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View Code? Open in Web Editor NEWBuild pixel isometric graphics with HTML5 canvas
License: Other
Build pixel isometric graphics with HTML5 canvas
License: Other
Is it possible to detect events via primitives for something like click/mouse/etc?
I was happy that you made this kind of API, I was actually reading your code and trying to understand your architecture, but it was hard for me but I do get some stuffs.
I would like to request if we can just provide some conceptual documentation like I was questioning myself what is the "brick" for or how does he render these things but I do get all of those but still a little conceptual documentation might help.
I am doing this because I was planning to adapt your ideas into my game but also provide some improvements. You are my inspiration for this game :D
Would be very difficult to put images on isometric pixel objects?
Is it compatible with Box2d?
It would be useful to have the unpkg links in the readme so we can directly start testing it.
The gh-pages branch does not include the latest release.
https://unpkg.com/[email protected]/
https://unpkg.com/[email protected]/build/obelisk.min.js
Hi, when i set my canvas to width and height 100%, all of isometrics objects apears very fat and pixelised ... I don't understand .. (sorry for my english)
Hi I am member from cdnjs and is going to add obelisk.js to cdnjs.
cdnjs will automatically fetch releases on GitHub or npm and then add them to CDN.
So it would be great to have v1.2.2 on GitHub!
Is it possible for you to do that?
Thanks!
After adding the cube to the "field" then also the near cubes must be renrendered or its going to overlap other cubes.
// To add new cube press 'a' in canvas
http://codepen.io/riston/pen/ovrtm
I want to create a tube-shape. How would you recommend going about this?
Hello there :-),
this is more a question than an issue, so feel free to close if this is off-topic.
Is it currently possible (or may it be possible in a future update) to apply textures to individual "blocks"? Or may there be already a work-around? For example, applying a grass texture when generating a field, etc.
Thanks a lot in advance (and sorry if off-topic).
Have an amazing day,
Clark!
Dear team,
Your project is awesome. But, I find it difficult to create big size projects with it (who says this library can't be used for big scale projects?). So I created a module to automatize some things and add all the library abilities to separate methods.
I also reviewed the Wiki Page which lucks some explanations. All in all I upload my idea in a new repository called isometricObelisk.
As the above repository is an extension of this library, review my work. I care more on Wiki, as English is not my primary language. Give it a try and pleaseeeee let this issue open so can be viewd by other members of this community.
Lastly, I don't own your work. I understand how difficult it is to make such a thing and I didn't want to copy your work and represented as mine in no situation. I just want to help non experience users too.
I'm programming a racing game using Obelisk but when I got the design it was done using real isometric perspective, ( 30º ) instead of 22,6 (pixel friendly). So my question is to know if is possible to modify the perspective to render the primitives from 22.6º to 30º?
Is there any support planned or otherwise for transforming primitives within a scene, I can translate and scale them but not sure how to proceed with rotations, I could also not find a way of querying the primitives for their location in the coordinate system.
Thanks, loving the library so far : )
I'm creating an isometric game using obelisk.js (amazing library btw), but I'm having so issues figuring out how I should create an accurate representation of the player.
DEMO: http://codepen.io/postmodjoel/pen/PwaJpP
I'm currently messing around with code to dynamically modify the player's appearance depending on their location in order to give the illusion that the player is "behind" another cube, but I now realise that this method won't work in all instances.
I realise that this can be done by including the player's sprite into the rendering for the map, but I know that it's not performance-smart clearing the view the regenerating the view each time the player gets behind an object.
I was wondering if there's some way I could render the player behind an object without regenerating the entirety of the map instance? I was looking through some of your CodePens and saw use of a depthIndex property? Would that be an instance relevant to my problem?
Cheers
Joel
I've made a test case that just renders 50 cubes moving around in a circle. On my i7 macbook it only get 40 frames per second (measured using stats.js). Is there a reason the performance is so bad? I like the API, but the performance isnt really suitable for what I want to use it for. :(
Is there anyway you can provide the TypeScript – *.d.ts
– declaration for this library?
Each object in obelisk is defined like this:
(function (obelisk) {
"use strict";
var Foo, p;
Foo = function () {
this.initialize();
};
p = Foo.prototype;
p.initialize = function () {
return this;
};
p.toString = function () {
return "[Foo]";
};
obelisk.Foo = Foo;
}(obelisk));
What is the purpose of the toString()
?
Just as the title suggests, do you have any plans on adding in texturing support?
Is it possible to draw points and line ?
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