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https://github.com/ccaleb/endless-runner/tree/master/javascript-pixi/pixi.js-master
1:pixi.js的优点
代码简单,性能高效,扩展性强
PixiJS的性能优势, pixi.js专注于渲染,在js2d游戏引擎中,其性能是相当彪悍的。(官网上说最强) 见测试 https://www.goodboydigital.com/pixijs/bunnymark/?base=pixijs&category=bunnymark
PixiJS有着"简单"的代码, 友好的API,loader.add().add().load(), label.centerXY()
PixiJS易扩展,能发挥你无穷的想象力通过装一些插件,可以更方便的实现一些功能.龙骨功能,透视功能,都过插件都可以实现
PIXIJS一直在维护,一直在更新, 其模块化的思想相当先进.
2 核心是Sprite. PIXI.Sprite->PIXI.Container->PIXI.DisplayObject
Sprite对象是渲染到屏幕的所有纹理对象的基础,能轻轻松松改变纹理,只要.sprite.texture = ...
Sprite默认是不响应点击等事件的,必须 Interactive
怎样创建srptie呢?
new Sprite(texture?) 常用方式
Sprite.from(source); 快捷方式. @param source, 可以是url地址,canvas,纹理
Sprite.fromFrame(key); 快捷方式 @param key 为json中的key,或加载时定义的key
Sprite.fromImage(url, crossorigin?:, scaleMode?:); 快捷方式 @param url,不解释
常用属性pivot, anchor, position, scale,texture 是不是一看就知道是干嘛的.
3 Pixi只做三件事 Pixi helped me with 3 main things:
- loading and displaying of assets
- interactivity
- game loop
4 一些有用的东西
可用命令行编译spritesheet npm install sprietsheet -g
app.ticker() loop及time
处理九宫格 Pixi.mesh.NineSlicePlane(texture, x, y, width, height)
pointer事件(鼠标和touch) mouse事件(鼠标) tap事件(touch), 比较好的是, sprite.on('pointerdown', fun), fun中this会是sprite
获取全局坐标 app.renderer.plugins.interaction.mouse.global
PIXI inspector An extension to the Chrome DevTools for inspecting Pixi.js games/applications.
loader.add(..........).on('progress", loadProgress).load(complete) 加载完成后的资源是保存在PIXI.loader.resources中,键值就是url或设置的key
PIXI.util里面包含了一些很有用东西. 比如isMobile,EventEmitter,TextureCache......
PIXI.extras需面也包含了一些有用的东西 例如 AnimatedSprite, BitmapText, Tiling等等,例如Tiling处理一些滚动效果是很高效的
5 pixi中常见的问题:
spriteA可以添加spriteB,spriteA宽高为1,这时需要用Container, sprite的宽高取决于sprite中纹理的宽高.
dis.stage为空, 需要注意.应用 app.stage
graphics 是继承容器的, 添加graphic有效没?
ui的问题,纯粹的用sprite,txt处理不复杂的界面搓搓有余.但是处理scroller和list是有点困难的. 用第三方ui框架 spown,ezgui都是有点问题的,通过egret编辑界面.然后导成pixi.js代码...
6 其他资料
多纹理渲染 http://phaser.io/tutorials/advanced-rendering-tutorial/part2
下面是老外的演讲的一些how
Things Audience Members Will Learn 观众会学到的东西
- How to set up and get Pixi.js app running 怎样让pixi运行
- How to use its basic features 怎样用它的基本功能
- Sprites
- Graphics
- Interaction
- How to use the more advanced features 怎样用它的先进功能
- Filters
- Custom Filters
- Particles
- Meshes
- Ropes
- RenderTextures
- Exporting Data
- How to optimise your scene for Pixi.js 怎样优化
性能测试: multi texture batching https://phaser.io/tutorials/advanced-rendering-tutorial/part2
pixi.js > phaser3 > phaser2 https://github.com/themoonrat/webgl-benchmark
线上例子 欢乐球球 是pixi.js和three.js开发的~
var e = canvas.getContext("webgl", {
alpha: !1,
antialias: !1,
preserveDrawingBuffer: !1,
premultipliedAlpha: !1
});
e.colorMask(!0, !0, !0, !0), this.renderer3D = new THREE.WebGLRenderer({
context: e,
canvas: canvas,
premultipliedAlpha: !1,
alpha: !1
}), this.renderer3D.setPixelRatio(window.devicePixelRatio), this.renderer3D.setSize(window.innerWidth, window.innerHeight),
this.renderer3D.shadowMap.enabled = a.default.enableShadow, this.renderer3D.autoClear = !1,
this.state3D = this.renderer3D.state, a.default.stageWidth = canvas.width, a.default.stageHeight = canvas.height,
SPE.valueOverLifetimeLength = 3, (0, s.setSharedCanvasSize)(canvas.width, canvas.height),
PIXI.settings.isLittleGame = !0, PIXI.settings.MAX_TEXTURES = 4, PIXI.settings.MAX_VERTEX_ATTRIBS = 16,
PIXI.settings.RESOLUTION = 1, PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.LINEAR,
PIXI.settings.CAN_UPLOAD_SAME_BUFFER = !0, PIXI.settings.SPRITE_BATCH_SIZE = 256,
PIXI.settings.GC_MODE = PIXI.GC_MODES.MANUAL, PIXI.settings.MIPMAP_TEXTURES = !1,
e.pixelStorei(e.UNPACK_FLIP_Y_WEBGL, !1), this.pixiApp = new PIXI.Application({
view: canvas,
context: e,
width: window.innerWidth,
height: window.innerHeight,
resolution: window.devicePixelRatio,
forceCanvas: !1,
clearBeforeRender: !1,
roundPixels: !1,
transparent: !1,
legacy: !0,
sharedLoader: !0,
autoStart: !1,
sharedTicker: !0
}), this.pixiApp.ticker.autoStart = !1, this.pixiApp.ticker.stop(), this.pixiApp.removeRenderTick(),