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!
Thanks to @photonstorm for providing those last 2 examples and allowing us to share the source code :)
Documentation can be found here
Tutorials and other helpful bits
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.
PixiJS is built with Gulp. If you don't already have Node.js and NPM, go install them. Once you do, then install Gulp.
$> npm install -g gulp
Then, in the folder where you have downloaded the source, install the build dependencies using npm:
$> npm install
Then, to build the source, run:
$> gulp build
This will create a minified version at bin/pixi.min.js and a non-minified version at bin/pixi.js with all the plugins.
If there are specific plugins you don't want, say "spine" or "interaction", you can exclude those:
$> gulp build --exclude spine --exclude interaction
You can also use the short-form -e
:
$> gulp build -e extras -e spine -e interaction -e filters
The docs can be generated using npm:
$> npm run docs
There is also a gulp task to generate them if you want to:
$> gulp jsdoc
The documentation uses DocStrap and the jsdoc format, the configuration file can be found at gulp/utils/jsdoc.conf.json
- 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
// 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.Container();
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.