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pixijs-remote-helper

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<!DOCTYPE html> <html> <head> <title>Pixijs remote helper example mixin</title> </head> <body style="display: flex"> <canvas id="example" style="width: 480;height: 360px;"></canvas> <div id="devpanel" style="flex: 1"> <pixi-panel></pixi-panel> <!-- this is where the PixiPanel will get rendered --> </div> <script type="text/javascript" src="mixin_build/main4v.bundle.js"></script> <!-- <script src="mixin_build/libs.bundle.js"></script> --> <script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.5.1/pixi.min.js"></script> <script> var viewWidth = 480; var viewHeight = 360; var renderer = PIXI.autoDetectRenderer(viewWidth, viewHeight, { backgroundColor: 0xFFFFFF, //0x1099bb, view: document.getElementById('example') }); // create an new instance of a pixi stage var stage = new PIXI.Container(); stage.name = 'root'; stage._inspector = { type: 'stage', whitelist: ['position'] }; // create a background texture var pondFloorTexture = PIXI.Texture.fromImage("assets/BGrotate.jpg"); // create a new background sprite var pondFloorSprite = new PIXI.Sprite(pondFloorTexture); pondFloorSprite.name = "pondFloorTexture"; stage.addChild(pondFloorSprite); var dudesContainer = new PIXI.Container(); // dudesContainer.name = "dudesContainer"; stage.addChild(dudesContainer); // create an array to store a refference to the fish in the pond var subContainer = new PIXI.Container(); subContainer.name = "subContainer"; dudesContainer.addChild(subContainer); class NewTypeObject extends PIXI.Sprite {} var texture = PIXI.Texture.fromImage("assets/eggHead.png"); var newTypeObject = new NewTypeObject(texture); newTypeObject.name = "extended_Sprite"; subContainer.addChild(newTypeObject); var dudeArray = []; var totalDude = 10; for (var i = 0; i < totalDude; i++) { // create a new Sprite that uses the image name that we just generated as its source var dude = PIXI.Sprite.fromImage("assets/eggHead.png"); dude.name = 'name_' + i; dude.interactive = true; dude.cursor = 'help'; // set the anchor point so the the dude texture is centerd on the sprite dude.anchor.x = dude.anchor.y = 0.5; // set a random scale for the dude - no point them all being the same size! dude.scale.x = dude.scale.y = 0.8 + Math.random() * 0.3; // finally lets set the dude to be a random position.. dude.position.x = Math.random() * viewWidth; dude.position.y = Math.random() * viewHeight; // time to add the dude to the pond container! subContainer.addChild(dude); // create some extra properties that will control movment dude.tint = Math.random() * 0xFFFFFF; // create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees dude.direction = Math.random() * Math.PI * 2; // this number will be used to modify the direction of the dude over time dude.turningSpeed = Math.random() - 0.8; // create a random speed for the dude between 0 - 2 dude.speed = 2 + Math.random() * 2; // finally we push the dude into the dudeArray so it it can be easily accessed later dudeArray.push(dude); } // create a bounding box box for the little dudes var dudeBoundsPadding = 100; var dudeBounds = new PIXI.Rectangle(-dudeBoundsPadding, -dudeBoundsPadding, viewWidth + dudeBoundsPadding * 2, viewHeight + dudeBoundsPadding * 2); // create a displacment map var tick = 0; requestAnimationFrame(animate); function animate() { // iterate through the dude and update the positiond for (var i = 0; i < dudeArray.length; i++) { var dude = dudeArray[i]; dude.direction += dude.turningSpeed * 0.01; dude.position.x += Math.sin(dude.direction) * dude.speed; dude.position.y += Math.cos(dude.direction) * dude.speed; dude.rotation = -dude.direction - Math.PI / 2; // wrap the dudes by testing there bounds.. if (dude.position.x < dudeBounds.x) dude.position.x += dudeBounds.width; else if (dude.position.x > dudeBounds.x + dudeBounds.width) dude.position.x -= dudeBounds.width if (dude.position.y < dudeBounds.y) dude.position.y += dudeBounds.height; else if (dude.position.y > dudeBounds.y + dudeBounds.height) dude.position.y -= dudeBounds.height } // increment the ticker tick += 0.1; // time to render the state! renderer.render(stage); // request another animation frame.. requestAnimationFrame(animate); } // renderer.view.addEventListener('click', () => { // renderer.render(stage); // }) </script> </body> </html>