Growler Posted April 2, 2019 Share Posted April 2, 2019 Hello, I wanted to use this particle creator/editor as I have many times before but it's down now: http://melonjs.github.io/melonJS/examples/particles/ Error throw in console is: Uncaught TypeError: context.beginPath is not a function Seems you've updated its MelonJS to latest without making necessary changes? I'm on Melon JS 5.1 and don't have plans to upgrade for the time being. Can you restore the functionality of this please? @obiot Quote Link to comment Share on other sites More sharing options...
obiot Posted April 2, 2019 Share Posted April 2, 2019 oops, sorry about that, reason is that in the latest 7.0.0 WebGL is now the default, and the Particle Editor was designed to use the Canvas one ! all fixed now, if you reload the page it will work back Quote Link to comment Share on other sites More sharing options...
obiot Posted April 2, 2019 Share Posted April 2, 2019 17 minutes ago, Growler said: I'm on Melon JS 5.1 and don't have plans to upgrade for the time being. @obiot is there one feature that I could add that would make you upgrade ? Quote Link to comment Share on other sites More sharing options...
Growler Posted April 2, 2019 Author Share Posted April 2, 2019 @obiot I just don't have time to read thru changes I need to make from 5.1 to latest. I guess the WebGL "Texture cache overflow: 16 texture units available." error is pretty annoying but not sure any Melon upgrades can solve that limitation. (I talk about it here: If you email me at [email protected] I can send you the game so you can check it out. Perhaps as you play maybe you can find some reasons I should upgrade? Quote Link to comment Share on other sites More sharing options...
obiot Posted April 2, 2019 Share Posted April 2, 2019 the texture overflow issue is supposed to be fixed actually, I'll give it a try on my side Quote Link to comment Share on other sites More sharing options...
Growler Posted April 2, 2019 Author Share Posted April 2, 2019 @obiot separately (I know I should probably start a new thread), do you know how can I maintain order of Tiled Layers? As you can see from the tiled Layers image below, Player should always appear behind building overlap (since it's ordered below in Tiled) yet in game he appears in front. Secondly, if I have to manually change the layering, how I can get access to the tiled layers within melonJS code? Quote Link to comment Share on other sites More sharing options...
obiot Posted April 2, 2019 Share Posted April 2, 2019 2 hours ago, Growler said: @obiot separately (I know I should probably start a new thread), do you know how can I maintain order of Tiled Layers? As you can see from the tiled Layers image below, Player should always appear behind building overlap (since it's ordered below in Tiled) yet in game he appears in front. Secondly, if I have to manually change the layering, how I can get access to the tiled layers within melonJS code? really ? sounds like a bug/regression to me, and I'm not seeing an issue with the Platformer example.... are you rendering all layer separately or using the preRender flag ? (http://melonjs.github.io/melonJS/docs/me.sys.html#.preRender) as for manually changing the order ingame, you can use the getChildByName or getChildByType method of the wolrd container : for example: // return the first layer with the name Spawn var layer = me.game.world.getChildByName("Spawn")[0]; // return all layers object var layers = me.game.world.getChildByName(me.TMXLayer); and then access the pos property of the layer and change the z or y value (based on the sorting method you are using) Quote Link to comment Share on other sites More sharing options...
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