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PixiJS โ€” The HTML5 Creation Engine

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This project aims to provide a fast, lightweight 2D library that works across all devices. The PixiJS renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of WebGL. Also, it's fast. Really fast.

If you want to keep up to date with the latest PixiJS news then feel free to follow us on Twitter @PixiJS and we will keep you posted! You can also check back on our site as any breakthroughs will be posted up there too!

We are now a part of the Open Collective and with your support you can help us make PixiJS even better. To make a donation, simply click the button below and we'll love you forever!

What to Use PixiJS for and When to Use It

PixiJS is a rendering library that will allow you to create rich, interactive graphics and cross-platform applications and games without having to dive into the WebGL API or deal with browser and device compatibility.

PixiJS supports WebGPU with fallback support for WebGL. As a library, PixiJS is a fantastic tool for authoring interactive content. Use it for your graphics-rich, interactive websites, applications, and HTML5 games. Out-of-the-box, cross-platform compatibility and graceful degradation mean you have less work to do and more fun doing it! If you want to create polished and refined experiences relatively quickly without delving into dense, low-level code, all while avoiding the headaches of browser inconsistencies, then sprinkle your next project with some PixiJS magic!

Boost your development and feel free to use your imagination!

Current features

  • WebGL renderer (with automatic smart batching, allowing for REALLY fast performance)
  • WebGPU renderer (new to the latest browsers!)
  • 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
  • Primitive Drawing
  • Masking
  • Filters
  • Community-Supported Plugins

Setup

It's easy to get started with PixiJS! Simply download a prebuilt build!

Alternatively, PixiJS can be installed with npm or simply using a content delivery network (CDN) URL to embed PixiJS directly on your HTML page.

NPM Install

npm install pixi.js

There is no default export. The correct way to import PixiJS is:

import * as PIXI from 'pixi.js';

CDN Install

Via jsDelivr:

<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/pixi.min.js"></script>

Or via unpkg:

<script src="https://unpkg.com/[email protected]/dist/pixi.min.js"></script>

Basic Usage Example

import { Application, Sprite, Assets } from 'pixi.js';

// The application will create a renderer using WebGL, if possible,
// with a fallback to a canvas render. It will also setup the ticker
// and the root stage PIXI.Container
const app = new Application();

// Wait for the Renderer to be available
await app.init();

// The application will create a canvas element for you that you
// can then insert into the DOM
document.body.appendChild(app.canvas);

// load the texture we need
const texture = await Assets.load('bunny.png');

// This creates a texture from a 'bunny.png' image
const bunny = new Sprite(texture);

// Setup the position of the bunny
bunny.x = app.renderer.width / 2;
bunny.y = app.renderer.height / 2;

// Rotate around the center
bunny.anchor.x = 0.5;
bunny.anchor.y = 0.5;

// Add the bunny to the scene we are building
app.stage.addChild(bunny);

// Listen for frame updates
app.ticker.add(() => {
    // each frame we spin the bunny around a bit
    bunny.rotation += 0.01;
});

Learn

  • Website: Find out more about PixiJS on the official website.
  • Getting Started:
    • Check out the getting started guide.
    • Also, check out @miltoncandelero's PixiJS tutorials aimed toward videogames with recipes and best practices here
  • Examples: Get stuck right in and play around with PixiJS code and features right here!
  • API Documentation: Get to know the PixiJS API by checking out the docs.
  • Guide: Supplementary usage guides to the API Documentation here.

Demos

Community

  • Forums: Check out the discussions and Stackoverflow -- both friendly places to ask your PixiJS questions.
  • Chat: You can join us on Discord to chat about PixiJS.

How to build

Note that for most users you don't need to build this project. If all you want is to use PixiJS, then just download one of our prebuilt releases. The only time you should need to build PixiJS is if you are developing it.

If you don't already have Node.js and NPM, go install them. Then, in the folder where you have cloned the repository, install the build dependencies using npm:

npm install

Then, to build the source, run:

npm run build

How to generate the documentation

The docs can be generated using npm:

npm run docs

Contribute

Want to be part of the PixiJS 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.

License

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

docs's People

Contributors

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docs's Issues

expirimenting with documentation refactor

I'm interested in working on some of the pixi.js documentation, especially with v3 on the way. I've put together a very simplistic skeleton for how docs could look. http://mreinstein.github.io/pixijs-docs

prototype goals:

  • consolidate examples, API docs, and tutorials into one place
  • adopt a clean, simple visual interface
  • provide a place where examples are not just code but include line-by-line descriptions to gently ease people into features

I've basically taken the doc code from three.js and adapted it for pixi, since I think it's a really elegant starting point, and it's MIT licensed.

I'd like to get feedback from some people before I invest much more time in this. If this is something that we like, I'm happy to keep working on it. :)

What's done:

  • the basic example has been added, with descriptions on what each line is doing.
  • the skeleton framework for linking pages into table of contents, searching, pretty printing,etc.

What's not done:

  • None of the links to examples are populated
  • none of the API reference docs are tied in to actual docs yet
  • running examples should be embedded at the bottom of each one.

Basic usage example javascript on http://pixijs.github.io/docs/ is invalid

index.html lists this code as a basic usage example:

// You can use either `new PIXI.WebGLRenderer`, `new PIXI.CanvasRenderer`, or `PIXI.autoDetectRenderer`
// which will try to choose the best renderer for the environment you are in.
var renderer = new PIXI.WebGLRenderer(800, 600);

// The renderer will create a canvas element for you that you can then insert into the DOM.
document.body.appendChild(renderer.view);

// You need to create a root container that will hold the scene you want to draw.
var stage = new PIXI.Container();

// load the texture we need
PIXI.loader.add('bunny', 'bunny.png').load(function (loader, resources) {
    // This creates a texture from a 'bunny.png' image.
    var bunny = new PIXI.Sprite(resources.bunny.texture);

    // Setup the position and scale of the bunny
    bunny.position.x = 400;
    bunny.position.y = 300;

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

    // Add the bunny to the scene we are building.
    stage.addChild(bunny);

    // kick off the animation loop (defined below)
    animate();
});

function animate() {
    // start the timer for the next animation loop
    requestAnimationFrame(animate);

    // each frame we spin the bunny around a bit
    bunny.rotation += 0.01;

    // this is the main render call that makes pixi draw your container and its children.
    renderer.render(stage);
}

However this code won't run; the bunny variable isn't properly scoped so it's not accessible inside animate().

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