本文整理匯總了TypeScript中pixi.js.Container類的典型用法代碼示例。如果您正苦於以下問題:TypeScript js.Container類的具體用法?TypeScript js.Container怎麽用?TypeScript js.Container使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。
在下文中一共展示了js.Container類的9個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: function
loader.load(function()
{
debugger;
bg = new pixi.Sprite(pixi.Texture.from("../../docs/examples/images/bg.png"));
//bg is a 1px by 1px image
bg.scale.x = canvas.width;
bg.scale.y = canvas.height;
bg.tint = 0x000000;
stage.addChild(bg);
//collect the textures, now that they are all loaded
const art = [];
for(let i = 0; i < imagePaths.length; ++i)
art.push(pixi.Texture.from(imagePaths[i]));
// Create the new emitter and attach it to the stage
const emitterContainer = new pixi.Container();
stage.addChild(emitterContainer);
(window as any).emitter = emitter = new particles.Emitter(
emitterContainer,
art,
config
);
// Center on the stage
emitter.updateOwnerPos(window.innerWidth / 2, window.innerHeight / 2);
// Click on the canvas to trigger
canvas.addEventListener('mouseup', function(e){
if(!emitter) return;
emitter.emit = true;
emitter.resetPositionTracking();
emitter.updateOwnerPos(e.offsetX || e.layerX, e.offsetY || e.layerY);
});
// Start the update
update();
//for testing and debugging
(window as any).destroyEmitter = function()
{
emitter.destroy();
emitter = null;
(window as any).destroyEmitter = null;
//cancelAnimationFrame(updateId);
// V4 code - dunno what it would be in V5, or if it is needed
//reset SpriteRenderer's batching to fully release particles for GC
// if (renderer.plugins && renderer.plugins.sprite && renderer.plugins.sprite.sprites)
// renderer.plugins.sprite.sprites.length = 0;
renderer.render(stage);
};
});
示例2: prepareStage
private prepareStage(): PIXI.Container {
const stage = new PIXI.Container();
const { width, height } = this.config;
stage.width = this.config.width;
stage.height = this.config.height;
const distanceBetween = 40;
const padding = 20;
const color = 0x6FC3DF;
const steps = [0.4, 0.2, 0.1];
const grid = new PIXI.Graphics();
for (let i = distanceBetween; i < width; i += distanceBetween) {
this.drawLine(grid, [i, padding], [i, height - padding], color, steps);
}
for (let i = distanceBetween; i < height; i += distanceBetween) {
this.drawLine(grid, [padding, i], [width - padding, i], color, steps);
}
stage.addChild(grid);
return stage;
}
示例3: Text
labelComponents.forEach(component => {
let child: Container
if (typeof component === 'string') {
child = new Text(component, style)
} else {
child = component.createSprite()
child.scale.set(0.5)
}
child.x = container.width + PIXEL_SIZE
container.addChild(child)
})
示例4: makeTextContainer
makeTextContainer (labelComponents: (string | Item)[], maxWidth: number): Container {
const style: TextStyle = new TextStyle({
fontFamily: AssetsConfig.FONT_DEFAULT,
fill: DB16.BLACK,
fontSize: 20,
wordWrap: true,
wordWrapWidth: maxWidth,
})
const container = new Container()
labelComponents.forEach(component => {
let child: Container
if (typeof component === 'string') {
child = new Text(component, style)
} else {
child = component.createSprite()
child.scale.set(0.5)
}
child.x = container.width + PIXEL_SIZE
container.addChild(child)
})
return container
}
示例5: Party
import * as PIXI from 'pixi.js';
import { Party, PartyUnits } from './models/party';
import { BattleScene } from './components/scenes/battle-scene';
import { Unit } from './models/unit';
import { UnitService } from './services/unit-service';
import { UnitBattleCard } from './components/unit-battle-card';
import { FpsCounter } from './components/fps-counter';
import { TweenManager } from './tween/tween-manager';
const game = document.getElementById('game') as HTMLDivElement;
const renderer = new PIXI.WebGLRenderer(window.innerWidth, window.innerHeight, {
backgroundColor: 0x6495ED
});
game.appendChild(renderer.view);
const stage = new PIXI.Container();
const barb1 = Unit.getByCode('barbarian');
const paly1 = Unit.getByCode('paladin');
const amzn1 = Unit.getByCode('amazon');
const sorc1 = Unit.getByCode('sorceress');
const leftParty = new Party([ barb1, paly1, amzn1, sorc1 ]);
const barb2 = Unit.getByCode('barbarian');
const paly2 = Unit.getByCode('paladin');
const amzn2 = Unit.getByCode('amazon');
const sorc2 = Unit.getByCode('sorceress');
const rightParty = new Party([ barb2, paly2, amzn2, sorc2 ]);
const battleScene = new BattleScene(leftParty, rightParty);
stage.addChild(battleScene);
示例6: detached
public detached(): void {
if (this.container && this._sprite) {
this.container.removeChild(this._sprite);
this._sprite.destroy();
this._sprite = null;
}
}
示例7: attached
public attached(): void {
if (this.container) {
const $this = this as PixiSprite & { [key: string]: unknown };
this._sprite = new Sprite(loader.resources[this.src as string].texture);
for (const prop of directProps) {
if ($this[prop] !== undefined) {
this._sprite[prop] = $this[prop];
}
}
for (const prop of pointProps) {
if ($this[`${prop}X`] !== undefined) {
(this._sprite[prop] as { x: unknown }).x = $this[`${prop}X`];
}
if ($this[`${prop}Y`] !== undefined) {
(this._sprite[prop] as { y: unknown }).y = $this[`${prop}Y`];
}
}
this.width = this._sprite.width;
this.container.addChild(this._sprite);
}
}
示例8: animate
function animate() {
requestAnimationFrame(animate);
var bunny = stage.getChildAt(0);
bunny.rotation += 0.01;
renderer.render(stage);
}
示例9: update
/**
* Updates all particles spawned by this emitter and emits new ones.
* @param delta Time elapsed since the previous frame, in __seconds__.
*/
public update(delta: number)
{
if (this._autoUpdate)
{
delta = delta / settings.TARGET_FPMS / 1000;
}
//if we don't have a parent to add particles to, then don't do anything.
//this also works as a isDestroyed check
if (!this._parent) return;
//update existing particles
let i, particle, next;
for (particle = this._activeParticlesFirst; particle; particle = next)
{
next = particle.next;
particle.update(delta);
}
let prevX, prevY;
//if the previous position is valid, store these for later interpolation
if(this._prevPosIsValid)
{
prevX = this._prevEmitterPos.x;
prevY = this._prevEmitterPos.y;
}
//store current position of the emitter as local variables
let curX = this.ownerPos.x + this.spawnPos.x;
let curY = this.ownerPos.y + this.spawnPos.y;
//spawn new particles
if (this._emit)
{
//decrease spawn timer
this._spawnTimer -= delta < 0 ? 0 : delta;
//while _spawnTimer < 0, we have particles to spawn
while(this._spawnTimer <= 0)
{
//determine if the emitter should stop spawning
if(this._emitterLife > 0)
{
this._emitterLife -= this._frequency;
if(this._emitterLife <= 0)
{
this._spawnTimer = 0;
this._emitterLife = 0;
this.emit = false;
break;
}
}
//determine if we have hit the particle limit
if(this.particleCount >= this.maxParticles)
{
this._spawnTimer += this._frequency;
continue;
}
//determine the particle lifetime
let lifetime;
if (this.minLifetime == this.maxLifetime)
lifetime = this.minLifetime;
else
lifetime = Math.random() * (this.maxLifetime - this.minLifetime) + this.minLifetime;
//only make the particle if it wouldn't immediately destroy itself
if(-this._spawnTimer < lifetime)
{
//If the position has changed and this isn't the first spawn,
//interpolate the spawn position
let emitPosX, emitPosY;
if (this._prevPosIsValid && this._posChanged)
{
//1 - _spawnTimer / delta, but _spawnTimer is negative
let lerp = 1 + this._spawnTimer / delta;
emitPosX = (curX - prevX) * lerp + prevX;
emitPosY = (curY - prevY) * lerp + prevY;
}
else//otherwise just set to the spawn position
{
emitPosX = curX;
emitPosY = curY;
}
//create enough particles to fill the wave (non-burst types have a wave of 1)
i = 0;
for(let len = Math.min(this.particlesPerWave, this.maxParticles - this.particleCount); i < len; ++i)
{
//see if we actually spawn one
if (this.spawnChance < 1 && Math.random() >= this.spawnChance)
continue;
//create particle
let p;
if(this._poolFirst)
{
p = this._poolFirst;
this._poolFirst = this._poolFirst.next;
p.next = null;
}
else
{
p = new this.particleConstructor(this);
}
//.........這裏部分代碼省略.........