Ivan Popelyshev
                                            Ivan Popelyshev
                                        
                                    Nope. pixi-tilemap provides a way to show tilemap independently of the editor you choose. Rpgmaker maps work through rpgmaker runtime that uses pixi-tilemap. Take Tiled, for example, make a parser...
No, i didnt convert it for v5 yet. v5 has better Graphics implementation, you can just use beginTextureFill and drawRect to get it working with tiles. Its still has lower...
As for using it as npm with v4, PIXI has to be global or pixi-tilemap cant hack it. Or `pixi-tilemap` has to be included after pixi. I dont use webpack....
Its shader is half-way to the shader tojicode published for tilemaps, but no, adding "mod" in fragment shader is a bad idea. Use TilingSprite if you know how it works...
Thankfully, no :) That thing has slow fragment shader, its adaptation of old tojicode's demo to pixi. The demo i already mentioned. TilingSprite also uses `mod` operation but only for...
The idea is, if you understand that paragraph, you can build tilemap on ANYTHING: Graphics, pixi-tilemap, even sprites. **Maintain a window around the camera, like 2x of it. If camera...
Just last thing: Graphics wasn't that good in v4, it had a shader switch between Graphics and Sprite and it didnt have texturing inside. If you see my old posts...
Here: https://github.com/pixijs/pixi-tilemap/tree/v5
> use the branch v5, its already in master. I thought i uploaded it as npm 2.0.0.. well, i forgot, gonna upload both v4 and v5. Done : v4 1.2.6,...
For now, there's a universal way to add any of my plugins in pixijs: ```js import * as PIXI from 'pixi.js' window.PIXI = PIXI import 'pixi-tilemap'; //or require('pixi.js') ``` And...