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About macguffin

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  1. I know this is a really really old thread but I was just doing some initial research into "linked nodes". Didn't even occur to me to have a look on the gsap forum. Lucky I found this thread, which is out of date but gave so much useful information (thanks @OSUblake & @Shrug ¯\_(ツ)_/¯). It's amazing how much content there now is on these forums and the breadth of the topics discussed and solved. Lesson one - whatever the problem gsap might have a solution - always worth a look on these forums .
  2. Hi when using pixiPlugin with filters, things like brightness, blur etc you often need to set the resolution of the filer to stop the image becoming blurry. gsap.to(bunny,{pixi:{brightness:1.3,resolution:2},yoyo:true,repeat:-1,duration:2} This works - you can see from the object I've logged in the console in the code pen that its resolution has been set correctly. It does however complain of Invalid property resolution set to 2 Missing plugin? gsap.registerPlugin() If there any way to register a new property in a plugin? Thanks Matt
  3. Thanks Jack, I suspected as much. Yeah @OSUblake I do similar stuff with those methods and other various tricks. Just love to drive everything with gsap where possible - it always keeps it so neat.
  4. Just watched your new video on the coordinates and relative spaces. Very cool, this is often something I have to deal with. Will it work with pixi? Can it be applied to sprites nested in containers? Cheers Matt
  5. Ahh ok if it's just using Math.random() I think you're right and it cannot be seeded.
  6. Thanks Zach, Would that be the same as having a seeded random number? I need to be able to have a random function that whilst random can always reproduce the same "randomness" if the seed is the same. For example if I have this array [a,b,c,d,e,f,g] and need to pick 3 random elements: If I seeded your random function with "1" I would always pick d,e,f If I then seeded it with "4" I would always pick a,f,g and so on When I build games I have to add randomness, but the game needs to be recreatable. I currently use a cut down version of https://chancejs.com/ but if GSAP was able to do this that would be awesome. Thanks for your help Matt
  7. Hi finally getting round to updating all my stuff from GSAP2 - 3. Late to the party I know!! Liking the look of some of the utility functions, was wondering can gsap.utils.random() be seeded, didn't see any reference to that in the docs. Thanks Matt
  8. just asked what this is for as I agree it might be a bad idea to rely on it if it's actually meant for something else. Also if it did set a default resolution you wouldn't need to make any changes globally to your stuff. https://github.com/pixijs/pixi.js/issues/4392
  9. yeah think you're right I must have been still picking up my adapted pixiPlugin file with this line in it: Sorry for all the confusion if (v.resolution) { filter.resolution = v.resolution; } else { filter.resolution = PIXI.settings.FILTER_RESOLUTION; }
  10. My mistake I was using the old depreciated version PIXI.settings.FILTER_RESOLUTION = 2 I think if you just add this to your code it will set the default resolution of all filters. It looked to be working when I did a quick test
  11. don't think it's been released yet. Take it from Jack's link, second post.
  12. Hi just having a look another approach might be to incorporate PIXI.settings.FILTER_RESOLUTION; into the PixiPlugin PIXI.settings the plugin currently does this: if (v.resolution) { filter.resolution = v.resolution; } @GreenSock if it also did something like this then if the resolution wasn't set manually it could pick up the global resolution for the filter if (v.resolution) { filter.resolution =v.resolution; } else { filter.resolution = PIXI.settings.FILTER_RESOLUTION } Thanks
  13. Actually scratch that. That’s going to be the setting for the atlas resolution isn’t it.
  14. Just wondering if you can change the resolution globally in pixi. Think you you might be able to do something like this PIXI.settings.RESOLUTION = 2; I’m not at my computer for a bit but will test when I get back as it might be a simpler solution to tackle it at source.
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