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panda-engine's Issues

Error creating particles.

I tried the basic Particles Example here: http://www.pandajs.net/snippets/9756110.html and got the following error on chrome:

  Uncaught TypeError: Cannot read property 'hasLoaded' of undefined
  PIXI.Sprite
  [stack trace ...]
  game.Emitter.game.Class.addParticle
  [stack trace ...]

The problem is on line 324 of particle.js. The constructor to Sprite is called with the X and Y first instead of the textures.random() for the sprite identifier.

The fix appears to be simple, just re-arrange the parameters to the constructor:

particle.sprite = new game.Sprite(this.textures.random(), particle.position.x, particle.position.y, this.spriteSettings);

I'm not sure why the emitter works on the two demo projects tho ...

audio.js - pause/resume on cocoonjs

I can't pause and resume the sounds from cocoonJS, furthermore, the sound appears jerky.

It should be possible according to the example provided by Ludei, Multichannel Sound.

https://cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list/

Am I the only one ?

The test code below works correctly in Chrome and Firefox.

src/game/main.js

game.module(
    'game.main'
)
.require(
    'engine.core'
)
.body(function() {

game.addSound('sounds/music.*', 'music');

SceneGame = game.Scene.extend({
    backgroundColor: 0x808080,

    isPlaying: true,

    init: function() {
        game.audio.playMusic('music');
    },

    mousedown: function () {
        this.isPlaying ? game.audio.pauseAll() : game.audio.resumeAll();
        this.isPlaying = !this.isPlaying;
    }
});

game.System.idtkScale = 'ScaleToFill';

game.start();

});

Dynamic loader

Extend loader, so it can be used to load assets dynamically between scenes.

Show-stopping memory leaks

This is more to do with Pixi, but because panda is built on pixi and 1) it is a game engine that manages scene transitions and so must have encountered this issue (??) and 2) I have seen many quick and insightful replies from you on html5gamedevs.com I thought that I would ask this really important question right now here..

Could you please have a look at this and let me know if it is possible to clear out the memory for real when changing scenes? Has this been resolved somehow in Panda where pixi it seems fails in doing so?

pixijs/pixijs#685

If you think panda has solutions for better memory management, it could be nice to see the same test code attempted using panda.

Thank you so much ahead for any insights!!

Fog of war

Another very interesting advanced feature is the war of fog. Useful in RTS and rouge likes.

Unfortunately I'm not aware of any ready to use libraries for this.

Sub-configuration for each platform

Example (Doesn't work) simply for understand :

src/game/config.js

pandaConfig = {
    sourceFolder: 'src',
    mediaFolder: 'media',
    outputFile: 'game.min.js',
};

if(game.device.android) {
    game.merge(
        pandaConfig, {
            rateUrl: "..."
        }
    );
}

if(game.device.iOS) {
    game.merge(
        pandaConfig, {
            rateUrl: "..."
        }
    );
}

path finding, war of fog, line of sight

not sure if I should post 1 issue per feature but it seemed overkill. So, is there any plan on including advanced features such as path finding, war of fog and line of sight?

tweenGroup enhancements

As far as I understand tweenGroup now is just a way to assign the same settings to a group of tweens.

The idea under the tweenGroups is that you could actually have sprites with different duration/delay/etc and have the group onComplete event being fired only when all tweens completed.

I find this very useful -say- when you have the animation of a text or logo composed by many elements and you want to execute an event when all the elements have finished tweening.

Have a look at this demo for example http://www.youtube.com/watch?v=jL9uDN8m3dc
When the tiles are removed I make some random animations to a group of 4 or more tiles. I had to code a little tween library to handle the oncomplete event on a group of elements.

outline shader

do you think an outline shader might be an interesting feature? something that automatically adds 1px (or more) outline to sprites (with or without anti aliasing)

No interaction on sprite

Hi everyone,

This example doesn't works with CocoonJS. (without error returned)
Am I the only one?

src/game/main.js

game.module(
    'game.main'
)
.require(
    'engine.core'
)
.body(function() {

game.addAsset('media/logo.png');

SceneGame = game.Scene.extend({
    backgroundColor: 0x808080,

    init: function() {
        var sprite = new game.Sprite(0, 0, 'media/logo.png');
        sprite.interactive = true;
        sprite.click = function () {
            sprite.visible = false;
        };
        this.stage.addChild(sprite);
    }
});

game.System.idtkScale = 'ScaleToFill';

game.start();

});

Advanced events

would be nice to have integrated events support such as "swipe" (+direction) and "shake". They are mostly useful on mobile I guess.

iOS 5.1.1 support

Nice engine you got here! :)

I was testing the Flying Dog demo in Safari on iOS 5.1.1 with a iPhone 4S and it halts on loading at 81%.

Dynamic lighting

this is probably one of the coolest features to add: both dynamic and static lights, with and without shadow casting, feathered and pixel perfect. Impact++ library has a very good implementation of all of them.

lights

Camera module

Add camera with follow, panning, zooming, easing etc.

CocoonJS - bad scale fit

The parameter game.System.idtkScale is not taken into account.
The canvas appears at the bottom left of the screen without resizing.

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