oddkraken Posted July 14, 2016 Share Posted July 14, 2016 The rope documentation says Quote A Rope is a Sprite that has a repeating texture. The texture will automatically wrap on the edges as it moves. As the texture moves? The rope? I've tried moving the rope around and adjusting the crop and frame of the texture, but nothing works. I'm using ropes for waves in my game (orangesea.oddkraken.com), and I want to scroll the texture by while keeping the waves moving up and down, so it looks like the player is moving to the right. Is there a better way to go about this? Thanks. drhayes 1 Link to comment Share on other sites More sharing options...
stupot Posted July 15, 2016 Share Posted July 15, 2016 This functionality was never completed, you'll need to dig into the pixi rope code and create a variant. The effect you already have is pretty good. Link to comment Share on other sites More sharing options...
oddkraken Posted July 15, 2016 Author Share Posted July 15, 2016 Thanks, I am happy with the effect but really want the waves to scroll. I'll take a look at the code. Any suggestions for a workaround? Link to comment Share on other sites More sharing options...
oddkraken Posted July 16, 2016 Author Share Posted July 16, 2016 (edited) I can't catch a break here. I tried changing it so the waves are TileSprites instead of Ropes. It already doesn't look as good, but there's also a glitch at the top edge of each TileSprite image: Those horizontal lines that I boxed in red are the top edges of each wave image. I'm sure there are no opaque pixels there in the PNGs, so what's going on here? You can take a look at the update at http://orangesea.oddkraken.com/test EDIT: I've taken this test page down. Any help would be greatly appreciated! Thanks. Edited July 16, 2016 by oddkraken subpage no longer exists Link to comment Share on other sites More sharing options...
drhayes Posted July 16, 2016 Share Posted July 16, 2016 WebGL has this problem, I think, where if your textures are packed too tightly in your atlas they bleed over like that. Try adding some margin before packing your sprites. BTW: Phenomenally beautiful game you've got there. That art style is great! Link to comment Share on other sites More sharing options...
oddkraken Posted July 16, 2016 Author Share Posted July 16, 2016 They are separate image files, so that wouldn't be the issue, right? Anyway, I "solved" it by adding a bunch of blank space to each image. Ugly hack but it works. It's live at orangesea.oddkraken.com along with some other changes. It's much more exciting with speedy waves And thanks so much for the compliment! Link to comment Share on other sites More sharing options...
stupot Posted July 18, 2016 Share Posted July 18, 2016 pixel sampling is probably wrapping around to the bottom of the texture rather than the clamping mode which doesn't. Link to comment Share on other sites More sharing options...
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