on. It's a bit hard to describe the effect so I will do my best without a video and hopefully someone can help. If needed I can create a recording of what's happening. Sometimes this flicker seems more like a pulse with the stars fading in and out. The faster the shift of tilePosition the faster this pulse seems to be resulting in a "flickering" effect. My technique: 4 tiling sprites are created. The background one is a jpg with stars and a bit of nebular gas clouds
  15. jcdiprose

    v3 loader

    I have just attempted to switch to v3 and I am lost in the understanding of the loader. I cannot log the progress of each asset though these are loading.. Can someone share with me the new API to make the loader work? Thanks, Jon
  16. I am trying to work out how to tint a sprite in v3 as the v2 method doesn't seem to work. Where can I find the documentation on this?
  17. I am currently working on a space game (my first game ever with Pixi) and I am sure there is a good chance this has been clarified before. However I am unable to understand some of the replies to other posts without wording this to my specific situation. I have an array that is storing the locations of space "lasers" (Dr Evil reference intended). I want to draw these laser beams as they move across the screen. With rapid fire enabled there might be around 20 lots of beams shooting around the screen at once. What is the best way to go about this.. I have 3 unfinished guess: 1) Create a sp
  18. jcdiprose

    Event's V3

    Hi, I'm struggling with removing an event in my drag & drop code.. that.pants.once('mousedown', function(mouseData) { that.pants.on('mousemove', function(mouseData) { that.pants.position.x += mouseData.data.originalEvent.movementX; that.pants.position.y += mouseData.data.originalEvent.movementY; that.pants.once('mouseup', function(mouseData) { console.log("how do I remove mouse move event?!") }); }); });I have tried using callbacks but to no success.. If someone knows what would the syntax look like for the prototypal pseudo-classical pattern I am using.
  19. I guess I have bad timing but have just started with Pixi in the last couple of weeks. With the release of V3 a lot of the things I have just learned seem to not work any more.. even some of the V3 posts on this forum cause me even more problems. Is there any chance of creating another forum specific to V3?
  20. Hey folks! I'm running through an issue with pixi v3. It seems that the blur filter isn't working correctly, or I might have used it in a wrong way, I can't tell. Here's what I'm doing: this.spriteBG = new PIXI.Sprite(PIXI.utils.TextureCache[this.options.id]);this.spriteBG.cacheAsBitmap = true;this.addChild(this.spriteBG);this.blurFilter = new PIXI.filters.BlurFilter();this.blurFilter.blur = 50;this.spriteBG.filters = [this.blurFilter];The result is weird, the texture seems just duplicated and positioned with a different alpha, not blurred at all. Then, when I try to tween the value, nothing
  21. Taking advantage of the great new v3 architecture, I've created a plugin for importing Tiled maps. You can get it through npm: npm install pixi-tiledThe github repo is here. It's fairly basic for now, but it handles layers, tilesets (including multiple tilesets per layer), and uses the new loader middleware system to make it super easy to use. I've tried it with a couple of my own maps, and it works great, but i'm really keen to get people to try it with their own maps to I can start ironing out all the inevitable edge cases. If you have any feature requests please raise a github issue
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