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About jasonsturges

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  • Birthday December 21

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    Des Moines, Iowa

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  1. This project is a graph, which I'm projecting via Pixi - more than just graphics picking here anyways. Currently this editor is Fabric.js, which I'm contemplating unifying to Pixi or alternative platform.
  2. My pixi.js contributions are small. Pixi.js GitHub contributor Some npm modules, Medium articles, CodePens... Technical reviewer of two publications regarding Pixi.js from Apress, Springer Science + Business Media including Learn Pixi.js (2015) - https://www.apress.com/us/book/9781484210956 Taking my evangelism to the next level might be cool as a direct contributor of documentation. My focus is more in the 3D space, but I'll consider financially backing this open source initiative. Per TreeSearch, let me circle back on the specific issues I hav
  3. Are you referring to this? That sets the tree search, but isn't really an example of how to create a tree search; or, what ramification setting that has to the framework. Which, also shouldn't that be: `renderer.plugins.interaction.search`? I don't think renderer has interaction, does it? This LayerTreeSearch helps, but yeah - I could craft any functionality to replace pixi, just seemed like there was something built-in here: * This function is provides a neat way of crawling through the scene graph and running a * specified function on all interactive objects
  4. @ivan.popelyshev Sorry, little confused here. Are there any examples of how to implement a custom TreeSearch? If I set `renderer.plugins.interaction.search = myCustomSearch` then I would replace the built-in search, right? `InteractionManager` has a `processInteractive` that is using that search, right? https://github.com/pixijs/pixijs/blob/7703aa1d66c1116c2a771d6e8f69a720619e979a/packages/interaction/src/InteractionManager.ts#L1252 For a custom `TreeSearch`, I'd need to implement a `findHit()`? There's no interface on that class. Built-in functionality seems th
  5. If I have multiple objects under the same root container (like, two overlapping graphic descendants of stage), how can I hit test a point to retrieve all objects in the scene graph? Pixi.js tutorials show the `hitTest()` method, which returns the first interactive object https://api.pixijs.io/tutorials/_basics/interaction.html // Find out what interactive object lies at [100, 50] let globalPt = new PIXI.Point(100,50); let obj = app.renderer.plugins.interaction.hitTest(globalPt); Seems like the `processInteractive()` function that `hitTest()` uses should work - I can't f
  6. @ivan.popelyshev That makes sense - I had a feeling it was time to write a custom loader, just wanted to make sure I wasn't missing something. Cool, sounds like a fun project. In the unlikely instance I come up with anything revolutionary, I'll share back with the community. Thanks, as always!
  7. My pixi app consumes a lot of texture resources: Default icons / images built-in to the app Project specific assets dynamically loaded at runtime through serialization of json documents Realtime updates via multiple datasources from APIs and Phoenix channel sockets Seems ideal to just pummel a shared loader, but there are issues. If I try to add resources while a shared loader is already running, I get the error: So instead, I always create a loader instance, but I have to avoid adding the same asset twice or I receive the warning: I can check the glo
  8. Bah, not sure how I missed that. Thanks.
  9. On Pixi.js 5.3, trying to incorporate a curved text similar to these v4 examples: https://jsfiddle.net/themoonrat/br35x20j/ https://jsfiddle.net/themoonrat/12u1nhnq/1/ Here, I believe `PIXI.mesh.Rope` migrated to `PIXI.Rope`; however, I cannot import Rope as I do thinks such as Sprite, Container, Texture, Loader, Text, utils, etc... import * as PIXI from "pixi.js"; const rope = new PIXI.Rope(text.texture, points); This gives me: Maybe I'm not following the Lerna module packaging here, but is there a specific package, import, or something I'm doing wrong here?
  10. @bubamara, @ivan.popelyshev Thanks
  11. There's a TileSprite implementation in my project that seems to offset and distort on live production kiosks. this.tileTexture = PIXI.Texture.from(ConveyorAsset.RED); this.tile = new PIXI.TilingSprite(this.tileTexture, 491, 50); animate: function() { this.tile.tilePosition.x -= 0.51; if (this.enabled === true) { this.frameId = requestAnimationFrame(this.animate.bind(this)); } } I've let this animation run for 12-hours at a time on my development computer, and never seen an issue. However, at production facilities on kiosks running 24-
  12. @bubamara Ah, `detach` - didn't see that for some reason. Thanks.
  13. How do you remove a `onComplete` handler from a shared loader? const loader = PIXI.Loader.shared; loader .add(...) .add(...) .load(); loader.onComplete.add(handler); My core application loads a standard set of textures; then, calls the complete handler. However later during runtime, new scenes can be loaded via a File -> Open operation that may contain new or custom texture assets. When I load those textures in a different area of the application via the shared loader, my original completion handler is called. This ends up chaining so that my first shared l
  14. Logged at GitHub: https://github.com/pixijs/pixi.js/issues/6414 Basic gist: This Fabric.js app prevents default - I guess it's not a built-in feature, though:https://mudin.github.io/indoorjs/ Deck.gl has this built-in, I thinkhttps://deck.gl/showcases/gallery/icon-layer Nebula.gl or Kepler.gl express this from Deck.gl: https://nebula.gl/geojson-editor/ https://kepler.gl/demo Not sure what Three.js is doinghttps://threejs.org/editor/
  15. Having an issue on desktop where Pixi interaction manager doesn't appear to prevent default capturing pinch gestures. This is especially problematic with Pixi Viewport, where pinch zoom gesture is getting caught by the browser; therefore, zooming the browser's viewport (entire DOM). For example, as I pinch zoom the Pixi Viewport below, the browser intermittently zooms the entire view: https://codepen.io/jasonsturges/pen/BayMWxm Maybe no solution here - Chrome doesn't support the `user-scalable` meta attribute in html on desktop. By default, shouldn't the i
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