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pixi.js's Introduction

Pixi Renderer

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*** IMPORTANT - V2 API CHANGES ***

A heads up for anyone updating their version of pixi.js to version 2, as we have changed a couple of bits that you need to be aware of. Fortunately, there are only two changes, and both are small.

1: Creating a renderer now accepts an options parameter that you can add specific settings to:

// an optional object that contains the settings for the renderer
var options = {
    view:myCanvas,
    resolution:1
};

var renderer = new PIXI.WebGLRenderer(800, 600, options) 

2: A PIXI.RenderTexture now accepts a PIXI.Matrix as its second parameter instead of a point. This gives you much more flexibility:

myRenderTexture.render(myDisplayObject, myMatrix)

Check out the docs for more info!

JavaScript 2D Renderer

The aim of this project is to provide a fast lightweight 2D library that works across all devices. The Pixi renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of webGL. Also, it's fast.

If you’re interested in pixi.js then feel free to follow me on twitter (@doormat23) and I will keep you posted! And of course check back on our site as any breakthroughs will be posted up there too!

Inline docs Join the chat at https://gitter.im/GoodBoyDigital/pixi.js Analytics Support us Bitdeli Badge

Demos

Thanks to @photonstorm for providing those last 2 examples and allowing us to share the source code :)

Docs

Documentation can be found here

Resources

Tutorials and other helpful bits

Pixi.js forum

Road Map

  • Create a Typescript definition file for Pixi.js
  • Implement Flash animation to pixi
  • Update Loader so that it support XHR2 if it is available
  • Improve the Documentation of the Project
  • Create an Asset Loader Tutorial
  • Create a MovieClip Tutorial
  • Create a small game Tutorial

Contribute

Want to be part of the pixi.js project? Great! All are welcome! We will get there quicker together :) Whether you find a bug, have a great feature request or you fancy owning a task from the road map above feel free to get in touch.

Make sure to read the Contributing Guide before submitting changes.

How to build

PixiJS is built with Grunt. If you don't already have this, go install Node and NPM then install the Grunt Command Line.

$> npm install -g grunt-cli

Then, in the folder where you have downloaded the source, install the build dependencies using npm:

$> npm install

Then build:

$> grunt

This will create a minified version at bin/pixi.js and a non-minified version at bin/pixi.dev.js.

It also copies the non-minified version to the examples.

Current features

  • WebGL renderer (with automatic smart batching allowing for REALLY fast performance)
  • Canvas renderer (Fastest in town!)
  • Full scene graph
  • Super easy to use API (similar to the flash display list API)
  • Support for texture atlases
  • Asset loader / sprite sheet loader
  • Auto-detect which renderer should be used
  • Full Mouse and Multi-touch Interaction
  • Text
  • BitmapFont text
  • Multiline Text
  • Render Texture
  • Spine support
  • Primitive Drawing
  • Masking
  • Filters

Usage

	// You can use either PIXI.WebGLRenderer or PIXI.CanvasRenderer
	var renderer = new PIXI.WebGLRenderer(800, 600);

	document.body.appendChild(renderer.view);

	var stage = new PIXI.Stage;

	var bunnyTexture = PIXI.Texture.fromImage("bunny.png");
	var bunny = new PIXI.Sprite(bunnyTexture);

	bunny.position.x = 400;
	bunny.position.y = 300;

	bunny.scale.x = 2;
	bunny.scale.y = 2;

	stage.addChild(bunny);

	requestAnimationFrame(animate);

	function animate() {
		bunny.rotation += 0.01;

		renderer.render(stage);

		requestAnimationFrame(animate);
	}

This content is released under the (http://opensource.org/licenses/MIT) MIT License.

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