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# ceramic
  • d

    dry-barista-24084

    12/17/2022, 7:34 PM
    Yeah, the problem here is that it would be a constant value and we don't know the index of currently processed vertex (altho I'm far from a gl expert ;d)
  • d

    dry-barista-24084

    12/17/2022, 7:34 PM
    aaah ok I see
  • d

    dry-barista-24084

    12/17/2022, 7:35 PM
    it's attributr
  • d

    dry-barista-24084

    12/17/2022, 7:35 PM
    so it would be iterated automatically
  • d

    dry-barista-24084

    12/17/2022, 7:35 PM
    will try that
  • b

    billowy-waiter-28954

    12/17/2022, 7:38 PM
    Yes, this, technique is used by the spine plugin to make tint black work
  • t

    thousands-state-46635

    12/17/2022, 10:09 PM
    going to attempt making a game with ceramic!
  • g

    gifted-whale-78169

    12/18/2022, 3:53 AM
    how could i set the texture of a quad outside of a scene?
  • g

    gifted-whale-78169

    12/18/2022, 3:54 AM
    i have a custom class that extends quad and i want it to auto set the texture, but i cant because
    assets
    is limited to just scenes
  • g

    gifted-whale-78169

    12/18/2022, 4:27 AM
    i guess i could just pass the texture into the constructor
  • b

    billowy-waiter-28954

    12/18/2022, 8:47 AM
    That’s the way to go yes
  • g

    gifted-whale-78169

    12/18/2022, 4:42 PM
    trying to make a game a little more atmospheric, how can i add a shaking effect, and how can i tint the background red?
  • g

    gifted-whale-78169

    12/18/2022, 4:42 PM
    i think i could just overlay a red quad with half opacity or something like that
  • g

    gifted-whale-78169

    12/18/2022, 4:42 PM
    but what about the shaking?
  • f

    faint-toothbrush-51643

    12/18/2022, 6:45 PM
    overlaying a quad is not tinting
  • g

    gifted-whale-78169

    12/18/2022, 7:38 PM
    yes but it would give the appearance
  • g

    gifted-whale-78169

    12/18/2022, 7:38 PM
    i just need something that makes it look like an alarm is going off, and i assume that the quad would give that look
  • b

    billowy-waiter-28954

    12/18/2022, 7:56 PM
    There is no « shake » effect built in
  • b

    billowy-waiter-28954

    12/18/2022, 7:56 PM
    But you could create a component that you attach to your scene to shake it
  • b

    billowy-waiter-28954

    12/18/2022, 7:57 PM
    (You can assign a Transform object to the scene transform property to change it’s scale, position etc…)
  • b

    billowy-waiter-28954

    12/18/2022, 7:59 PM
    Regarding giving a red tint, you might want to assign a Filter to app.scenes.filter and apply a tint color to that filter
  • b

    bright-waitress-77067

    12/22/2022, 12:45 AM
    Another RtMIDI question but not sure if it has anything to do with Ceramic/Haxe - Apologies if not. Every time I dynamically create a new device and set its midi call back using a new instance of a MIDI handler class all connected MIDI devices start using the newly created midi callback class instance hence receive the same MIDI events no matter which device is played. Am I missing something about RTMIDI or my implementation is wrong somehow? Hope that's clear.
  • b

    billowy-waiter-28954

    12/22/2022, 12:33 PM
    Looks like it's more an RtMidi problem than a Ceramic problem?
  • b

    bright-waitress-77067

    12/22/2022, 4:40 PM
    Oh well. It has to be a single device for now then 😢 . In Juce I was able to have multiple independently handled devices but since I love Ceramic so much I will continue on this path
  • b

    billowy-waiter-28954

    12/22/2022, 4:55 PM
    If you think there is an issue in rtmidi bindings for haxe, you can open an issue with a reproducible example here: https://github.com/ceramic-engine/linc_rtmidi
  • b

    billowy-waiter-28954

    12/22/2022, 4:56 PM
    (which is a fork made for Ceramic, as original bindings are not compatible with more recent haxe)
  • g

    gifted-whale-78169

    12/22/2022, 9:13 PM
    for some reason the hitbox for
    floor
    is stuck at (0, 0) and wont move, how can i make it stick with the actual position of the floor quad?
    Copy code
    hx
    class Elevator extends Quad {
        public function new(t: Texture) {
            super();
            texture = t;
    
            anchor(0.5, 0.5);
            size(102, 150); //new size
    
            var floor = new Quad();
            floor.id = "floor";
            floor.size(65, 10);
            floor.anchor(0.5, 1);
            floor.pos(width/2, height);
            floor.initArcadePhysics();
            floor.allowGravity = false;
            floor.immovable = true;
            floor.color = ceramic.Color.RED;
            add(floor);
        }
    }
  • b

    billowy-waiter-28954

    12/22/2022, 11:49 PM
    An arcade physics body won’t take parent visuals into account
  • b

    billowy-waiter-28954

    12/22/2022, 11:50 PM
    So even if your Elevator object is moved, it won’t affect floor’s arcade body position
  • b

    billowy-waiter-28954

    12/22/2022, 11:52 PM
    This is a design choice regarding arcade physics, they are low footprint so no complex hierarchy computation, which would’´t work on scaled/rotated parent objects anyway
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