canvas2d
Here are 416 public repositories matching this topic...
I was trying to look up the API for the DebugPanel so I could locate an option to decrease the text size. I'm developing a smaller resolution game and the elements of the panel overlap and are unreadable/unusable at these lower sizes. Upon opening the API and searching/clicking on the DebugPanel link, I'm routed to [http://melonjs.github.io/melonJS/docs/me.DebugPanel.html](http://melonjs.github.io
Canvas context menu and also node context menu are overrideable, but when you click on slot you get only the build version.
I would like to see that could also be overriden.
Minor issue: The docs seem to be outdated when it comes to the NMLEvent or NidiumEvent.
For these cases there's no event.preventDefault() and no event.stopPropagation() methods (just in case some people are wondering or are using libraries that would expect those to exist):
window._onkeydownwindow._onmousedownwindow._onmousemovewindow._onmouseup
It might make sen
-
Updated
Jan 24, 2020
It would be nice to have a component that can expose the frames of an animated GIF image using the Animation interface; I'm picturing something like this:
import { useType, useNewComponent, GIF, useDraw } from "@hex-engine/2d";
import someGifFile from "./whatever.gif";
function MyComponent() {
useType(MyComponent);
const gif = uFor my original canvas, I've set the canvasWidth and canvasHeight to '100%' which works well in and of itself. However, when saving the data and then loading it via the saveData prop on a different canvas, it does not draw at all. If you try to draw on the canvas you'll notice it constantly refreshes as it 'tries' to draw the saveData string, but it doesn't actually show up on the canvas itself.
-
Updated
May 19, 2020 - C
It would be nice to have a crosshair instead of a cursor while aiming for the shot.
-
Updated
Apr 7, 2020 - JavaScript
-
Updated
May 28, 2020 - JavaScript
-
Updated
Jun 29, 2013 - JavaScript
-
Updated
Feb 16, 2020 - JavaScript
-
Updated
Apr 13, 2014 - JavaScript
-
Updated
Oct 10, 2018 - Haxe
-
Updated
May 13, 2019 - JavaScript
-
Updated
Jul 23, 2019 - Java
-
Updated
Oct 3, 2018 - HTML
-
Updated
Oct 28, 2017 - OCaml
-
Updated
Nov 17, 2019 - JavaScript
-
Updated
Feb 13, 2019 - TypeScript
-
Updated
Aug 19, 2018 - JavaScript
-
Updated
Nov 3, 2017 - JavaScript
47:15-28 Critical dependency: the request of a dependency is an expression
@ ./common/src/plugins/Plugins.js
@ ./client/src/manager/Plugins.js
@ ./client/src/manager/Manager.js
@ ./client/src/App.js
WARNING in ./node_modules/ws/lib/BufferUtil.js
Module not found: Error: Can't resolve 'bufferutil' in 'C:\db\projects\jevo.js\node_modules\ws\
Improve this page
Add a description, image, and links to the canvas2d topic page so that developers can more easily learn about it.
Add this topic to your repo
To associate your repository with the canvas2d topic, visit your repo's landing page and select "manage topics."


I met a number of people who added extra renderer because of this example:
https://pixijs.download/dev/docs/PIXI.RenderTexture.html
We should post a notice that it has to be the same
rendererthey use, and not new one.