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@@ -22,7 +22,7 @@ are what make it possible to push PixiJS further, faster. Contributions allow us to commission the PixiJS developer community to accelerate feature development and create more in-depth documentation. Support Us by making a contribution via Open Collective. Go on! It will be a massive help AND make you feel good about yourself, win win ;)

Where do I get it?

Visit our GitHub page to download the very latest version of PixiJS. This is the most up-to-date resource for PixiJS and should always be your first port of call to make sure you are using the latest version. Just click the 'Download' link in the navigation.

How do I get started?

Right here! Take a look through the Resources section for a wealth of information including documentation, forums, tutorials and the Goodboy blog.

Why should I use PixiJS?

Because you care about speed. PixiJS' #1 mantra has always been speed. We really do feel the need! We do everything we can to make PixiJS as streamlined, efficient and fast as possible, whilst balancing it with offering as many crucial and valuable features as we can.

Is PixiJS a game engine?

No. PixiJS is what we've come to think of as a "creation engine". Whilst it is extremely good for making games, the core essence of PixiJS is simply moving things around on screens as quickly and efficiently as possible. It does of course happen that it is absolutely brilliant for making games though!

Who makes PixiJS?

Outside of the highly active PixiJS community, it is primarily maintained by Mat Groves, Technical Partner of our creative agency Goodboy Digital. One of the huge advantages of creating PixiJS within the framework of a working agency is that it means its features are always driven by genuine industry demands and critically are always trialled "in anger" in our cutting-edge games, sites and apps.

I found a bug. What should I do?

Two things - lets us know via the PixiJS GitHub community and even better yet, if you know how, post a fix! Our Community is stronger in numbers so we're always keen to welcome new contributors into the team to help us shape what PixiJS becomes next.

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Welcome

PixiJS is an open source, web-based rendering system that provides blazing fast performance for games, data visualization, and other graphics intensive projects. These guides are designed to be a companion to the API documentation, providing a structured introduction to using the API to solve problems and build projects.

About The Guides

If you're new to PixiJS, we suggest you start with the Basics and read through them in order (a good place to start is Getting Started). While PixiJS has a mature API and solid documentation, the guides go over many common issues and questions that developers new to the system encounter.

Other Resources

As you explore the guides, you may find these resources valuable:

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Architecture Overview

OK, now that you've gotten a feel for how easy it is to build a PixiJS application, let's get into the specifics. For the rest of the Basics section, we're going to work from the high level down to the details. We'll start with an overview of how PixiJS is put together.

The Code

Before we get into how the code is layed out, let's talk about where it lives. PixiJS is an open source product hosted on GitHub. Like any GitHub repo, you can browse and download the raw source files for each PixiJS class, as well as search existing issues & bugs, and even submit your own. PixiJS is written in a JavaScript variant called TypeScript, which enables type-checking in JavaScript via a pre-compile step.

The Components

PixiJS is a modular rendering engine. Each task required for generating, updating and displaying content is broken out into its own component. Not only does this make the code cleaner, it allows for greater extensibility. Additionally, with the use of the PixiJS Customize tool, it's possible to build a custom PixiJS file containing only the subset of features your project needs, saving download size.

Here's a list of the major components that make up PixiJS. Note that this list isn't exhaustive. Additionally, don't worry too much about how each component works. The goal here is to give you a feel for what's under the hood as we start exploring the engine.

Major Components

ComponentDescription
Renderer @pixi/coreThe core of the PixiJS system is the renderer, which displays the scene graph and draws it to the screen. The default renderer for PixiJS is based on WebGL under the hood.
Container @pixi/displayMain display object which creates a scene graph: the tree of renderable objects to be displayed, such as sprites, graphics and text. See Scene Graph for more details.
Loader @pixi/loaderThe loader system provides tools for asynchronously loading resources such as images and audio files.
Ticker @pixi/tickerTickers provide periodic callbacks based on a clock. Your game update logic will generally be run in response to a tick once per frame. You can have multiple tickers in use at one time.
Application @pixi/appThe Application is a simple helper that wraps a Loader, Ticker and Renderer into a single, convenient easy-to-use object. Great for getting started quickly, prototyping and building simple projects.
Interaction @pixi/interactionPixiJS supports both touch and mouse-based interaction - making objects clickable, firing hover events, etc.
Accessibility @pixi/accessibilityWoven through our display system is a rich set of tools for enabling keyboard and screen-reader accessibility.
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@@ -18,7 +18,7 @@ experience developing JavaScript-based applications. If you are a coding veteran, you may find that the level of detail here is not helpful. If that's the case, you may want to skim this guide, then jump into how to work with PixiJS and packers like webpack and npm.

A Note About JavaScript

One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor:

// ES5
var x = 5;
setTimeout(function() { alert(x); }, 1000);
// ES6
const x = 5;
setTimeout(() => alert(x), 1000);

ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn't mean you can't use PixiJS with ES5 programs! Just mentally substitute "var" for "let/const", expand the shorter function-passing syntax, and everything will run just fine.

Components of a PixiJS Application

OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application:

Let's walk through them together.

The HTML File

PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. In a real PixiJS application, you might want to embed your display within a complex existing page, or you might want your display area to fill the whole page. For this demo, we'll build an empty page to start:

<!doctype html>
<html>
<head>
</head>
<body>
<h1>Hello PixiJS</h1>
</body>
</html>

Create a new folder named pixi-test, then copy and paste this HTML into a new file in the pixi-test folder named index.html.

Serving the File

You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage.

Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with Mongoose, but you could just as easily use XAMPP or the http-server Node.js package to serve your files.

To start serving your page with Mongoose, go to the Mongoose download page and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (pixi-test). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder.

Test that everything is working by opening your browser of choice and entering http://127.0.0.1:8080 in the location bar. (Mongoose by default serves files on port 8080.) You should see "Hello PixiJS" and nothing else. If you get an error at this step, it means you didn't name your file index.html or you mis-configured your web server.

Loading PixiJS

OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the Pixi Github repo so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the <head> section of your index.html file:

<script src="https://pixijs.download/release/pixi.js"></script>

This will include a non-minified version of the latest version of PixiJS when your page loads, ready to be used. We use the non-minified version because we're in development. In production, you'd want to use pixi.min.js instead, which is compressed for faster download and excludes assertions and deprecation warnings that can help when building your project, but take longer to download and run.

Creating an Application

Loading the library doesn't do much good if we don't use it, so the next step is to start up PixiJS. Start by replacing the line <h1>Hello PixiJS</h1> with a script tag like so:

<script>
let app = new PIXI.Application({ width: 640, height: 360 });
</script>

What we're doing here is adding a JavaScript code block, and in that block creating a new PIXI.Application instance. Application is a helper class that simplifies working with PixiJS. It creates the renderer, creates the stage, and starts a ticker for updating. In production, you'll almost certainly want to do these steps yourself for added customization and control - we'll cover doing so in a later guide. For now, the Application class is a perfect way to start playing with PixiJS without worrying about the details.

Adding the View to the DOM

When the PIXI.Application class creates the renderer, it builds a Canvas element that it will render to. In order to see what we draw with PixiJS, we need to add this Canvas element to the web page's DOM. Append the following line to your page's script block:

  document.body.appendChild(app.view);

This takes the view created by the application (the Canvas element) and adds it to the body of your page.

Creating a Sprite

So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed.

There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of DisplayObjects. A Sprite is a type of DisplayObject that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth.

Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. We'll talk a lot more about resource loading in later guides. For now, we can use a helper method on the PIXI.Sprite class to handle the image loading for us:

  // Magically load the PNG asynchronously
let sprite = PIXI.Sprite.from('sample.png');

Download the sample PNG here, and save it into your pixi-test directory next to your index.html.

Adding the Sprite to the Stage

Finally, we need to add our new sprite to the stage. The stage is simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it.

  app.stage.addChild(sprite);

Writing an Update Loop

While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block:

  // Add a variable to count up the seconds our demo has been running
let elapsed = 0.0;
// Tell our application's ticker to run a new callback every frame, passing
// in the amount of time that has passed since the last tick
app.ticker.add((delta) => {
// Add the time to our total elapsed time
elapsed += delta;
// Update the sprite's X position based on the cosine of our elapsed time. We divide
// by 50 to slow the animation down a bit...
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});

All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.

Putting It All Together

That's it! The simplest PixiJS project!

Here's the whole thing in one place. Check your file and make sure it matches if you're getting errors.

<!doctype html>
<html>
<head>
<script src="https://pixijs.download/release/pixi.min.js"></script>
</head>
<body>
<script>
// Create the application helper and add its render target to the page
let app = new PIXI.Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Create the sprite and add it to the stage
let sprite = PIXI.Sprite.from('sample.png');
app.stage.addChild(sprite);

// Add a ticker callback to move the sprite back and forth
let elapsed = 0.0;
app.ticker.add((delta) => {
elapsed += delta;
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});
</script>
</body>
</html>

Once you have things working, the next thing to do is to read through the rest of the Basics guides to dig into how all this works in much greater depth.

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Render Loop

Now that you understand the major parts of the system, let's look at how these parts work together to get your project onto the screen. Unlike a web page, PixiJS is constantly updating and re-drawing itself, over and over. You update your objects, then PixiJS renders them to the screen, then the process repeats. We call this cycle the render loop.

The majority of any PixiJS project is contained in this update + render cycle. You code the updates, PixiJS handles the rendering.

Let's walk through what happens each frame of the render loop. There are three main steps.

Running Ticker Callbacks

The first step is to calculate how much time has elapsed since the last frame, and then call the Application object's ticker callbacks with that time delta. This allows your project's code to animate and update the sprites, etc. on the stage in preparation for rendering.

Updating the Scene Graph

We'll talk a lot more about what a scene graph is and what it's made of in the next guide, but for now, all you need to know is that it contains the things you're drawing - sprites, text, etc. - and that these objects are in a tree-like hierarchy. After you've updated your game objects by moving, rotating and so forth, PixiJS needs to calculate the new positions and state of every object in the scene, before it can start drawing.

Rendering the Scene Graph

Now that our game's state has been updated, it's time to draw it to the screen. The rendering system starts with the root of the scene graph (app.stage), and starts rendering each object and its children, until all objects have been drawn. No culling or other cleverness is built into this process. If you have lots of objects outside of the visible portion of the stage, you'll want to investigate disabling them as an optimization.

Frame Rates

A note about frame rates. The render loop can't be run infinitely fast - drawing things to the screen takes time. In addition, it's not generally useful to have a frame updated more than once per screen update (commonly 60fps, but newer monitors can support 144fps and up). Finally, PixiJS runs in the context of a web browser like Chrome or Firefox. The browser itself has to balance the needs of various internal operations with servicing any open tabs. All this to say, determining when to draw a frame is a complex issue.

In cases where you want to adjust that behavior, you can set the minFPS and maxFPS attributes on a Ticker to give PixiJS hints as to the range of tick speeds you want to support. Just be aware that due to the complex environment, your project cannot guarantee a given FPS. Use the passed delta value in your ticker callbacks to scale any animations to ensure smooth playback.

Custom Render Loops

What we've just covered is the default render loop provided out of the box by the Application helper class. There are many other ways of creating a render loop that may be helpful for advanced users looking to solve a given problem. While you're prototyping and learning PixiJS, sticking with the Application's provided system is the recommended approach.

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Scene Graph

Every frame, PixiJS is updating and then rendering the scene graph. Let's talk about what's in the scene graph, and how it impacts how you develop your project. If you've built games before, this should all sound very familiar, but if you're coming from HTML and the DOM, it's worth understanding before we get into specific types of objects you can render.

The Scene Graph Is a Tree

The scene graph's root node is a container maintained by the application, and referenced with app.stage. When you add a sprite or other renderable object as a child to the stage, it's added to the scene graph and will be rendered and interactable. Most PixiJS objects can also have children, and so as you build more complex scenes, you will end up with a tree of parent-child relationships, rooted at the app's stage.

(A helpful tool for exploring your project is the Pixi.js devtools plugin for Chrome, which allows you to view and manipulate the scene graph in real time as it's running!)

Parents and Children

When a parent moves, its children move as well. When a parent is rotated, its children are rotated too. Hide a parent, and the children will also be hidden. If you have a game object that's made up of multiple sprites, you can collect them under a container to treat them as a single object in the world, moving and rotating as one.

Each frame, PixiJS runs through the scene graph from the root down through all the children to the leaves to calculate each object's final position, rotation, visibility, transparency, etc. If a parent's alpha is set to 0.5 (making it 50% transparent), all its children will start at 50% transparent as well. If a child is then set to 0.5 alpha, it won't be 50% transparent, it will be 0.5 x 0.5 = 0.25 alpha, or 75% transparent. Similarly, an object's position is relative to its parent, so if a parent is set to an x position of 50 pixels, and the child is set to an x position of 100 pixels, it will be drawn at a screen offset of 150 pixels, or 50 + 100.

Here's an example. We'll create three sprites, each a child of the last, and animate their position, rotation, scale and alpha. Even though each sprite's properties are set to the same values, the parent-child chain amplifies each change:

// Create the application helper and add its render target to the page
const app = new PIXI.Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Add a container to center our sprite stack on the page
const container = new PIXI.Container();
container.x = app.screen.width / 2;
container.y = app.screen.height / 2;
app.stage.addChild(container);

// Create the 3 sprites, each a child of the last
const sprites = [];
let parent = container;
for (let i = 0; i < 3; i++) {
let sprite = PIXI.Sprite.from('assets/images/sample.png');
sprite.anchor.set(0.5);
parent.addChild(sprite);
sprites.push(sprite);
parent = sprite;
}

// Set all sprite's properties to the same value, animated over time
let elapsed = 0.0;
app.ticker.add((delta) => {
elapsed += delta / 60;
const amount = Math.sin(elapsed);
const scale = 1.0 + 0.25 * amount;
const alpha = 0.75 + 0.25 * amount;
const angle = 40 * amount;
const x = 75 * amount;
for (let i = 0; i < sprites.length; i++) {
const sprite = sprites[i];
sprite.scale.set(scale);
sprite.alpha = alpha;
sprite.angle = angle;
sprite.x = x;
}
});

The cumulative translation, rotation, scale and skew of any given node in the scene graph is stored in the object's worldTransform property. Similarly, the cumulative alpha value is stored in the worldAlpha property.

Render Order

So we have a tree of things to draw. Who gets drawn first?

PixiJS renders the tree from the root down. At each level, the current object is rendered, then each child is rendered in order of insertion. So the second child is rendered on top of the first child, and the third over the second.

Check out this example, with two parent objects A & D, and two children B & C under A:

// Create the application helper and add its render target to the page
const app = new PIXI.Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Label showing scene graph hierarchy
const label = new PIXI.Text('Scene Graph:\n\napp.stage\n ┗ A\n ┗ B\n ┗ C\n ┗ D', {fill: '#ffffff'});
label.position = {x: 300, y: 100};
app.stage.addChild(label);

// Helper function to create a block of color with a letter
const letters = [];
function addLetter(letter, parent, color, pos) {
const bg = new PIXI.Sprite(PIXI.Texture.WHITE);
bg.width = 100;
bg.height = 100;
bg.tint = color;

const text = new PIXI.Text(letter, {fill: "#ffffff"});
text.anchor.set(0.5);
text.position = {x: 50, y: 50};

const container = new PIXI.Container();
container.position = pos;
container.visible = false;
container.addChild(bg, text);
parent.addChild(container);

letters.push(container);
return container;
}

// Define 4 letters
let a = addLetter('A', app.stage, 0xff0000, {x: 100, y: 100});
let b = addLetter('B', a, 0x00ff00, {x: 20, y: 20});
let c = addLetter('C', a, 0x0000ff, {x: 20, y: 40});
let d = addLetter('D', app.stage, 0xff8800, {x: 140, y: 100});

// Display them over time, in order
let elapsed = 0.0;
app.ticker.add((delta) => {
elapsed += delta / 60.0;
if (elapsed >= letters.length) { elapsed = 0.0; }
for (let i = 0; i < letters.length; i ++) {
letters[i].visible = elapsed >= i;
}
});

If you'd like to re-order a child object, you can use setChildIndex(). To add a child at a given point in a parent's list, use addChildAt(). Finally, you can enable automatic sorting of an object's children using the sortableChildren option combined with setting the zIndex property on each child.

Culling

If you're building a project where a large proportion of your DisplayObject's are off-screen (say, a side-scrolling game), you will want to cull those objects. Culling is the process of evaluating if an object (or its children!) is on the screen, and if not, turning off rendering for it. If you don't cull off-screen objects, the renderer will still draw them, even though none of their pixels end up on the screen.

PixiJS doesn't provide built-in support for viewport culling, but you can find 3rd party plugins that might fit your needs. Alternately, if you'd like to build your own culling system, simply run your objects during each tick and set renderable to false on any object that doesn't need to be drawn.

Local vs Global Coordinates

If you add a sprite to the stage, by default it will show up in the top left corner of the screen. That's the origin of the global coordinate space used by PixiJS. If all your objects were children of the stage, that's the only coordinates you'd need to worry about. But once you introduce containers and children, things get more complicated. A child object at [50, 100] is 50 pixels right and 100 pixels down from its parent.

We call these two coordinate systems "global" and "local" coordinates. When you use position.set(x, y) on an object, you're always working in local coordinates, relative to the object's parent.

The problem is, there are many times when you want to know the global position of an object. For example, if you want to cull offscreen objects to save render time, you need to know if a given child is outside the view rectangle.

To convert from local to global coordinates, you use the toGlobal() function. Here's a sample usage:

// Get the global position of an object, relative to the top-left of the screen
let globalPos = obj.toGlobal(new PIXI.Point(0,0));

This snippet will set globalPos to be the global coordinates for the child object, relative to [0, 0] in the global coordinate system.

Global vs Screen Coordinates

When your project is working with the host operating system or browser, there is a third coordinate system that comes into play - "screen" coordinates (aka "viewport" coordinates). Screen coordinates represent position relative to the top-left of the canvas element that PixiJS is rendering into. Things like the DOM and native mouse click events work in screen space.

Now, in many cases, screen space is equivalent to world space. This is the case if the size of the canvas is the same as the size of the render view specified when you create you PIXI.Application. By default, this will be the case - you'll create for example an 800x600 application window and add it to your HTML page, and it will stay that size. 100 pixels in world coordinates will equal 100 pixels in screen space. BUT! It is common to stretch the rendered view to have it fill the screen, or to render at a lower resolution and up-scale for speed. In that case, the screen size of the canvas element will change (e.g. via CSS), but the underlying render view will not, resulting in a mis-match between world coordinates and screen coordinates.

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What PixiJS Is Not

While PixiJS can do many things, there are things it can't do, or that require additional tools to accomplish. Newcomers to PixiJS often struggle to identify which tasks PixiJS can solve, and which require outside solutions. If you're about to start a project, it can be helpful to know if PixiJS is a good fit for your needs. The following list is obviously incomplete - PixiJS is also not, for example, a duck - but it includes many common tasks or features that you might expect us to support.

PixiJS Is Not ... A Framework

PixiJS is a rendering engine, and it supports additional features such as interaction management that are commonly needed when using a render engine. But it is not a framework like Unity or Phaser. Frameworks are designed to do all the things you'd need to do when building a game - user settings management, music playback, object scripting, art pipeline management... the list goes on. PixiJS is designed to do one thing really well - render graphical content. This lets us focus on keeping up with new technology, and makes downloading PixiJS blazingly fast.

... A 3D Renderer

PixiJS is built for 2D. Platformers, adventure games, interactive ads, custom data visualization... all good. But if you want to render 3D models, you might want to check out babylon.js or three.js.

... A Mobile App

If you're looking to build mobile games, you can do it with PixiJS, but you'll need to use a deployment system like Apache Cordova if you want access to native bindings. We don't provide access to the camera, location services, notifications, etc.

... A UI Library

Building a truly generic UI system is a huge challenge, as anyone who has worked with Unity's UI tools can attest. We've chosen to avoid the complexity to stay true to our core focus on speed. While you can certainly build your own UI using PixiJS's scene graph and interaction manager, we don't ship with a UI library out of the box.

... A Data Store

There are many techniques and technologies that you can use to store settings, scores, and other data. Cookies, Web Storage, server-based storage... there are many solutions, each with advantages and disadvantages. You can use any of them with PixiJS, but we don't provide tools to do so.

... An Audio Library

At least, not out of the box. Again, web audio technology is a constantly evolving challenge, with constantly changing rules and requirements across many browsers. There are a number of dedicated web audio libraries (such as Howler.js that can be used with PixiJS to play sound effects and music. Alternatively, the PixiJS Sound plugin is designed to work well with PixiJS.

... A Development Environment

There are a number of tools that are useful for building 2D art and games that you might expect to be a part of PixiJS, but we're a rendering engine, not a development environment. Packing sprite sheets, processing images, building mipmaps or Retina-ready sprites - there are great standalone tools for this type of tooling. Where appropriate throughout the guides, we'll point you to tools that may be useful.

So Is PixiJS Right For Me?

Only you know! If you're looking for a tightly focused, fast and efficient rendering engine for your next web-based project, PixiJS is likely a great fit.

If you need a full game development framework, with native bindings and a rich UI library, you may want to explore other options.

Or you may not. It can be faster and easier to build just the subset of a full framework that your project needs than it can be to digest a monolithic API with bells and whistles you don't need. There are hundreds of complex, rich games and visual projects that use PixiJS for rendering, with plugins or custom code to add the UI and sound effects. There are benefits to both approaches. Regardless, we hope you have a better feel for what PixiJS can (and cannot!) offer your project.

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What PixiJS Is

So what exactly is PixiJS? At its heart, PixiJS is a rendering system that uses WebGL (or optionally Canvas) to display images and other 2D visual content. It provides a full scene graph (a hierarchy of objects to render), and provides interaction support to enable handling click and touch events. It is a natural replacement for Flash in the modern HTML5 world, but provides better performance and pixel-level effects that go beyond what Flash could achieve. It is perfect for online games, educational content, interactive ads, data visualization... any web-based application where complex graphics are important. And coupled with technology such as Cordova and Electron, PixiJS apps can be distributed beyond the browser as mobile and desktop applications.

Here's what else you get with PixiJS:

PixiJS Is ... Fast

One of the major features that distinguishes PixiJS from other web-based rendering solutions is speed. From the ground up, the render pipeline has been built to get the most performance possible out of your users' browsers. Automatic sprite and geometry batching, careful use of WebGL resources, a tight scene graph - no matter your application, speed is valuable, and PixiJS has it to spare.

... More Than Just Sprites

Drawing images on a page can be handled with HTML5 and the DOM, so why use PixiJS? Beyond performance, the answer is that PixiJS goes well beyond simple images. Draw trails and tracks with SimpleRope. Draw polygons, lines, circles and other primitives with Graphics. Text provides full text rendering support that's just as performant as sprites. And even when drawing simple images, PixiJS natively supports spritesheets for efficient loading and ease of development.

... WebGL Native

WebGL is the JavaScript API for accessing users' GPUs for fast rendering and advanced effects. PixiJS leverages WebGL to display thousands of moving sprites efficiently even on mobile devices. But using WebGL offers more than just speed. By using the Filter class, you can write shader programs (or use pre-built ones!) to achieve displacement maps, blurring, and other advanced visual effects that cannot be accomplished with just the DOM or Canvas APIs.

... Open Source

Want to understand how the engine works? Trying to track down a bug? Been burned by closed-source projects going dark? With PixiJS, you get a mature project with full source code access. We're MIT licensed for compatibility, and hosted on GitHub for issue tracking and ease of access.

... Extensible

Open source helps. So does being based on JavaScript. But the real reason PixiJS is easy to extend is the clean internal API that underlies every part of the system. After years of development and 5 major releases, PixiJS is ready to make your project a success, no matter what your needs.

... Easy to Deploy

Flash required the player. Unity requires an installer or app store. PixiJS requires... a browser. Deploying PixiJS on the web is exactly like deploying a web site. That's all it is - JavaScript + images + audio, like you've done a hundred times. Your users simply visit a URL, and your game or other content is ready to run. But it doesn't stop at the web. If you want to deploy a mobile app, wrap your PixiJS code in Cordova. Want to deploy a standalone desktop program? Build an Electron wrapper, and you're ready to rock.

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@@ -23,7 +23,7 @@ See the following example:

However, if you want to take full advantage of @pixi/Assets you should use bundles. Bundles are just a way to group assets together and can be added manually by calling PIXI.Assets.addBundle(...)/PIXI.Assets.loadBundle(...).

  PIXI.Assets.addBundle('animals', {
bunny: 'bunny.png',
chicken: 'chicken.png',
thumper: 'thumper.png',
});

const assets = await PIXI.Assets.loadBundle('animals');

However, the best way to handle bundles is to use a manifest and call PIXI.Assets.init({manifest}) with said manifest (or even better, an URL pointing to it). Splitting our assets into bundles that correspond to screens or stages of our app will come in handy for loading in the background while the user is using the app instead of locking them in a single monolithic loading screen.

{
"bundles":[
{
"name":"load-screen",
"assets":[
{
"name":"background",
"srcs":"sunset.png"
},
{
"name":"bar",
"srcs":"load-bar.{png,webp}"
}
]
},
{
"name":"game-screen",
"assets":[
{
"name":"character",
"srcs":"robot.png"
},
{
"name":"enemy",
"srcs":"bad-guy.png"
}
]
}
]
}
PIXI.Assets.init({manifest: "path/manifest.json"});

Beware that you can only call init once.

Remember there is no downside in repeating URLs since they will all be cached, so if you need the same asset in two bundles you can duplicate the request without any extra cost!

Background loading

The old approach to loading was to use PIXI.Loader to load all your assets at the beginning of your app, but users are less patient now and want content to be instantly available so the practices are moving towards loading the bare minimum needed to show the user some content and, while they are interacting with that, we keep loading the following content in the background.

Luckily, @pixi/assets has us covered with a system that allows us to load everything in the background and in case we need some assets right now, bump them to the top of the queue so we can minimize loading times.

To achieve this, we have the methods PIXI.Assets.backgroundLoad(...) and PIXI.Assets.backgroundLoadBundle(...) that will passively begin to load these assets in the background. So when you finally come to loading them you will get a promise that resolves to the loaded assets immediately.

When you finally need the assets to show, you call the usual PIXI.Assets.load(...) or PIXI.Assets.loadBundle(...) and you will get the corresponding promise.

The best way to do this is using bundles, see the following example:

We create one bundle for each screen our game will have and set them all to start downloading at the beginning of our app. If the user progresses slowly enough in our app then they should never get to see a loading screen after the first one!

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Containers

The Container class provides a simple display object that does what its name implies - collect a set of child objects together. But beyond grouping objects, containers have a few uses that you should be aware of.

Containers as Groups

Almost every type of display object is also derived from Container - even Sprites! This means that in many cases you can create a parent-child hierarchy with the objects you want to render.

However, it's a good idea not to do this. Standalone Container objects are very cheap to render, and having a proper hierarchy of Container objects, each containing one or more renderable objects, provides flexibility in rendering order. It also future-proofs your code, as when you need to add an additional object to a branch of the tree, your animation logic doesn't need to change - just drop the new object into the proper Container, and your logic moves the Container with no changes to your code.

So that's the primary use for Containers - as groups of renderable objects in a hierarchy.

Check out the container example code.

Masking

Another common use for Container objects is as hosts for masked content. "Masking" is a technique where parts of your scene graph are only visible within a given area.

Think of a pop-up window. It has a frame made of one or more Sprites, then has a scrollable content area that hides content outside the frame. A Container plus a mask makes that scrollable area easy to implement. Add the Container, set its mask property to a Graphics object with a rect, and add the text, image, etc. content you want to display as children of that masked Container. Any content that extends beyond the rectangular mask will simply not be drawn. Move the contents of the Container to scroll as desired.

// Create the application helper and add its render target to the page
let app = new PIXI.Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Create window frame
let frame = new PIXI.Graphics();
frame.beginFill(0x666666);
frame.lineStyle({ color: 0xffffff, width: 4, alignment: 0 });
frame.drawRect(0, 0, 208, 208);
frame.position.set(320 - 104, 180 - 104);
app.stage.addChild(frame);

// Create a graphics object to define our mask
let mask = new PIXI.Graphics();
// Add the rectangular area to show
mask.beginFill(0xffffff);
mask.drawRect(0,0,200,200);
mask.endFill();

// Add container that will hold our masked content
let maskContainer = new PIXI.Container();
// Set the mask to use our graphics object from above
maskContainer.mask = mask;
// Add the mask as a child, so that the mask is positioned relative to its parent
maskContainer.addChild(mask);
// Offset by the window's frame width
maskContainer.position.set(4,4);
// And add the container to the window!
frame.addChild(maskContainer);

// Create contents for the masked container
let text = new PIXI.Text(
'This text will scroll up and be masked, so you can see how masking works. Lorem ipsum and all that.\n\n' +
'You can put anything in the container and it will be masked!',
{
fontSize: 24,
fill: 0x1010ff,
wordWrap: true,
wordWrapWidth: 180
}
);
text.x = 10;
maskContainer.addChild(text);

// Add a ticker callback to scroll the text up and down
let elapsed = 0.0;
app.ticker.add((delta) => {
// Update the text's y coordinate to scroll it
elapsed += delta;
text.y = 10 + -100.0 + Math.cos(elapsed/50.0) * 100.0;
});

There are two types of masks supported by PixiJS:

Use a Graphics object to create a mask with an arbitrary shape - powerful, but doesn't support anti-aliasing

Sprite: Use the alpha channel from a Sprite as your mask, providing anti-aliased edging - not supported on the Canvas renderer

Filtering

Another common use for Container objects is as hosts for filtered content. Filters are an advanced, WebGL-only feature that allows PixiJS to perform per-pixel effects like blurring and displacements. By setting a filter on a Container, the area of the screen the Container encompasses will be processed by the filter after the Container's contents have been rendered.

Below are list of filters available by default in PixiJS. There is, however, a community repository with many more filters.

FilterDescription
AlphaFilter: @pixi/filter-alphaSimilar to setting alpha property, but flattens the Container instead of applying to children individually.
BlurFilter: @pixi/filter-blurApply a blur effect
ColorMatrixFilter: @pixi/filter-color-matrixA color matrix is a flexible way to apply more complex tints or color transforms (e.g., sepia tone).
DisplacementFilter: @pixi/filter-displacementDisplacement maps create visual offset pixels, for instance creating a wavy water effect.
FXAAFilter: @pixi/filter-fxaaBasic FXAA (Fast Approximate Anti-Aliasing) to create smoothing effect.
NoiseFilter: @pixi/filter-noiseCreate random noise (e.g., grain effect).

Important: Filters should be use somewhat sparingly. They can slow performance and increase memory if used too often in a scene.

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Display Objects

DisplayObject is the core class for anything that can be rendered by the engine. It's the base class for sprites, text, complex graphics, containers, etc., and provides much of the common functionality for those objects. As you're learning PixiJS, it's important to read through the documentation for this class to understand how to move, scale, rotate and compose the visual elements of your project.

Be aware that you won't use DisplayObject directly - you'll use its functions and attributes in derived classes.

Commonly Used Attributes

The most common attributes you'll use when laying out and animating content in PixiJS are provided by the DisplayObject class:

PropertyDescription
positionX- and Y-position are given in pixels and change the position of the object relative to its parent, also available directly as object.x / object.y
rotationRotation is specified in radians, and turns an object clockwise (0.0 - 2 * Math.PI)
angleAngle is an alias for rotation that is specified in degrees instead of radians (0.0 - 360.0)
pivotPoint the object rotates around, in pixels - also sets origin for child objects
alphaOpacity from 0.0 (fully transparent) to 1.0 (fully opaque), inherited by children
scaleScale is specified as a percent with 1.0 being 100% or actual-size, and can be set independently for the x and y axis
skewSkew transforms the object in x and y similar to the CSS skew() function, and is specified in radians
visibleWhether the object is visible or not, as a boolean value - prevents updating and rendering object and children
renderableWhether the object should be rendered - when false, object will still be updated, but won't be rendered, doesn't affect children
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Graphics

Graphics is a complex and much misunderstood tool in the PixiJS toolbox. At first glance, it looks like a tool for drawing shapes. And it is! But it can also be used to generate masks. How does that work?

In this guide, we're going to de-mystify the Graphics object, starting with how to think about what it does.

Check out the graphics example code.

Graphics Is About Building - Not Drawing

First-time users of the PIXI.Graphics class often struggle with how it works. Let's look at an example snippet that creates a Graphics object and draws a rectangle:

// Create a Graphics object, set a fill color, draw a rectangle
let obj = new PIXI.Graphics();
obj.beginFill(0xff0000);
obj.drawRect(0, 0, 200, 100);

// Add it to the stage to render
app.stage.addChild(obj);

That code will work - you'll end up with a red rectangle on the screen. But it's pretty confusing when you start to think about it. Why am I drawing a rectangle when constructing the object? Isn't drawing something a one-time action? How does the rectangle get drawn the second frame? And it gets even weirder when you create a Graphics object with a bunch of drawThis and drawThat calls, and then you use it as a mask. What???

The problem is that the function names are centered around drawing, which is an action that puts pixels on the screen. But in spite of that, the Graphics object is really about building.

Let's look a bit deeper at that drawRect() call. When you call drawRect(), PixiJS doesn't actually draw anything. Instead, it stores the rectangle you "drew" into a list of geometry for later use. If you then add the Graphics object to the scene, the renderer will come along, and ask the Graphics object to render itself. At that point, your rectangle actually gets drawn - along with any other shapes, lines, etc. that you've added to the geometry list.

Once you understand what's going on, things start to make a lot more sense. When you use a Graphics object as a mask, for example, the masking system uses that list of graphics primitives in the geometry list to constrain which pixels make it to the screen. There's no drawing involved.

That's why it helps to think of the Graphics class not as a drawing tool, but as a geometry building tool.

Types of Primitives

There are a lot of functions in the PIXI.Graphics class, but as a quick orientation, here's the list of basic primitives you can add:

  • Line
  • Rect
  • RoundRect
  • Circle
  • Ellipse
  • Arc
  • Bezier and Quadratic Curve

In addition, the Graphics Extras package (@pixi/graphics-extras) optionally includes the following complex primitives:

  • Torus
  • Chamfer Rect
  • Fillet Rect
  • Regular Polygon
  • Star
  • Rounded Polygon

The Geometry List

Inside every Graphics object is a GraphicsGeometry object. The GraphicsGeometry class manages the list of geometry primitives created by the Graphics parent object. For the most part, you will not work directly with this object. The owning Graphics object creates and manages it. However, there are two related cases where you do work with the list.

First, you can re-use geometry from one Graphics object in another. No matter whether you're re-drawing the same shape over and over, or re-using it as a mask over and over, it's more efficient to share identical GraphicsGeometry. You can do this like so:

// Create a master graphics object
let template = new PIXI.Graphics();
// Add a circle
template.drawCircle(100, 100, 50);

// Create 5 duplicate objects
for (let i = 0; i < 5; i++) {
// Initialize the duplicate using our template's pre-built geometry
let duplicate = new PIXI.Graphics(template.geometry);
}

This leads to the second time you need to be aware of the underlying GraphicsGeometry object - avoiding memory leaks. Because Graphics objects can share geometry, you must call destroy() when you no longer need them. Failure to do so will prevent the GraphicsGeometry object it owns from being properly de-referenced, and will lead to memory leaks.

Graphics For Display

OK, so now that we've covered how the PIXI.Graphics class works, let's look at how you use it. The most obvious use of a Graphics object is to draw dynamically generated shapes to the screen.

Doing so is simple. Create the object, call the various builder functions to add your custom primitives, then add the object to the scene graph. Each frame, the renderer will come along, ask the Graphics object to render itself, and each primitive, with associated line and fill styles, will be drawn to the screen.

Graphics as a Mask

You can also use a Graphics object as a complex mask. To do so, build your object and primitives as usual. Next create a PIXI.Container object that will contain the masked content, and set its mask property to your Graphics object. The children of the container will now be clipped to only show through inside the geometry you've created. This technique works for both WebGL and Canvas-based rendering.

Check out the masking example code.

Caveats and Gotchas

The Graphics class is a complex beast, and so there are a number of things to be aware of when using it.

Memory Leaks: The first has already been mentioned - call destroy() on any Graphics object you no longer need to avoid memory leaks.

Holes: Holes you create have to be completely contained in the shape or else it may not be able to triangulate correctly.

Changing Geometry: If you want to change the shape of a Graphics object, you don't need to delete and recreate it. Instead you can use the clear() function to reset the contents of the geometry list, then add new primitives as desired. Be careful of performance when doing this every frame.

Performance: Graphics objects are generally quite performant. However, if you build highly complex geometry, you may pass the threshold that permits batching during rendering, which can negatively impact performance. It's better for batching to use many Graphics objects instead of a single Graphics with many shapes.

Transparency: Because the Graphics object renders its primitives sequentially, be careful when using blend modes or partial transparency with overlapping geometry. Blend modes like ADD and MULTIPLY will work on each primitive, not on the final composite image. Similarly, partially transparent Graphics objects will show primitives overlapping. To apply transparency or blend modes to a single flattened surface, consider using AlphaFilter or RenderTexture.

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Interaction

PixiJS is primarily a rendering system, but it also includes support for interactivity. Adding support for mouse and touch events to your project is simple and consistent.

Event Modes

The new event-based system that replaced InteractionManager from v6 has expanded the definition of what a DisplayObject means to be interactive. With this we have introduced eventMode which allows you to control how an object responds to interaction events. This is similar to the interactive property in v6 but with more options.

eventModeDescription
noneIgnores all interaction events, similar to CSS's pointer-events: none, good optimization for non-interactive children
passiveDoes not emit events and ignores hit testing on itself but does allow for events and hit testing only its interactive children. If you want to be compatible with v6, set this as your default eventMode (see options in Renderer, Application, etc)
autoDoes not emit events and but is hit tested if parent is interactive. Same as interactive = false in v7
staticEmit events and is hit tested. Same as interaction = true in v7, useful for objects like buttons that do not move.
dynamicEmits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving. This is useful for elements that independently moving or animating.

Event Types

PixiJS supports the following event types:

Event TypeDescription
pointercancelFired when a pointer device button is released outside the display object that initially registered a pointerdown.
pointerdownFired when a pointer device button is pressed on the display object.
pointerenterFired when a pointer device enters the display object.
pointerleaveFired when a pointer device leaves the display object.
pointermoveFired when a pointer device is moved while over the display object.
globalpointermoveFired when a pointer device is moved, regardless of hit-testing the current object.
pointeroutFired when a pointer device is moved off the display object.
pointeroverFired when a pointer device is moved onto the display object.
pointertapFired when a pointer device is tapped twice on the display object.
pointerupFired when a pointer device button is released over the display object.
pointerupoutsideFired when a pointer device button is released outside the display object that initially registered a pointerdown.
mousedown Fired when a mouse button is pressed on the display object.
mouseenterFired when the mouse cursor enters the display object.
mouseleaveFired when the mouse cursor leaves the display object.
mousemove Fired when the mouse cursor is moved while over the display object.
globalmousemoveFired when a mouse is moved, regardless of hit-testing the current object.
mouseout Fired when the mouse cursor is moved off the display object.
mouseover Fired when the mouse cursor is moved onto the display object.
mouseup Fired when a mouse button is released over the display object.
mouseupoutside Fired when a mouse button is released outside the display object that initially registered a mousedown.
click Fired when a mouse button is clicked (pressed and released) over the display object.
touchcancel Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchend Fired when a touch point is removed from the display object.
touchendoutside Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchmove Fired when a touch point is moved along the display object.
globaltouchmoveFired when a touch point is moved, regardless of hit-testing the current object.
touchstart Fired when a touch point is placed on the display object.
tap Fired when a touch point is tapped twice on the display object.
wheel Fired when a mouse wheel is spun over the display object.
rightclick Fired when a right mouse button is clicked (pressed and released) over the display object.
rightdown Fired when a right mouse button is pressed on the display object.
rightup Fired when a right mouse button is released over the display object.
rightupoutside Fired when a right mouse button is released outside the display object that initially registered a rightdown.

Enabling Interaction

Any DisplayObject-derived object (Sprite, Container, etc.) can become interactive simply by setting its eventMode property to any of the eventModes listed above. Doing so will cause the object to emit interaction events that can be responded to in order to drive your project's behavior.

Check out the interaction example code.

To respond to clicks and taps, bind to the events fired on the object, like so:

let sprite = PIXI.Sprite.from('/some/texture.png');
sprite.on('pointerdown', (event) => { alert('clicked!'); });
sprite.eventMode = 'static';

Check out the DisplayObject for the list of interaction events supported.

Checking if Object is Interactive

You can check if an object is interactive by calling the isInteractive property. This will return true if eventMode is set to static or dynamic.

if (sprite.isInteractive()) {
// sprite is interactive
}

Use Pointer Events

PixiJS supports three types of interaction events - mouse, touch and pointer. Mouse events are fired by mouse movement, clicks etc. Touch events are fired for touch-capable devices. And pointer events are fired for both.

What this means is that, in many cases, you can write your project to use pointer events and it will just work when used with either mouse or touch input. Given that, the only reason to use non-pointer events is to support different modes of operation based on input type or to support multi-touch interaction. In all other cases, prefer pointer events.

Optimization

Hit testing requires walking the full object tree, which in complex projects can become an optimization bottleneck. To mitigate this issue, PixiJS Container-derived objects have a property named interactiveChildren. If you have Containers or other objects with complex child trees that you know will never be interactive, you can set this property to false and the hit testing algorithm will skip those children when checking for hover and click events. As an example, if you were building a side-scrolling game, you would probably want to set background.interactiveChildren = false for your background layer with rocks, clouds, flowers, etc. Doing so would speed up hit testing substantially due to the number of unclickable child objects the background layer would contain.

The EventSystem can also be customised to be more performant:

const app = new PIXI.Application({
/**
* by default we use `auto` for backwards compatibility.
* However `passive` is more performant and will be used by default in the future,
*/
eventMode: 'passive',
eventFeatures: {
move: true,
/** disables the global move events which can be very expensive in large scenes */
globalMove: false,
click: true,
wheel: true,
}
});
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Spritesheets

Now that you understand basic sprites, it's time to talk about a better way to create them - the Spritesheet class.

A Spritesheet is a media format for more efficiently downloading and rendering Sprites. While somewhat more complex to create and use, they are a key tool in optimizing your project.

Anatomy of a Spritesheet

The basic idea of a spritesheet is to pack a series of images together into a single image, track where each source image ends up, and use that combined image as a shared BaseTexture for the resulting Sprites.

The first step is to collect the images you want to combine. The sprite packer then collects the images, and creates a new combined image.

As this image is being created, the tool building it keeps track of the location of the rectangle where each source image is stored. It then writes out a JSON file with that information.

These two files, in combination, can be passed into a SpriteSheet constructor. The SpriteSheet object then parses the JSON, and creates a series of Texture objects, one for each source image, setting the source rectangle for each based on the JSON data. Each texture uses the same shared BaseTexture as its source.

Doubly Efficient

SpriteSheets help your project in two ways.

First, by speeding up the loading process. While downloading a SpriteSheet's texture requires moving the same (or even slightly more!) number of bytes, they're grouped into a single file. This means that the user's browser can request and download far fewer files for the same number of Sprites. The number of files itself is a key driver of download speed, because each request requires a round-trip to the webserver, and browsers are limited to how many files they can download simultaneously. Converting a project from individual source images to shared sprite sheets can cut your download time in half, at no cost in quality.

Second, by improving batch rendering. WebGL rendering speed scales roughly with the number of draw calls made. Batching multiple Sprites, etc. into a single draw call is the main secret to how PixiJS can run so blazingly fast. Maximizing batching is a complex topic, but when multiple Sprites all share a common BaseTexture, it makes it more likely that they can be batched together and rendered in a single call.

Creating SpriteSheets

You can use a 3rd party tool to assemble your sprite sheet files. Here are two that may fit your needs:

ShoeBox: ShoeBox is a free, Adobe AIR-based sprite packing utility that is great for small projects or learning how SpriteSheets work.

TexturePacker: TexturePacker is a more polished tool that supports advanced features and workflows. A free version is available which has all the necessary features for packing spritesheets for PixiJS. It's a good fit for larger projects and professional game development, or projects that need more complex tile mapping features.

Spritesheet data can also be created manually or programmatically, and supplied to a new AnimatedSprite. This may be an easier option if your sprites are already contained in a single image.

// Create object to store sprite sheet data
const atlasData = {
frames: {
enemy1: {
frame: { x: 0, y:0, w:32, h:32 },
sourceSize: { w: 32, h: 32 },
spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
},
enemy2: {
frame: { x: 32, y:0, w:32, h:32 },
sourceSize: { w: 32, h: 32 },
spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
},
},
meta: {
image: 'images/spritesheet.png',
format: 'RGBA8888',
size: { w: 128, h: 32 },
scale: 1
},
animations: {
enemy: ['enemy1','enemy2'] //array of frames by name
}
}


// Create the SpriteSheet from data and image
const spritesheet = new PIXI.Spritesheet(
PIXI.BaseTexture.from(atlasData.meta.image),
atlasData
);

// Generate all the Textures asynchronously
await spritesheet.parse();

// spritesheet is ready to use!
const anim = new PIXI.AnimatedSprite(spritesheet.animations.enemy);

// set the animation speed
anim.animationSpeed = 0.1666;
// play the animation on a loop
anim.play();
// add it to the stage to render
app.stage.addChild(anim);
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Sprites

Sprites are the simplest and most common renderable object in PixiJS. They represent a single image to be displayed on the screen. Each Sprite contains a Texture to be drawn, along with all the transformation and display state required to function in the scene graph.

Creating Sprites

To create a Sprite, all you need is a Texture (check out the Texture guide). Load a PNG's URL using the PIXI.Loader class, then call PIXI.Sprite.from(url) and you're all set. As a convenience during prototyping, you can pass a non-loaded URL to from() and PixiJS will handle it, but your sprite will "pop in" after it loads if you don't pre-load your textures.

Check out the sprite example code.

Using Sprites

In our DisplayObject guide, we learned about the DisplayObject class and the various properties it defines. Since Sprite objects are also display objects, you can move a sprite, rotate it, and update any other display property.

Alpha, Tint and Blend Modes

Alpha is a standard display object property. You can use it to fade sprites into the scene by animating each sprite's alpha from 0.0 to 1.0 over a period of time.

Tinting allows you multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting obj.tint = 0x00FF00, which would give a green tint to the character.

Blend modes change how pixel colors are added to the screen when rendering. The three main modes are add, which adds each pixel's RGB channels to whatever is under your sprite (useful for glows and lighting), multiply which works like tint, but on a per-pixel basis, and screen, which overlays the pixels, brightening whatever is underneath them.

Scale vs Width & Height

One common area of confusion when working with sprites lies in scaling and dimensions. The PIXI.DisplayObject class allows you to set the x and y scale for any object. Sprites, being DisplayObjects, also support scaling. In addition, however, Sprites support explicit width and height attributes that can be used to achieve the same effect, but are in pixels instead of a percentage. This works because a Sprite object owns a Texture, which has an explicit width and height. When you set a Sprite's width, internally PixiJS converts that width into a percentage of the underlying texture's width and updates the object's x-scale. So width and height are really just convenience methods for changing scale, based on pixel dimensions rather than percentages.

Pivot vs Anchor

If you add a sprite to your stage and rotate it, it will by default rotate around the top-left corner of the image. In some cases, this is what you want. In many cases, however, what you want is for the sprite to rotate around the center of the image it contains, or around an arbitrary point.

There are two ways to achieve this: pivots and anchors

An object's pivot is an offset, expressed in pixels, from the top-left corner of the Sprite. It defaults to (0, 0). If you have a Sprite whose texture is 100px x 50px, and want to set the pivot point to the center of the image, you'd set your pivot to (50, 25) - half the width, and half the height. Note that pivots can be set outside of the image, meaning the pivot may be less than zero or greater than the width/height. This can be useful in setting up complex animation hierarchies, for example. Every DisplayObject has a pivot.

An anchor, in contrast, is only available for Sprites. Anchors are specified in percentages, from 0.0 to 1.0, in each dimension. To rotate around the center point of a texture using anchors, you'd set your Sprite's anchor to (0.5, 0.5) - 50% in width and height. While less common, anchors can also be outside the standard 0.0 - 1.0 range.

The nice thing about anchors is that they are resolution and dimension agnostic. If you set your Sprite to be anchored in the middle then later change the size of the texture, your object will still rotate correctly. If you had instead set a pivot using pixel-based calculations, changing the texture size would require changing your pivot point.

So, generally speaking, you'll want to use anchors when working with Sprites.

One final note: unlike CSS, where setting the transform-origin of the image doesn't move it, in PixiJS setting an anchor or pivot will move your object on the screen. In other words, setting an anchor or pivot affects not just the rotation origin, but also the position of the sprite relative to its parent.

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Text

Whether it's a high score or a diagram label, text is often the best way to convey information in your projects. Surprisingly, drawing text to the screen with WebGL is a very complex process - there's no built in support for it at all. One of the values PixiJS provides is in hiding this complexity to allow you to draw text in diverse styles, fonts and colors with a few lines of code. In addition, these bits of text are just as much scene objects as sprites - you can tint text, rotate it, alpha-blend it, and otherwise treat it like any other graphical object.

Let's dig into how this works.

There Are Two Kinds of Text

Because of the challenges of working with text in WebGL, PixiJS provides two very different solutions. In this guide, we're going to go over both methods in some detail to help you make the right choice for your project's needs. Selecting the wrong text type can have a large negative impact on your project's performance and appearance.

The Text Object

In order to draw text to the screen, you use a Text object. Under the hood, this class draws text to an off-screen buffer using the browser's normal text rendering, then uses that offscreen buffer as the source for drawing the text object. Effectively what this means is that whenever you create or change text, PixiJS creates a new rasterized image of that text, and then treats it like a sprite. This approach allows truly rich text display while keeping rendering speed high.

So when working with PIXI.Text objects, there are two sets of options - standard display object options like position, rotation, etc that work after the text is rasterized internally, and text style options that are used while rasterizing. Because text once rendered is basically just a sprite, there's no need to review the standard options. Instead, let's focus on how text is styled.

Check out the text example code.

Text Styles

There are a lot of text style options available (see TextStyle), but they break down into 5 main groups:

Font: fontFamily to select the webfont to use, fontSize to specify the size of the text to draw, along with options for font weight, style and variant.

Appearance: Set the color with fill or add a stroke outline, including options for gradient fills.

Drop-Shadows: Set a drop-shadow with dropShadow, with a host of related options to specify offset, blur, opacity, etc.

Layout: Enable with wordWrap and wordWrapWidth, and then customize the lineHeight and align or letterSpacing

Utilities: Add padding or trim extra space to deal with funky font families if needed.

To interactively test out feature of Text Style, check out this tool.

Loading and Using Fonts

In order for PixiJS to build a PIXI.Text object, you'll need to make sure that the font you want to use is loaded by the browser. Unfortunately, at the time of writing, the PIXI.Loader system does not support loading font files, so you'll need to use a 3rd party font loader to ensure that any custom web fonts you want to use are pre-loaded. It's not enough to add an @font-face declaration in your project's CSS because browsers will happily render text using a fallback font while your custom font loads.

Any javascript library that can load a web font will work, you just want something that will delay starting your project until the font has been fully loaded by the browser.

One such library is FontFaceObserver. Here's a simple example that shows how to use it to ensure the web font "Short Stack" is loaded before your app starts. First, we need a font-face declaration in CSS:

@font-face {
font-family: Short Stack;
src: url(short-stack.woff2) format('woff2'),
url(short-stack.woff) format('woff');
}

Now that the browser knows what our font is and how to find the source files, it's time to use the library to load them:

// Create the loader
let font = new FontFaceObserver('Short Stack', {});
// Start loading the font
font.load().then(() => {
// Successful load, start up your PixiJS app as usual
let app = new PIXI.Application({ width: 640, height: 360 });
document.body.appendChild(app.view);
// ... etc ...

}, () => {
// Failed load, log the error or display a message to the user
alert('Unable to load required font!');
});

Caveats and Gotchas

While PixiJS does make working with text easy, there are a few things you need to watch out for.

First, changing an existing text string requires re-generating the internal render of that text, which is a slow operation that can impact performance if you change many text objects each frame. If your project requires lots of frequently changing text on the screen at once, consider using a PIXI.BitmapText object (explained below) which uses a fixed bitmap font that doesn't require re-generation when text changes.

Second, be careful when scaling text. Setting a text object's scale to > 1.0 will result in blurry/pixely display, because the text is not re-rendered at the higher resolution needed to look sharp - it's still the same resolution it was when generated. To deal with this, you can render at a higher initial size and down-scale, instead. This will use more memory, but will allow your text to always look clear and crisp.

BitmapText

In addition to the standard PIXI.Text approach to adding text to your project, PixiJS also supports bitmap fonts. Bitmap fonts are very different from TrueType or other general purpose fonts, in that they consist of a single image containing pre-rendered versions of every letter you want to use. When drawing text with a bitmap font, PixiJS doesn't need to render the font glyphs into a temporary buffer - it can simply copy and stamp out each character of a string from the master font image.

The primary advantage of this approach is speed - changing text frequently is much cheaper and rendering each additional piece of text is much faster due to the shared source texture.

Check out the bitmap text example code.

BitmapFont

  • 3rd party solutions
  • BitmapFont.from auto-generation

Selecting the Right Approach

PIXI.Text

  • Static text
  • Small number of text objects
  • High fidelity text rendering (kerning e.g.)
  • Text layout (line & letter spacing)

PIXI.BitmapText

  • Dynamic text
  • Large number of text objects
  • Lower memory
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Textures

We're slowly working our way down from the high level to the low. We've talked about the scene graph, and in general about display objects that live in it. We're about to get to sprites and other simple display objects. But before we do, we need to talk about textures.

In PixiJS, textures are one of the core resources used by display objects. A texture, broadly speaking, represents a source of pixels to be used to fill in an area on the screen. The simplest example is a sprite - a rectangle that is completely filled with a single texture. But things can get much more complex.

Life-cycle of a Texture

Let's examine how textures really work, by following the path your image data travels on its way to the screen.

Here's the flow we're going to follow: Source Image > Loader > BaseTexture > Texture

Serving the Image

To start with, you have the image you want to display. The first step is to make it available on your server. This may seem obvious, but if you're coming to PixiJS from other game development systems, it's worth remembering that everything has to be loaded over the network. If you're developing locally, please be aware that you must use a webserver to test, or your images won't load due to how browsers treat local file security.

Loading the Image

To work with the image, the first step is to pull the image file from your webserver into the user's web browser. To do this, we can use PIXI.Texture.from(), which works for quick demos, but in production you'll use the Loader class. A Loader wraps and manages using an <IMG> element to tell the browser to fetch the image, and then notifies you when that has been completed. This process is asynchronous - you request the load, then time passes, then an event fires to let you know the load is completed. We'll go into the loader in a lot more depth in a later guide.

BaseTextures Own the Data

Once the Loader has done its work, the loaded <IMG> element contains the pixel data we need. But to use it to render something, PixiJS has to take that raw image file and upload it to the GPU. This brings us to the real workhorse of the texture system - the BaseTexture class. Each BaseTexture manages a single pixel source - usually an image, but can also be a Canvas or Video element. BaseTextures allow PixiJS to convert the image to pixels and use those pixels in rendering. In addition, it also contains settings that control how the texture data is rendered, such as the wrap mode (for UV coordinates outside the 0.0-1.0 range) and scale mode (used when scaling a texture).

BaseTextures are automatically cached, so that calling PIXI.Texture.from() repeatedly for the same URL returns the same BaseTexture each time. Destroying a BaseTexture frees the image data associated with it.

Textures are a View on BaseTextures

So finally, we get to the PIXI.Texture class itself! At this point, you may be wondering what the Texture object does. After all, the BaseTexture manages the pixels and render settings. And the answer is, it doesn't do very much. Textures are light-weight views on an underlying BaseTexture. Their main attribute is the source rectangle within the BaseTexture from which to pull.

If all PixiJS drew were sprites, that would be pretty redundant. But consider SpriteSheets. A SpriteSheet is a single image that contains multiple sprite images arranged within. In a Spritesheet object, a single BaseTexture is referenced by a set of Textures, one for each source image in the original sprite sheet. By sharing a single BaseTexture, the browser only downloads one file, and our batching renderer can blaze through drawing sprites since they all share the same underlying pixel data. The SpriteSheet's Textures pull out just the rectangle of pixels needed by each sprite.

That is why we have both Textures and BaseTextures - to allow sprite sheets, animations, button states, etc to be loaded as a single image, while only displaying the part of the master image that is needed.

Loading Textures

We will discuss resource loading in a later guide, but one of the most common issues new users face when building a PixiJS project is how best to load their textures. Using PIXI.Texture.from() as we do in our demo snippets will work, but will result in pop-in as each texture is loaded while your objects are already being rendered in the scene graph.

Instead, here's a quick cheat sheet of one good solution:

  1. Show a loading image
  2. Create a Loader
  3. Run all texture-based objects, add their textures to the loader
  4. Start the loader, and optionally update your loading image based on progress callbacks
  5. On loader completion, run all objects and use PIXI.Texture.from() to pull the loaded textures out of the texture cache
  6. Prepare your textures (optional - see below)
  7. Hide your loading image, start rendering your scene graph

Using this workflow ensures that your textures are pre-loaded, to prevent pop-in, and is relatively easy to code.

Regarding preparing textures: Even after you've loaded your textures, the images still need to be pushed to the GPU and decoded. Doing this for a large number of source images can be slow and cause lag spikes when your project first loads. To solve this, you can use the Prepare plugin, which allows you to pre-load textures in a final step before displaying your project.

Unloading Textures

Once you're done with a Texture, you may wish to free up the memory (both WebGL-managed buffers and browser-based) that it uses. To do so, you should call destroy() on the BaseTexture that owns the data. Remember that Textures don't manage pixel data!

This is a particularly good idea for short-lived imagery like cut-scenes that are large and will only be used once. If you want to remove all textures and wipe the slate clean, you can use the PIXI.utils.destroyTextureCache() function.

Beyond Images

As we alluded to above, you can make a Texture out of more than just images:

Video: Pass an HTML5 <VIDEO> element to PIXI.BaseTexture.from() to allow you to display video in your project. Since it's a texture, you can tint it, add filters, or even apply it to custom geometry.

Canvas: Similarly, you can wrap an HTML5 <CANVAS> element in a BaseTexture to let you use canvas's drawing methods to dynamically create a texture.

SVG: Pass in an <SVG> element or load a .svg URL, and PixiJS will attempt to rasterize it. For highly network-constrained projects, this can allow for beautiful graphics with minimal network load times.

RenderTexture: A more advanced (but very powerful!) feature is to build a Texture from a RenderTexture. This can allow for building complex geometry using a Geometry object, then baking that geometry down to a simple texture.

Each of these texture sources has caveats and nuances that we can't cover in this guide, but they should give you a feeling for the power of PixiJS's texture system.

Check out the render texture example code.

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Upgrading PixiJS

PixiJS uses a lot of peerDependencies internally to define the relationship between packages. This has created unpredictable errors because of how npm resolves peers when bumping/upgrading (e.g., #8382, #8268, #8144, #7209).

When you're upgrading using npm please completely uninstall instead of just changing the version in your package.json:

npm uninstall pixi.js
npm install pixi.js

If you are using any PixiJS community plugins, please make sure to uninstall those too:

npm uninstall pixi.js @pixi/particle-emitter @pixi/sound
npm install pixi.js @pixi/particle-emitter @pixi/sound
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v5 Migration Guide

This document is useful for developers who are attempting to upgrading from v4 to v5. This includes gotchas and important context for understanding why your v4 code made need some subtle changes. In general, we've try to be as backward-compatible in v5 with the use of deprecation warnings in the console. There are, however, sometimes when changes are too substantial and require some additional help.

🚧 API Changes

Making WebGL First-Class

PixiJS v5 has made WebGL the first-class renderer and made CanvasRenderer to be second-class. Functionally, there's not much that changed from v4, but there are a bunch of subtle internal naming changes which could trip-up some developers upgrading to v5. For instance:

  • WebGLRenderer becomes Renderer
  • renderWebGL becomes render (in DisplayObject, Sprite, Container, etc)
  • _renderWebGL becomes _render (in DisplayObject, Container, etc)

If you created a plugin or project that previously used render on a Container (see #5510), this will probably cause your project to not render correctly. Please consider renaming your user-defined render to something else. In most other cases, you'll get a deprecation warning trying to invoke WebGL-related classes or methods, e.g., new PIXI.WebGLRenderer().

Renderer Parameters

Specifying options as a third parameter in Renderer constructor is officially dropped (same with PIXI.Application, PIXI.autoDetectRenderer & PIXI.CanvasRenderer). In v4 we supported two function signatures, but in v5 we dropped width, height, options signature. Please add width and height to options.

const renderer = new PIXI.Renderer(800, 600, { transparent: true }); // bad
const renderer = new PIXI.Renderer({ width: 800, height: 600, transparent: true }); // good
  • Note: Adding transparent: true in Renderer or Application constructor options might help with strange artifacts on some devices, but it might reduce FPS. It's much better than preserveDrawingBuffer: true.

  • If you need the v4 default behavior of resizing the canvas using css pixels, add autoDensity: true to the options.

Not everything went to params. To enable WebGL1 even if WebGL2 is available, use

PIXI.settings.PREFER_ENV = PIXI.ENV.WEBGL;

Mesh, Plane, Rope

PixiJS v5 introduces a new class called PIXI.Mesh. This allows overriding the default shader and the ability to add more attributes to geometry. For example, you can add colors to vertices.

The old v4 Mesh class has moved from PIXI.mesh.Mesh to PIXI.SimpleMesh, it extends PIXI.Mesh.

PIXI.mesh.Rope, PIXI.mesh.Plane, PIXI.mesh.NineSlicePlane have moved to PIXI.SimpleRope, PIXI.SimplePlane and PIXI.NineSlicePlane respectively.

If you used custom shaders or generated meshes in v4, you might be impacted by these changes in v5.

PIXI.SimpleMesh fields vertices, uvs, indices are wrapped inside mesh.geometry attribute buffers. For example, this is how access to buffers provided through mesh.uvBuffer property:

get uvBuffer()
{
return this.geometry.buffers[1];
}

The indices property shortcut is also missing, but you can access the data inside mesh.geometry.indexBuffer.

You can override buffer data, and notify it that data was changed, in this case buffer will be uploaded to GPU lazily. Previously in v4 mesh had several flags that indicated which attributes have to be updated and their names confused people.

Graphics Holes

Drawing holes in Graphics was very limited in v4. This only supported non-Shape drawing, like using lineTo, bezierCurveTo, etc. In v5, we improved the hole API by supporting shapes. Unfortunately, there's no deprecation strategy to support the v4 API. For instance, in v4:

const graphic = new PIXI.Graphics()
.beginFill(0xff0000)
.moveTo(0, 0)
.lineTo(100, 0)
.lineTo(100, 100)
.lineTo(0, 100)
.moveTo(10, 10)
.lineTo(90, 10)
.lineTo(90, 90)
.lineTo(10, 90)
.addHole();

Live example in v4.x

In v5, Graphics has simplified and the API changed from addHole to beginHole and endHole.

const graphic = new PIXI.Graphics()
.beginFill(0xff0000)
.drawRect(0, 0, 100, 100)
.beginHole()
.drawCircle(50, 50, 30)
.endHole();

Live example in dev

Filter Padding

In v4 filters had a default padding of 4 and in v5 this has been changed to a default of 0. This can cause some filters to look broken when used. To fix this issue simply add some padding to the filters you create.

// Glow filter from https://github.com/pixijs/pixi-filters
const filter = new PIXI.filters.GlowFilter();
filter.padding = 4;

Some filters, like BlurFilter, automatically calculate the padding so changes may not be necessary.

Filter Default Vertex Shader

We reorganized all uniforms dedicated to coordinate system transforms, and renamed them. If your filter doesn't work anymore, check if you use default vertex shader. In that case, you can use old v4 vertex shader code.

All changes are explained in [[Creating Filters|v5-Creating-filters]]

Enable Mipmapping for RenderTexture

Previously, you may have ended up with code like this in v4 (specifically if you saw Ivan's comment/JSFiddle):

const renderer = PIXI.autoDetectRenderer();
renderer.bindTexture(baseRenderTex, false, 0);
const glTex = baseRenderTex._glTextures[renderer.CONTEXT_UID];
glTex.enableMipmap(); // this is what actually generates mipmaps in WebGL
glTex.enableLinearScaling(); // this is what tells WebGL to USE those mipmaps

In v5, this code is no longer needed.

BaseTexture Resources

One of the newest features in v5 is that we decoupled all the asset-specific functionality from BaseTexture. We created a new system called "resources" and each BaseTexture now has a resource that wraps some specific asset type. For instance: VideoResource, SVGResource, ImageResource, CanvasResource. In the future, we hope to be able to add other resource types. If there were asset-specific methods or properties being called before, these will probably be on baseTexture.resource.

Also, we removed all of the from* methods from BaseTexture, so you just can call BaseTexture.from and pass in whatever resource. Please see docs for more information about from.

const canvas = document.createElement('canvas');
const baseTexture = PIXI.BaseTexture.from(canvas);

That API also allows to use pure WebGL and 2d context calls, see the gradient example.

BaseTexture.source

Has been moved to baseTexture.resource.source, moved into resource corresponding to the baseTexture. baseTexture.resource does not exist for RenderTexture, and source does not exist for resources that dont have source.

Graphics Interaction

If you use transparent interactive graphics trick, make sure that you use specify alpha=0 for all element, not for its parts. How PixiJS deals with shapes that have alpha=0 is considered undefined behaviour. We might change it back, but we have no guarantees about it.

graphics.beginFill(0xffffff, 0.0); //bad
graphics.alpha = 0; //good

📦 Publishing Changes

Canvas Becomes Legacy

Since WebGL and WebGL2 are now first-class, we have removed the canvas-based fallback from the default pixi.js package. If you need CanvasRenderer, you should switch to use pixi.js-legacy instead.

import * as PIXI from "pixi.js";
// Will NOT return CanvasRenderer because canvas-based
// functionality was removed from "pixi.js"
const renderer = PIXI.autoDetectRenderer(); // return PIXI.Renderer or throws error

Instead, use the legacy bundle to have access to the canvas rendering.

import * as PIXI from "pixi.js-legacy";
const renderer = PIXI.autoDetectRenderer(); // returns PIXI.Renderer or PIXI.CanvasRenderer

Bundling Changes

If you're using Rollup, Parcel or another bundler to add PixiJS into your project there are a few subtle changes when moving to v5. Namely, the global PIXI object is no longer created automatically. This was removed from bundling for two purpose: 1) to improve tree-shaking for bundlers, and 2) for security purpose by protecting PIXI.

This is no longer a valid way to import:

import "pixi.js";
const renderer = PIXI.autoDetectRenderer(); // INVALID! No more global.PIXI!

Instead, you should import as a namespace or individual elements:

import * as PIXI from "pixi.js";
const renderer = PIXI.autoDetectRenderer();

// or even better:
import { autoDetectRenderer } from "pixi.js";
const renderer = autoDetectRenderer();

Lastly, some 3rd-party plugins maybe expecting window.PIXI, so you might have to explicitly expose the global like this, however this is not recommended.

import * as PIXI from 'pixi.js';
window.PIXI = PIXI; // some bundlers might prefer "global" instead of "window"

Webpack

When Webpack and 3rd-party plugins, like pixi-spine, you might have difficulties building the global PIXI object resulting in a runtime error ReferenceError: PIXI is not defined. Usually this can be resolved by using Webpack shimming globals.

For instance, here's your import code:

import * as PIXI from 'pixi.js';
import 'pixi-spine'; // or other plugins that need global 'PIXI' to be defined first

Add a plugins section to your webpack.config.js to let know Webpack that the global PIXI variable make reference to pixi.js module. For instance:

const webpack = require('webpack');

module.exports = {
entry: '...',
output: {
...
},
plugins: [
new webpack.ProvidePlugin({
PIXI: 'pixi.js'
})
]
}
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v6 Migration Guide

PixiJS 6 comes with few surface-level breaking changes. This document is not complete.

Typings

If you're using TypeScript, make sure the follow is added to your tsconfig.json:

{
"compilerOptions": {
"moduleResolution": "node",
// Required for importing 3rd-party dependencies like EventEmitter3
"esModuleInterop": true
}
}

Mesh Internals

If you ever overrode Mesh._renderDefault to take into account more uniforms like this: v5 Reference

if (shader.program.uniformData.translationMatrix)
{
shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
}

Remove the if, leave the contents, otherwise you might not get correct sync uniform for translationMatrix, or even worse - get null pointer. v6 Reference.

shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
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v7 Migration Guide

First and foremost, PixiJS v7 is a modernization release that reflects changes in the ecosystem since PixiJS was first published over six years ago. Browsers have gotten better, but PixiJS hasn't really taken advantage of some of the new features like fetch, Workers, modern JavaScript language syntax. This release keeps intact much of the high-level DisplayObjects (e.g., Sprite, Graphics, Mesh, etc). Aside from a few things, this release should be medium to low impact for most users.

👋 Dropping Internet Explorer

Microsoft officially ended support for IE, so we decided to follow. It simplified many of our modernizations since IE was an outliner from Safari/Chrome/Firefox/Edge and mobile browsers. If you need support for IE, please consider using Babel or some other trans-piling tool.

🗑️ Remove Polyfills

We removed the bundled polyfills such as requestAnimationFrame and Promise. These things are widely available in browsers now. If projects require them, developers should include the polyfills they need for backward-compatibility. Please check out polyfill.io.

💬 Output ES2020 (modules) and ES2017 (browser)

PixiJS historically only published ES5 (no classes!). A new output standard allows us to use ES2017 features that previously we couldn't use (e.g., String.prototype.startsWith, Array.prototype.contains, etc). Not only does it make the code more readable, but the output looks nicer as well. For modules we are outputting ES2020, which contains syntax like nullish coalescing (??). If your project needs to have backward compatibility, you can use Babel to transpile or polyfill.

🐭 Replaces InteractionManager with EventSystem

InteractionManager was getting complex and difficult to maintain. Few core team members understood the code. We decided to move to FederatedEvents, which is concise, better aligned with the DOM, and supports things like bubbling. The good news, is you shouldn't have to change code, as it is largely a drop-in replacement. We added addEventListener and removeEventListener APIs to DisplayObject which have the same DOM signature and can be used instead of on and off.

📦 Replaces Loader with Assets

Similarly, we've been wanting to remove the Loader because of its legacy approach (e.g., XMLHttpRequest). This was forked from resource-loader that has been with PixiJS for a long time. The original design inspiration for Loader was driven largely by Flash/AS3, which now seem dated. There were a few things we wanted out of a new iteration: static loading, loading with Workers, background loading, Promise-based, fewer layers of caching. Here's a quick example of how this will change:

import { Loader, Sprite } from 'pixi.js';

const loader = new Loader();
loader.add('background', 'path/to/assets/background.jpg');
loader.load((loader, resources) => {
const image = Sprite.from(resources.background.texture);
});

Now becomes:

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

const texture = await Assets.load('path/to/assets/background.jpg');
const image = Sprite.from(texture);

🤝 Abandon the use of peerDependencies

PixiJS heavily uses peerDependencies in the package.json within each package. This design choice has plagued Pixi with many issues. It's a breaking change to remove, so now was a good time. We have decided to completely remove peerDependencies, instead opting for nothing. This should make installing and upgrading pixi.js much easier. We are working on updating our tooling for composing a custom version with packages. Edit: As of 7.2.0, we have reverted this change to keep compatibility with some module-based CDNs.

👂 Other Changes

  • Browser builds have been removed for all packages, with the exception of pixi.js and pixi.js-legacy.
  • Removes Graphics.nextRoundedRectBehavior this is now the default behavior
  • Removes Text.nextLineHeightBehavior this is now the default behavior
  • AbstractBatchRenderer and BatchPluginFactory has been removed. Either extends BatchRenderer or use setShaderGenerator on the default BatchRenderer, (e.g., renderer.plugins.batch)
  • BatchRenderer is installed by default in @pixi/core, no need to Renderer.registerPlugin('batch', BatchRenderer) anymore

Exports from @pixi/core

The @pixi/core package now depends and re-exports the following packages.

  • @pixi/math
  • @pixi/contants
  • @pixi/utils
  • @pixi/runner
  • @pixi/settings
  • @pixi/ticker

While some packages will still work when installed directly, others will not, since by installing them alongside @pixi/core you will be effectively importing two copies of the same code.  This will lead to errors where changing settings from @pixi/settings doesn't do anything since @pixi/core has its own version of that package. It is recommended that you uninstall these from your project and use @pixi/core instead.

import { Rectangle } from '@pixi/math';
import { settings } from '@pixi/settings';
import { ALPHA_MODES } from '@pixi/constants';
import { string2hex } from '@pixi/utils';

Now becomes:

import { Rectangle, settings, ALPHA_MODES, utils } from '@pixi/core';

const { string2hex } = utils;

Extract and Prepare Systems

Extract and prepare plugins have been converted to Renderer "systems".

renderer.plugins.extract
renderer.plugins.prepare

Now becomes:

renderer.extract
renderer.prepare

Extensions Self-Install

Extensions now install themselves, so you should only need to import the class in order to use. For example, in v6:

import { AccessibilityManager } from '@pixi/accessibility';
import { extensions } from '@pixi/core';
extensions.add(AccessibilityManager);

Now becomes:

import '@pixi/accessibility';

Using hitTest with Events

With the new events system, one of the common APIs that changed is `hitTest.

import {Application} from 'pixi.js';

const app = new Application();
app.renderer.plugins.interaction.hitTest({x, y});

Now becomes:

import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const boundary = new EventBoundary(app.stage);
boundary.hitTest(x, y);

New Async Extract Methods

The following methods are now async and return a Promise.

  • CanvasExtract.base64()
  • CanvasExtract.image()
  • Extract.base64()
  • Extract.image()
import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const dataUri = app.renderer.extract.base64();

Now becomes:

import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const dataUri = await app.renderer.extract.base64();

Interactive Move Events

Interaction events in PixiJS now behave like the DOM in v7. This was intentional to align around behavior that would be familiar with developers, but obviously impacts the behavior with pointermove, mousemove, and touchmove.

Like the DOM, move events are now local. This means that if you are outside the bounds of the object, you will not receive a move event. Generally, you should consider adding move events to the stage or parent instead of the DisplayObject itself.

Working example: https://jsfiddle.net/bigtimebuddy/spnv4wm6/

Interactive Property Handlers are Removed

Property-based handlers were removed from events. This was a feature of the old InteractionManager. For instance:

sprite.pointertap = () => {
// handler the pointertap
};

Now becomes:

sprite.on('pointertap', () => {
// handler the pointertap
});

Property buttonMode has been removed

The property buttonMode was a convenience for toggling the cursor property between pointer and null. It has now been removed.

sprite.buttonMode = true;

Now becomes:

sprite.cursor = 'pointer';

If you would like to re-add this functionality, you can patch DisplayObject's prototype:

import { DisplayObject } from 'pixi.js';

Object.defineProperty(DisplayObject.prototype, 'buttonMode', {
get() { return this.cursor === 'pointer'; },
set(value) { this.cursor = value ? 'pointer' : null; },
});

☝️ Suggestions for Upgrading

If you're planning on transitioning your code from v6, it would be helpful to implement some of the more dramatic changes in v6 first before upgrading to v7:

import { InteractionManager, extensions, Application } from 'pixi.js';
import { EventSystem } from '@pixi/events';

// Uninstall interaction
extensions.remove(InteractionManager);

// Create the renderer or application
const app = new Application();

// Install events
app.renderer.addSystem(EventSystem, 'events');
  • Switch to the Assets package by installing @pixi/assets and swapping for Loader. For more information on implementing Assets, see this guide.
  • Set Graphics.nextRoundedRectBehavior = true, this uses arcs for corner radius instead of bezier curves.
  • Set Text.nextLineHeightBehavior = true, this defaults to the DOM-like behavior for line height.

🏗️ Plugin Supported

PluginCompatiblePlugin Version Supported
PixiJS Soundv5.0.0+
PixiJS HTMLTextv3.0.0+
PixiJS Filtersv5.0.0+
PixiJS GIFv2.0.0+
PixiJS Spinev4.0.0+
PixiJS Particle Emitterv5.0.8+
PixiJS Animate
PixiJS Layersv2.0.0+
PixiJS Lightsv4.0.0+
PixiJS Graphics Smoothv1.0.0+
PixiJS Tilemap
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Performance Tips

General

  • Only optimize when you need to! PixiJS can handle a fair amount of content off the bat
  • Be mindful of the complexity of your scene. The more objects you add the slower things will end up
  • Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
  • Some older mobile devices run things a little slower. Passing in the option useContextAlpha: false and antialias: false to the Renderer or Application can help with performance
  • Culling is disabled by default as it's often better to do this at an application level or set objects to be cullable = true. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance

Sprites

  • Use Spritesheets where possible to minimize total textures
  • Sprites can be batched with up to 16 different textures (dependent on hardware)
  • This is the fastest way to render content
  • On older devices use smaller low resolution textures
  • Add the extention @0.5x.png to the 50% scale-down spritesheet so PixiJS will visually-double them automatically
  • Draw order can be important

Graphics

  • Graphics objects are fastest when they are not modified constantly (not including the transform, alpha or tint!)
  • Graphics objects are batched when under a certain size (100 points or smaller)
  • Small Graphics objects are as fast as Sprites (rectangles, triangles)
  • Using 100s of graphics complex objects can be slow, in this instance use sprites (you can create a texture)

Texture

  • Textures are automatically managed by a Texture Garbage Collector
  • You can also manage them yourself by using texture.destroy()
  • If you plan to destroy more than one at once add a random delay to their destruction to remove freezing
  • Delay texture destroy if you plan to delete a lot of textures yourself

Text

  • Avoid changing it on every frame as this can be expensive (each time it draws to a canvas and then uploads to GPU)
  • Bitmap Text gives much better performance for dynamically changing text
  • Text resolution matches the renderer resolution, decrease resolution yourself by setting the resolution property, which can consume less memory

Masks

  • Masks can be expensive if too many are used: e.g., 100s of masks will really slow things down
  • Axis-aligned Rectangle masks are the fastest (as the use scissor rect)
  • Graphics masks are second fastest (as they use the stencil buffer)
  • Sprite masks are the third fastest (they uses filters). They are really expensive. Do not use too many in your scene!

Filters

  • Release memory: displayObject.filters = null
  • If you know the size of them: displayObject.filterArea = new PIXI.Rectangle(x,y,w,h). This can speed things up as it means the object does not need to be measured
  • Filters are expensive, using too many will start to slow things down!

BlendModes

  • Different blend modes will cause batches to break (de-optimize)
  • SceenSprite / NormalSprite / SceenSprite / NormalSprite would be 4 draw calls
  • SceenSprite / SceenSprite / NormalSprite / NormalSprite would be 2 draw calls

CacheAsBitmap

  • Setting to true turns an object into a Sprite by caching it as a Texture
  • It has a one time cost when it is activated as it draws the object to a Texture
  • Avoid changing this on elements frequently
  • If you have a complicated item that has lots of sprites / filters AND does not move then this will speed up rendering!
  • Do not need apply to sprites as they are already Textures
  • Do not use if the object where its children are constantly changing as this will slow things down

Events

  • If an object has no interactive children use interactiveChildren = false. The event system will then be able to avoid crawling through the object
  • Setting hitArea = new PIXI.Rectangle(x,y,w,h) as above should stop the event system from crawling through the object
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Tutorials

Welcome to the tutorials page! Here you can find hand-crafted exercises to get you started with the PixiJS.

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LOADING...

- - + + \ No newline at end of file diff --git a/assets/js/99d196e7.07d2ebf6.js b/assets/js/99d196e7.72e39f12.js similarity index 66% rename from assets/js/99d196e7.07d2ebf6.js rename to assets/js/99d196e7.72e39f12.js index 7cb4fcb8e..efb4e75a8 100644 --- a/assets/js/99d196e7.07d2ebf6.js +++ b/assets/js/99d196e7.72e39f12.js @@ -1 +1 @@ -"use strict";(self.webpackChunkpixi_docusaurus=self.webpackChunkpixi_docusaurus||[]).push([[1744],{6001:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>o,contentTitle:()=>l,default:()=>d,frontMatter:()=>r,metadata:()=>p,toc:()=>s});var a=n(7462),i=(n(7294),n(3905));const r={},l="v8 Migration Guide",p={unversionedId:"guides/migrations/v8",id:"guides/migrations/v8",title:"v8 Migration Guide",description:"Welcome to the PixiJS v8 Migration Guide! This document is designed to help you smoothly transition your projects from PixiJS v7 to the latest and greatest PixiJS v8. 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Please follow these steps to ensure a successful migration."),(0,i.kt)("h2",{id:"table-of-contents"},"Table of Contents"),(0,i.kt)("ol",null,(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#introduction"},"Introduction")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#breaking-changes"},"Breaking Changes")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#deprecated-features"},"Deprecated Features")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#resources"},"Resources"))),(0,i.kt)("h2",{id:"1-introduction"},"1. Introduction"),(0,i.kt)("p",null,"PixiJS v8 introduces several exciting changes and improvements that dramatically enhance the performance of the renderer. While we've made efforts to keep the migration process as smooth as possible, some breaking changes are inevitable. 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While you can still import specific parts of PixiJS, you only need to install the main package."),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from '@pixi/app';\nimport { Sprite } from '@pixi/sprite';\n")),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application, Sprite } from 'pixi.js';\n")),(0,i.kt)("h4",{id:"custom-builds"},"Custom Builds"),(0,i.kt)("p",null,' PixiJS uses an "extensions" system to add renderer functionality. By default, PixiJS includes many extensions for a comprehensive out-of-the-box experience. However, for full control over features and bundle size, you can manually import specific PixiJS components.'),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," // imported by default\n import 'pixi.js/accessibility'\n import 'pixi.js/app'\n import 'pixi.js/events'\n import 'pixi.js/filters'\n import 'pixi.js/sprite-tiling'\n import 'pixi.js/text'\n import 'pixi.js/text-bitmap'\n import 'pixi.js/text-html'\n import 'pixi.js/graphics'\n import 'pixi.js/mesh'\n import 'pixi.js/sprite-nine-slice'\n\n // not added by default, everyone needs to import these manually\n import 'pixi.js/advanced-blend-modes'\n import 'pixi.js/unsafe-eval'\n import 'pixi.js/prepare'\n import 'pixi.js/math-extras'\n import 'pixi.js/dds'\n import 'pixi.js/ktx'\n import 'pixi.js/basis'\n\n import { Application } from 'pixi.js';\n\n const app = new Application();\n\n await app.init({\n manageImports: false, // disable importing the above extensions\n });\n")),(0,i.kt)("p",null," When initializing the application, you can disable the auto-import feature, preventing PixiJS from importing any extensions automatically. You'll need to import them manually, as demonstrated above."),(0,i.kt)("p",null," It should also be noted that the ",(0,i.kt)("inlineCode",{parentName:"p"},"pixi.js/text-bitmap"),", also add ",(0,i.kt)("inlineCode",{parentName:"p"},"Assets")," loading functionality.\nTherefore if you want to load bitmap fonts ",(0,i.kt)("strong",{parentName:"p"},"BEFORE")," initialising the renderer, you will need to import this extension."),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," import 'pixi.js/text-bitmap'\n import { Assets, Application } from 'pixi.js';\n\n await Assets.load('my-font.fnt'); // If 'pixi.js/text-bitmap' is not imported, this will not load\n await new Application().init();\n")),(0,i.kt)("h3",{id:"async-initialisation"},(0,i.kt)("strong",{parentName:"h3"},"Async Initialisation")),(0,i.kt)("p",null,"PixiJS will now need to be initialised asynchronously. With the introduction of the WebGPU renderer PixiJS will now need to be awaited before being used"),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from 'pixi.js'\n\nconst app = new Application();\n\n// do pixi things\n")),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from 'pixi.js'\n\nconst app = new Application();\n\n(async () => {\n await app.init({\n // application options\n });\n\n // do pixi things\n})()\n")),(0,i.kt)("p",null," With this change it also means that the ",(0,i.kt)("inlineCode",{parentName:"p"},"ApplicationOptions")," object can now be passed into the ",(0,i.kt)("inlineCode",{parentName:"p"},"init")," function instead of the constructor."),(0,i.kt)("h3",{id:"graphics-api-overhaul"},(0,i.kt)("strong",{parentName:"h3"},"Graphics API Overhaul")),(0,i.kt)("p",null,"There are a few key changes to the Graphics API. In fact this is probably the most changed part of v8. We have added deprecations where possible but below is the rundown of changes:"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Instead of beginning a fill or a stroke and then building a shape, v8 asks you to build your shape and then stroke / fill it. The terminology of ",(0,i.kt)("inlineCode",{parentName:"li"},"Line")," has been replaced with the terminology of ",(0,i.kt)("inlineCode",{parentName:"li"},"Stroke"))),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"Old")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"// red rect\nconst graphics = new Graphics()\n .beginFill(0xFF0000);\n .drawRect(50, 50, 100, 100);\n .endFill();\n\n// blur rect with stroke\nconst graphics2 = new Graphics()\n .lineStyle(2, 'white');\n .beginFill('blue');\n .circle(530, 50, 140, 100);\n .endFill();\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"// red rect\nconst graphics = new Graphics()\n .rect(50, 50, 100, 100)\n .fill(0xFF0000)\n\n\n// blur rect with stroke\nconst graphics2 = new Graphics()\n .rect(50, 50, 100, 100)\n .fill('blue')\n .stroke({width:2, color:'white'})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Shape functions have been renamed. Each drawing function has been simplified into a shorter version of its name. They have the same parameters though:")),(0,i.kt)("table",null,(0,i.kt)("thead",{parentName:"table"},(0,i.kt)("tr",{parentName:"thead"},(0,i.kt)("th",{parentName:"tr",align:null},"v7 API Call"),(0,i.kt)("th",{parentName:"tr",align:null},"v8 API Equivalent"))),(0,i.kt)("tbody",{parentName:"table"},(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawChamferRect"),(0,i.kt)("td",{parentName:"tr",align:null},"chamferRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawCircle"),(0,i.kt)("td",{parentName:"tr",align:null},"circle")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawEllipse"),(0,i.kt)("td",{parentName:"tr",align:null},"ellipse")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawFilletRect"),(0,i.kt)("td",{parentName:"tr",align:null},"filletRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"poly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRect"),(0,i.kt)("td",{parentName:"tr",align:null},"rect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRegularPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"regularPoly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"roundPoly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedRect"),(0,i.kt)("td",{parentName:"tr",align:null},"roundRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedShape"),(0,i.kt)("td",{parentName:"tr",align:null},"roundShape")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawStar"),(0,i.kt)("td",{parentName:"tr",align:null},"star")))),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"fills functions expect ",(0,i.kt)("inlineCode",{parentName:"li"},"FillStyle")," options or a color, rather than a string of parameters. This also replaces ",(0,i.kt)("inlineCode",{parentName:"li"},"beginTextureFill"),(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .beginTextureFill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})\n .drawRect(0, 0, 100, 100)\n .endFill()\n .beginFill(0xFFFF00, 0.5)\n .drawRect(100, 0, 100, 100)\n .endFill()\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .rect(0, 0, 100, 100)\n .fill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})\n .rect(100, 0, 100, 100)\n .fill({color:0xFFFF00, alpha:0.5})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"stokes functions expect ",(0,i.kt)("inlineCode",{parentName:"li"},"StrokeStyle")," options or a color, rather than a string of parameters. This also replaces ",(0,i.kt)("inlineCode",{parentName:"li"},"lineTextureStyle"),(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .lineTextureStyle({texture:Texture.WHITE, width:10, color:0xFF0000})\n .drawRect(0, 0, 100, 100)\n .endFill()\n .lineStyle(2, 0xFEEB77);\n .drawRect(100, 0, 100, 100)\n .endFill()\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .rect(0, 0, 100, 100)\n .stroke({texture:Texture.WHITE, width:10, color:0xFF0000})\n .rect(100, 0, 100, 100)\n .stroke({color:0xFEEB77, width:2})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"holes now make use of a new ",(0,i.kt)("inlineCode",{parentName:"li"},"cut")," function. As with ",(0,i.kt)("inlineCode",{parentName:"li"},"stroke")," and ",(0,i.kt)("inlineCode",{parentName:"li"},"fill"),", ",(0,i.kt)("inlineCode",{parentName:"li"},"cut")," acts on the previous shape.\n",(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rectAndHole = new Graphics()\n .beginFill(0x00FF00)\n .drawRect(0, 0, 100, 100)\n .beginHole()\n .drawCircle(50, 50, 20)\n .endHole()\n .endFill();\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rectAndHole = new Graphics()\n .rect(0, 0, 100, 100)\n .fill(0x00FF00)\n .circle(50, 50, 20)\n .cut();\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"GraphicsGeometry")," has been replaced with ",(0,i.kt)("inlineCode",{parentName:"li"},"GraphicsContext")," this allows for sharing of ",(0,i.kt)("inlineCode",{parentName:"li"},"Graphics")," data more efficiently.\n",(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .beginFill(0xFF0000);\n .drawRect(50, 50, 100, 100);\n .endFill();\n\n const geometry = rect.geometry;\n\n const secondRect = new Graphics(geometry);\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const context = new GraphicsContext()\n .rect(50, 50, 100, 100)\n .fill(0xFF0000)\n\n const rect = new Graphics(context);\n const secondRect = new Graphics(context);\n")),(0,i.kt)("h3",{id:"other-breaking-changes"},"Other Breaking Changes"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"DisplayObject")," has been removed. ",(0,i.kt)("inlineCode",{parentName:"p"},"Container")," is now the base class for all PixiJS objects.")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"updateTransform")," has been removed as nodes no longer contain any rendering logic"),(0,i.kt)("p",{parentName:"li"},"We do recognise that many people used this function to do custom logic every frame, so we have added a new ",(0,i.kt)("inlineCode",{parentName:"p"},"onRender")," function that can be used for this purpose."),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"class MySprite extends Sprite {\n constructor() {\n super();\n this.updateTransform();\n }\n\n updateTransform() {\n super.updateTransform();\n // do custom logic\n }\n}\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"class MySprite extends Sprite {\n constructor() {\n super();\n this.onRender = this._onRender.bind(this);\n }\n\n _onRender() {\n // do custom logic\n }\n}\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Mipmap generation changes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},"The BaseTexture ",(0,i.kt)("inlineCode",{parentName:"li"},"mipmap")," property has been renamed to ",(0,i.kt)("inlineCode",{parentName:"li"},"autoGenerateMipmaps"),"."),(0,i.kt)("li",{parentName:"ul"},"Mipmaps for ",(0,i.kt)("inlineCode",{parentName:"li"},"RenderTextures")," have been adjusted so that developer is responsible for updating them mipmaps. Mipmap generation can be expensive, and due to the new reactive way we handle textures we do not want to accidentally generate mipmaps when they are not required.")))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const myRenderTexture = RenderTexture.create({width:100, height:100, autoGenerateMipmaps:true})\n\n// do some rendering..\nrenderer.render({target:myRenderTexture, container:scene})\n\n// now refresh mipmaps when you are ready\nmyRenderTexture.source.updateMipmaps();\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Due to the new way PixiJS handles things internally, sprites no longer get notified if a texture's UVs have been modified. The best practice is not to modify texture UVs once they have been created. It's best to have textures ready to go (they are inexpensive to create and store)."),(0,i.kt)("li",{parentName:"ul"},"Sometimes, you might want to employ a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (it's worth noting that it may update automatically - but due to the new optimizations, this will not be guaranteed). Updating the source data (e.g., a video texture) will, however, always be reflected immediately.")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const texture = await Assets.load('bunny.png');\nconst sprite = new Sprite(texture);\n\ntexture.frame.width = texture.frame.width/2;\ntexture.update();\n\n// guarantees the texture changes will be reflected on the sprite\nsprite.onViewUpdate();\n\n\n// alternatively you can hooke into the sprites event\ntexture.on('update', ()=>{sprite.onViewUpdate});\n")),(0,i.kt)("p",null,"The act of adding and removing the event when a sprite's texture was changed led to an unacceptable performance drop, especially when swapping many textures (imagine shooting games with lots of keyframe textures swapping). This is why we now leave that responsibility to the user."),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"New Container culling approach"),(0,i.kt)("p",{parentName:"li"},"With this version of PixiJS we have changed how the ",(0,i.kt)("inlineCode",{parentName:"p"},"cullable")," property works on containers. Previously culling was done for you automatically during the render loop. However, we have moved this logic out and provided users the ability to control when culling happens themselves."),(0,i.kt)("p",{parentName:"li"},"With this change we have added a couple of new properties:"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullable")," - Whether or not the container can be culled"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullArea")," - A cull area that will be used instead of the bounds of the container"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullableChildren")," - Whether or not the containers children can be culled. This can help optimise large scenes")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const container = new GameWorld();\nconst view = new Rectangle(0, 0, 800, 600);\n\ncontainer.cullable = true;\ncontainer.cullArea = new Rectangle(0,0,400,400);\ncontainer.cullableChildren = false;\n\nCuller.shared.cull(myContainer, view);\nrenderer.render(myContainer);\n")),(0,i.kt)("p",{parentName:"li"},"There is also a ",(0,i.kt)("inlineCode",{parentName:"p"},"CullerPlugin")," that can be used to automatically call ",(0,i.kt)("inlineCode",{parentName:"p"},"Culler.shared.cull")," every frame if you want to simulate the old behaviour."),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import {extensions, CullerPlugin} from 'pixi.js'\nextensions.add(CullerPlugin)\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Renamed several mesh classes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimpleMesh")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshSimple")),(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimplePlane")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshPlane")),(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimpleRope")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshRope")))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Deprecations for ",(0,i.kt)("inlineCode",{parentName:"p"},"Assets")," removed"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Assets } from 'pixi.js'\n\nAssets.add('bunny', 'bunny.png')\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Assets } from 'pixi.js'\n\nAssets.add({ alias: 'bunny', src: 'bunny.png' })\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"settings")," object has been removed"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { settings, BrowserAdapter } from 'pixi.js'\n\nsettings.RESOLUTION = 1\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false\nsettings.ADAPTER = BrowserAdapter\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { AbstractRenderer, DOMAdapter, BrowserAdapter } from 'pixi.js'\n\n// Can also be passed into the renderer directly e.g `autoDetectRenderer({resolution: 1})`\nAbstractRenderer.defaultOptions.resolution = 1;\n\n// Can also be passed into the renderer directly e.g `autoDetectRenderer({failIfMajorPerformanceCaveat: false})`\nAbstractRenderer.defaultOptions.failIfMajorPerformanceCaveat = false;\n\n// See below for more information about changes to the adapter\nDOMAdapter.set(BrowserAdapter)\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Adapter and Web Worker Changes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"settings.ADAPTER")," has been removed and replaced with ",(0,i.kt)("inlineCode",{parentName:"p"},"DOMAdapter")),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DOMAdapter")," is a static class that can be used to set the adapter for the entire application"),(0,i.kt)("li",{parentName:"ul"},"PixiJS has two adapters built in ",(0,i.kt)("inlineCode",{parentName:"li"},"BrowserAdapter")," and ",(0,i.kt)("inlineCode",{parentName:"li"},"WebWorkerAdapter"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"BrowserAdapter")," is the default adapter and is used when running in the browser"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"WebWorkerAdapter")," is used when running in a web worker")))),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { settings, WebWorkerAdapter } from 'pixi.js'\n\nsettings.ADAPTER = WebWorkerAdapter\nsettings.ADAPTER.createCanvas()\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { DOMAdapter, WebWorkerAdapter } from 'pixi.js'\n\nDOMAdapter.set(WebWorkerAdapter)\nDOMAdapter.get().createCanvas()\n"))))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Application type now accepts Renderer instead of view by @Zyie in ",(0,i.kt)("a",{parentName:"p",href:"https://github.com/pixijs/pixijs/pull/9740"},"https://github.com/pixijs/pixijs/pull/9740")),(0,i.kt)("p",{parentName:"li"},"This is to allow ",(0,i.kt)("inlineCode",{parentName:"p"},"app.renderer")," to be typed correctly"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const app = new 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All the functions are available as direct imports."),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { utils } from 'pixi.js'\n\nutils.isMobile.any()\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { isMobile } from 'pixi.js'\n\nisMobile.any()\n")))),(0,i.kt)("h2",{id:"3-deprecated-features"},"3. Deprecated Features"),(0,i.kt)("p",null,"Certain features from PixiJS v7 have been deprecated in v8. While they will still work, it's recommended to update your code to use the new alternatives. Refer to the deprecated features section for details on what to replace them with."),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Leaf nodes no longer allow children"),(0,i.kt)("p",{parentName:"li"},"Only ",(0,i.kt)("inlineCode",{parentName:"p"},"Containers")," can have children. This means that ",(0,i.kt)("inlineCode",{parentName:"p"},"Sprite"),", ",(0,i.kt)("inlineCode",{parentName:"p"},"Mesh"),", ",(0,i.kt)("inlineCode",{parentName:"p"},"Graphics")," etc can no longer have children."),(0,i.kt)("p",{parentName:"li"},"To replicate the old behaviour you can create a ",(0,i.kt)("inlineCode",{parentName:"p"},"Container")," and add the leaf nodes to it."),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const sprite = new Sprite();\nconst spriteChild = new Sprite();\nsprite.addChild(spriteChild);\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const container = new Container();\nconst sprite = new Sprite();\nconst spriteChild = new 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",(0,i.kt)("inlineCode",{parentName:"li"},"'line-list'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.LINE_STRIP")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'line-strip'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.TRIANGLES")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'triangle-list'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.TRIANGLE_STRIP")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'triangle-strip'"),","))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Constructors have largely been changed to accept objects instead of multiple arguments"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const blurFilter = new BlurFilter(8, 4, 1, 5);\nconst displacementFilter = new DisplacementFilter(sprite, 5);\nconst meshGeometry = new MeshGeometry(vertices, uvs, index);\nconst mesh = new Mesh(geometry, shader, state, drawMode);\nconst plane = new PlaneGeometry(width, height, segWidth, segHeight);\nconst nineSlicePlane = new NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight);\nconst tileSprite = new TileSprite(texture, width, height);\nconst text = new Text('Hello World', style);\nconst bitmapText = new BitmapText('Hello World', style);\nconst htmlText = new HTMLText('Hello World', style);\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const blurFilter = new BlurFilter({\n blur: 8,\n quality: 4,\n resolution: 1,\n kernelSize: 5,\n});\nconst displacementFilter = new DisplacementFilter({\n sprite,\n scale: 5,\n});\nconst meshGeometry = new MeshGeometry({\n positions: vertices,\n uvs,\n indices: index,\n topology: 'triangle-list';\n shrinkBuffersToFit: boolean;\n});\nconst mesh = new Mesh({\n geometry\n shader\n texture\n});\nconst plane = new PlaneGeometry({\n width,\n height,\n verticesX: segWidth,\n verticesY: segHeight,\n});\nconst nineSliceSprite = new NineSliceSprite({\n texture,\n leftWidth,\n topHeight,\n rightWidth,\n bottomHeight,\n});\nconst tileSprite = new TileSprite({\n texture,\n width,\n height,\n});\nconst text = new Text({\n text: 'Hello World',\n style,\n});\nconst bitmapText = new BitmapText({\n text:'Hello World',\n style,\n});\nconst htmlText = new HTMLText({\n text:'Hello World',\n style,\n});\n")))),(0,i.kt)("h2",{id:"4-resources"},"4. Resources"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://github.com/pixijs/pixijs/releases?q=v8.0.0&expanded=true"},"PixiJS v8 Release Notes")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://discord.gg/CPTjeb28nH"},"PixiJS Discord")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://github.com/pixijs/pixijs/issues"},"PixiJS Issues"))))}d.isMDXComponent=!0}}]); \ No newline at end of file +"use strict";(self.webpackChunkpixi_docusaurus=self.webpackChunkpixi_docusaurus||[]).push([[1744],{6001:(e,t,n)=>{n.r(t),n.d(t,{assets:()=>o,contentTitle:()=>l,default:()=>d,frontMatter:()=>r,metadata:()=>p,toc:()=>s});var a=n(7462),i=(n(7294),n(3905));const r={},l="v8 Migration Guide",p={unversionedId:"guides/migrations/v8",id:"guides/migrations/v8",title:"v8 Migration Guide",description:"Welcome to the PixiJS v8 Migration Guide! This document is designed to help you smoothly transition your projects from PixiJS v7 to the latest and greatest PixiJS v8. Please follow these steps to ensure a successful migration.",source:"@site/docs/guides/migrations/v8.md",sourceDirName:"guides/migrations",slug:"/guides/migrations/v8",permalink:"/guides/migrations/v8",draft:!1,editUrl:"https://github.com/pixijs/pixijs.com/tree/main/docs/guides/migrations/v8.md",tags:[],version:"current",frontMatter:{},sidebar:"guidesSidebar",previous:{title:"Performance Tips",permalink:"/guides/production/performance-tips"},next:{title:"v7 Migration Guide",permalink:"/guides/migrations/v7"}},o={},s=[{value:"Table of Contents",id:"table-of-contents",level:2},{value:"1. Introduction",id:"1-introduction",level:2},{value:"2. Breaking Changes",id:"2-breaking-changes",level:2},{value:"New Package Structure",id:"new-package-structure",level:3},{value:"Custom Builds",id:"custom-builds",level:4},{value:"Async Initialisation",id:"async-initialisation",level:3},{value:"Graphics API Overhaul",id:"graphics-api-overhaul",level:3},{value:"Other Breaking Changes",id:"other-breaking-changes",level:3},{value:"3. Deprecated Features",id:"3-deprecated-features",level:2},{value:"4. Resources",id:"4-resources",level:2}],m={toc:s};function d(e){let{components:t,...n}=e;return(0,i.kt)("wrapper",(0,a.Z)({},m,n,{components:t,mdxType:"MDXLayout"}),(0,i.kt)("h1",{id:"v8-migration-guide"},"v8 Migration Guide"),(0,i.kt)("p",null,"Welcome to the PixiJS v8 Migration Guide! This document is designed to help you smoothly transition your projects from PixiJS v7 to the latest and greatest PixiJS v8. Please follow these steps to ensure a successful migration."),(0,i.kt)("h2",{id:"table-of-contents"},"Table of Contents"),(0,i.kt)("ol",null,(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#introduction"},"Introduction")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#breaking-changes"},"Breaking Changes")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#deprecated-features"},"Deprecated Features")),(0,i.kt)("li",{parentName:"ol"},(0,i.kt)("a",{parentName:"li",href:"#resources"},"Resources"))),(0,i.kt)("h2",{id:"1-introduction"},"1. Introduction"),(0,i.kt)("p",null,"PixiJS v8 introduces several exciting changes and improvements that dramatically enhance the performance of the renderer. While we've made efforts to keep the migration process as smooth as possible, some breaking changes are inevitable. This guide will walk you through the necessary steps to migrate your PixiJS v7 project to PixiJS v8."),(0,i.kt)("h2",{id:"2-breaking-changes"},"2. Breaking Changes"),(0,i.kt)("p",null,"Before diving into the migration process, let's review the breaking changes introduced in PixiJS v8. Make sure to pay close attention to these changes as they may impact your existing codebase."),(0,i.kt)("h3",{id:"new-package-structure"},(0,i.kt)("strong",{parentName:"h3"},"New Package Structure")),(0,i.kt)("p",null," Since version 5, PixiJS has utilized individual sub-packages to organize its codebase into smaller units. However, this approach led to issues, such as conflicting installations of different PixiJS versions, causing complications with internal caches."),(0,i.kt)("p",null," In v8, PixiJS has reverted to a single-package structure. While you can still import specific parts of PixiJS, you only need to install the main package."),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from '@pixi/app';\nimport { Sprite } from '@pixi/sprite';\n")),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application, Sprite } from 'pixi.js';\n")),(0,i.kt)("h4",{id:"custom-builds"},"Custom Builds"),(0,i.kt)("p",null,' PixiJS uses an "extensions" system to add renderer functionality. By default, PixiJS includes many extensions for a comprehensive out-of-the-box experience. However, for full control over features and bundle size, you can manually import specific PixiJS components.'),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," // imported by default\n import 'pixi.js/accessibility'\n import 'pixi.js/app'\n import 'pixi.js/events'\n import 'pixi.js/filters'\n import 'pixi.js/sprite-tiling'\n import 'pixi.js/text'\n import 'pixi.js/text-bitmap'\n import 'pixi.js/text-html'\n import 'pixi.js/graphics'\n import 'pixi.js/mesh'\n import 'pixi.js/sprite-nine-slice'\n\n // not added by default, everyone needs to import these manually\n import 'pixi.js/advanced-blend-modes'\n import 'pixi.js/unsafe-eval'\n import 'pixi.js/prepare'\n import 'pixi.js/math-extras'\n import 'pixi.js/dds'\n import 'pixi.js/ktx'\n import 'pixi.js/basis'\n\n import { Application } from 'pixi.js';\n\n const app = new Application();\n\n await app.init({\n manageImports: false, // disable importing the above extensions\n });\n")),(0,i.kt)("p",null," When initializing the application, you can disable the auto-import feature, preventing PixiJS from importing any extensions automatically. 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With the introduction of the WebGPU renderer PixiJS will now need to be awaited before being used"),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from 'pixi.js'\n\nconst app = new Application();\n\n// do pixi things\n")),(0,i.kt)("p",null," ",(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Application } from 'pixi.js'\n\nconst app = new Application();\n\n(async () => {\n await app.init({\n // application options\n });\n\n // do pixi things\n})()\n")),(0,i.kt)("p",null," With this change it also means that the ",(0,i.kt)("inlineCode",{parentName:"p"},"ApplicationOptions")," object can now be passed into the ",(0,i.kt)("inlineCode",{parentName:"p"},"init")," function instead of the constructor."),(0,i.kt)("h3",{id:"graphics-api-overhaul"},(0,i.kt)("strong",{parentName:"h3"},"Graphics API Overhaul")),(0,i.kt)("p",null,"There are a few key changes to the Graphics API. In fact this is probably the most changed part of v8. We have added deprecations where possible but below is the rundown of changes:"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Instead of beginning a fill or a stroke and then building a shape, v8 asks you to build your shape and then stroke / fill it. The terminology of ",(0,i.kt)("inlineCode",{parentName:"li"},"Line")," has been replaced with the terminology of ",(0,i.kt)("inlineCode",{parentName:"li"},"Stroke"))),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"Old")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"// red rect\nconst graphics = new Graphics()\n .beginFill(0xFF0000);\n .drawRect(50, 50, 100, 100);\n .endFill();\n\n// blur rect with stroke\nconst graphics2 = new Graphics()\n .lineStyle(2, 'white');\n .beginFill('blue');\n .circle(530, 50, 140, 100);\n .endFill();\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"// red rect\nconst graphics = new Graphics()\n .rect(50, 50, 100, 100)\n .fill(0xFF0000)\n\n\n// blur rect with stroke\nconst graphics2 = new Graphics()\n .rect(50, 50, 100, 100)\n .fill('blue')\n .stroke({width:2, color:'white'})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Shape functions have been renamed. Each drawing function has been simplified into a shorter version of its name. They have the same parameters though:")),(0,i.kt)("table",null,(0,i.kt)("thead",{parentName:"table"},(0,i.kt)("tr",{parentName:"thead"},(0,i.kt)("th",{parentName:"tr",align:null},"v7 API Call"),(0,i.kt)("th",{parentName:"tr",align:null},"v8 API Equivalent"))),(0,i.kt)("tbody",{parentName:"table"},(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawChamferRect"),(0,i.kt)("td",{parentName:"tr",align:null},"chamferRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawCircle"),(0,i.kt)("td",{parentName:"tr",align:null},"circle")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawEllipse"),(0,i.kt)("td",{parentName:"tr",align:null},"ellipse")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawFilletRect"),(0,i.kt)("td",{parentName:"tr",align:null},"filletRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"poly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRect"),(0,i.kt)("td",{parentName:"tr",align:null},"rect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRegularPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"regularPoly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedPolygon"),(0,i.kt)("td",{parentName:"tr",align:null},"roundPoly")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedRect"),(0,i.kt)("td",{parentName:"tr",align:null},"roundRect")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawRoundedShape"),(0,i.kt)("td",{parentName:"tr",align:null},"roundShape")),(0,i.kt)("tr",{parentName:"tbody"},(0,i.kt)("td",{parentName:"tr",align:null},"drawStar"),(0,i.kt)("td",{parentName:"tr",align:null},"star")))),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"fills functions expect ",(0,i.kt)("inlineCode",{parentName:"li"},"FillStyle")," options or a color, rather than a string of parameters. This also replaces ",(0,i.kt)("inlineCode",{parentName:"li"},"beginTextureFill"),(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .beginTextureFill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})\n .drawRect(0, 0, 100, 100)\n .endFill()\n .beginFill(0xFFFF00, 0.5)\n .drawRect(100, 0, 100, 100)\n .endFill()\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .rect(0, 0, 100, 100)\n .fill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})\n .rect(100, 0, 100, 100)\n .fill({color:0xFFFF00, alpha:0.5})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"stokes functions expect ",(0,i.kt)("inlineCode",{parentName:"li"},"StrokeStyle")," options or a color, rather than a string of parameters. This also replaces ",(0,i.kt)("inlineCode",{parentName:"li"},"lineTextureStyle"),(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .lineTextureStyle({texture:Texture.WHITE, width:10, color:0xFF0000})\n .drawRect(0, 0, 100, 100)\n .endFill()\n .lineStyle(2, 0xFEEB77);\n .drawRect(100, 0, 100, 100)\n .endFill()\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .rect(0, 0, 100, 100)\n .stroke({texture:Texture.WHITE, width:10, color:0xFF0000})\n .rect(100, 0, 100, 100)\n .stroke({color:0xFEEB77, width:2})\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"holes now make use of a new ",(0,i.kt)("inlineCode",{parentName:"li"},"cut")," function. As with ",(0,i.kt)("inlineCode",{parentName:"li"},"stroke")," and ",(0,i.kt)("inlineCode",{parentName:"li"},"fill"),", ",(0,i.kt)("inlineCode",{parentName:"li"},"cut")," acts on the previous shape.\n",(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rectAndHole = new Graphics()\n .beginFill(0x00FF00)\n .drawRect(0, 0, 100, 100)\n .beginHole()\n .drawCircle(50, 50, 20)\n .endHole()\n .endFill();\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rectAndHole = new Graphics()\n .rect(0, 0, 100, 100)\n .fill(0x00FF00)\n .circle(50, 50, 20)\n .cut();\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"GraphicsGeometry")," has been replaced with ",(0,i.kt)("inlineCode",{parentName:"li"},"GraphicsContext")," this allows for sharing of ",(0,i.kt)("inlineCode",{parentName:"li"},"Graphics")," data more efficiently.\n",(0,i.kt)("strong",{parentName:"li"},"Old"))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const rect = new Graphics()\n .beginFill(0xFF0000);\n .drawRect(50, 50, 100, 100);\n .endFill();\n\n const geometry = rect.geometry;\n\n const secondRect = new Graphics(geometry);\n\n")),(0,i.kt)("p",null,(0,i.kt)("strong",{parentName:"p"},"New")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"}," const context = new GraphicsContext()\n .rect(50, 50, 100, 100)\n .fill(0xFF0000)\n\n const rect = new Graphics(context);\n const secondRect = new Graphics(context);\n")),(0,i.kt)("h3",{id:"other-breaking-changes"},"Other Breaking Changes"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"DisplayObject")," has been removed. ",(0,i.kt)("inlineCode",{parentName:"p"},"Container")," is now the base class for all PixiJS objects.")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"updateTransform")," has been removed as nodes no longer contain any rendering logic"),(0,i.kt)("p",{parentName:"li"},"We do recognise that many people used this function to do custom logic every frame, so we have added a new ",(0,i.kt)("inlineCode",{parentName:"p"},"onRender")," function that can be used for this purpose."),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"class MySprite extends Sprite {\n constructor() {\n super();\n this.updateTransform();\n }\n\n updateTransform() {\n super.updateTransform();\n // do custom logic\n }\n}\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"class MySprite extends Sprite {\n constructor() {\n super();\n this.onRender = this._onRender.bind(this);\n }\n\n _onRender() {\n // do custom logic\n }\n}\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Mipmap generation changes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},"The BaseTexture ",(0,i.kt)("inlineCode",{parentName:"li"},"mipmap")," property has been renamed to ",(0,i.kt)("inlineCode",{parentName:"li"},"autoGenerateMipmaps"),"."),(0,i.kt)("li",{parentName:"ul"},"Mipmaps for ",(0,i.kt)("inlineCode",{parentName:"li"},"RenderTextures")," have been adjusted so that developer is responsible for updating them mipmaps. Mipmap generation can be expensive, and due to the new reactive way we handle textures we do not want to accidentally generate mipmaps when they are not required.")))),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const myRenderTexture = RenderTexture.create({width:100, height:100, autoGenerateMipmaps:true})\n\n// do some rendering..\nrenderer.render({target:myRenderTexture, container:scene})\n\n// now refresh mipmaps when you are ready\nmyRenderTexture.source.updateMipmaps();\n")),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},"Due to the new way PixiJS handles things internally, sprites no longer get notified if a texture's UVs have been modified. The best practice is not to modify texture UVs once they have been created. It's best to have textures ready to go (they are inexpensive to create and store)."),(0,i.kt)("li",{parentName:"ul"},"Sometimes, you might want to employ a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (it's worth noting that it may update automatically - but due to the new optimizations, this will not be guaranteed). Updating the source data (e.g., a video texture) will, however, always be reflected immediately.")),(0,i.kt)("pre",null,(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const texture = await Assets.load('bunny.png');\nconst sprite = new Sprite(texture);\n\ntexture.frame.width = texture.frame.width/2;\ntexture.update();\n\n// guarantees the texture changes will be reflected on the sprite\nsprite.onViewUpdate();\n\n\n// alternatively you can hooke into the sprites event\ntexture.on('update', ()=>{sprite.onViewUpdate});\n")),(0,i.kt)("p",null,"The act of adding and removing the event when a sprite's texture was changed led to an unacceptable performance drop, especially when swapping many textures (imagine shooting games with lots of keyframe textures swapping). This is why we now leave that responsibility to the user."),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"New Container culling approach"),(0,i.kt)("p",{parentName:"li"},"With this version of PixiJS we have changed how the ",(0,i.kt)("inlineCode",{parentName:"p"},"cullable")," property works on containers. Previously culling was done for you automatically during the render loop. However, we have moved this logic out and provided users the ability to control when culling happens themselves."),(0,i.kt)("p",{parentName:"li"},"With this change we have added a couple of new properties:"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullable")," - Whether or not the container can be culled"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullArea")," - A cull area that will be used instead of the bounds of the container"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"cullableChildren")," - Whether or not the containers children can be culled. This can help optimise large scenes")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const container = new GameWorld();\nconst view = new Rectangle(0, 0, 800, 600);\n\ncontainer.cullable = true;\ncontainer.cullArea = new Rectangle(0,0,400,400);\ncontainer.cullableChildren = false;\n\nCuller.shared.cull(myContainer, view);\nrenderer.render(myContainer);\n")),(0,i.kt)("p",{parentName:"li"},"There is also a ",(0,i.kt)("inlineCode",{parentName:"p"},"CullerPlugin")," that can be used to automatically call ",(0,i.kt)("inlineCode",{parentName:"p"},"Culler.shared.cull")," every frame if you want to simulate the old behaviour."),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import {extensions, CullerPlugin} from 'pixi.js'\nextensions.add(CullerPlugin)\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Renamed several mesh classes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimpleMesh")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshSimple")),(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimplePlane")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshPlane")),(0,i.kt)("li",{parentName:"ul"},"renamed ",(0,i.kt)("inlineCode",{parentName:"li"},"SimpleRope")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"MeshRope")))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Deprecations for ",(0,i.kt)("inlineCode",{parentName:"p"},"Assets")," removed"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Assets } from 'pixi.js'\n\nAssets.add('bunny', 'bunny.png')\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Assets } from 'pixi.js'\n\nAssets.add({ alias: 'bunny', src: 'bunny.png' })\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"settings")," object has been removed"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { settings, BrowserAdapter } from 'pixi.js'\n\nsettings.RESOLUTION = 1\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false\nsettings.ADAPTER = BrowserAdapter\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { AbstractRenderer, DOMAdapter, BrowserAdapter } from 'pixi.js'\n\n// Can also be passed into the renderer directly e.g `autoDetectRenderer({resolution: 1})`\nAbstractRenderer.defaultOptions.resolution = 1;\n\n// Can also be passed into the renderer directly e.g `autoDetectRenderer({failIfMajorPerformanceCaveat: false})`\nAbstractRenderer.defaultOptions.failIfMajorPerformanceCaveat = false;\n\n// See below for more information about changes to the adapter\nDOMAdapter.set(BrowserAdapter)\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Adapter and Web Worker Changes"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"settings.ADAPTER")," has been removed and replaced with ",(0,i.kt)("inlineCode",{parentName:"p"},"DOMAdapter")),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DOMAdapter")," is a static class that can be used to set the adapter for the entire application"),(0,i.kt)("li",{parentName:"ul"},"PixiJS has two adapters built in ",(0,i.kt)("inlineCode",{parentName:"li"},"BrowserAdapter")," and ",(0,i.kt)("inlineCode",{parentName:"li"},"WebWorkerAdapter"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"BrowserAdapter")," is the default adapter and is used when running in the browser"),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"WebWorkerAdapter")," is used when running in a web worker")))),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { settings, WebWorkerAdapter } from 'pixi.js'\n\nsettings.ADAPTER = WebWorkerAdapter\nsettings.ADAPTER.createCanvas()\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { DOMAdapter, WebWorkerAdapter } from 'pixi.js'\n\nDOMAdapter.set(WebWorkerAdapter)\nDOMAdapter.get().createCanvas()\n"))))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Application type now accepts Renderer instead of view by @Zyie in ",(0,i.kt)("a",{parentName:"p",href:"https://github.com/pixijs/pixijs/pull/9740"},"https://github.com/pixijs/pixijs/pull/9740")),(0,i.kt)("p",{parentName:"li"},"This is to allow ",(0,i.kt)("inlineCode",{parentName:"p"},"app.renderer")," to be typed correctly"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const app = new Application()\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"// WebGL or WebGPU renderer\nconst app = new Application>()\n// WebGL specific renderer\nconst app = new Application>();\n// WebGPU specific renderer\nconst app = new Application>();\n")))),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"Texture.from")," no longer will load a texture from a URL."),(0,i.kt)("p",{parentName:"li"},"When using ",(0,i.kt)("inlineCode",{parentName:"p"},"Texture.from")," you will need to pass in a source such as ",(0,i.kt)("inlineCode",{parentName:"p"},"CanvasSource"),"/",(0,i.kt)("inlineCode",{parentName:"p"},"ImageSource"),"/",(0,i.kt)("inlineCode",{parentName:"p"},"VideoSource")," or a resource such as ",(0,i.kt)("inlineCode",{parentName:"p"},"HTMLImageElement"),"/",(0,i.kt)("inlineCode",{parentName:"p"},"HTMLCanvasElement"),"/",(0,i.kt)("inlineCode",{parentName:"p"},"HTMLVideoElement")," or a string that has been loaded through ",(0,i.kt)("inlineCode",{parentName:"p"},"Assets.load")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Texture } from 'pixi.js';\n\nconst texture = Texture.from('https://i.imgur.com/IaUrttj.png');\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"import { Assets, Texture } from 'pixi.js';\n\nawait Assets.load('https://i.imgur.com/IaUrttj.png');\nconst texture = Texture.from('https://i.imgur.com/IaUrttj.png');\n")))),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"The ",(0,i.kt)("inlineCode",{parentName:"p"},"Ticker"),"'s callback will now pass the ",(0,i.kt)("inlineCode",{parentName:"p"},"Ticker")," instance instead of the delta time.\nThis is to allow for more control over what unit of time is used."),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"Ticker.shared.add((dt)=> {\n bunny.rotation += dt\n});\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"Ticker.shared.add((ticker)=> {\n bunny.rotation += ticker.deltaTime;\n});\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Text parsers have been renamed"),(0,i.kt)("ul",{parentName:"li"},(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"TextFormat")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"bitmapFontTextParser")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"XMLStringFormat")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"bitmapFontXMLStringParser")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"XMLFormat")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"bitmapFontXMLParser")))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"The default ",(0,i.kt)("inlineCode",{parentName:"p"},"eventMode")," is now ",(0,i.kt)("inlineCode",{parentName:"p"},"passive")," instead of ",(0,i.kt)("inlineCode",{parentName:"p"},"auto"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"utils")," has been removed. 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",(0,i.kt)("inlineCode",{parentName:"li"},"'line-list'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.LINE_STRIP")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'line-strip'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.TRIANGLES")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'triangle-list'"),","),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("inlineCode",{parentName:"li"},"DRAW_MODES.TRIANGLE_STRIP")," -> ",(0,i.kt)("inlineCode",{parentName:"li"},"'triangle-strip'"),","))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},"Constructors have largely been changed to accept objects instead of multiple arguments"),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"Old:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const blurFilter = new BlurFilter(8, 4, 1, 5);\nconst displacementFilter = new DisplacementFilter(sprite, 5);\nconst meshGeometry = new MeshGeometry(vertices, uvs, index);\nconst mesh = new Mesh(geometry, shader, state, drawMode);\nconst plane = new PlaneGeometry(width, height, segWidth, segHeight);\nconst nineSlicePlane = new NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight);\nconst tileSprite = new TileSprite(texture, width, height);\nconst text = new Text('Hello World', style);\nconst bitmapText = new BitmapText('Hello World', style);\nconst htmlText = new HTMLText('Hello World', style);\n")),(0,i.kt)("p",{parentName:"li"},(0,i.kt)("strong",{parentName:"p"},"New:")),(0,i.kt)("pre",{parentName:"li"},(0,i.kt)("code",{parentName:"pre",className:"language-ts"},"const blurFilter = new BlurFilter({\n blur: 8,\n quality: 4,\n resolution: 1,\n kernelSize: 5,\n});\nconst displacementFilter = new DisplacementFilter({\n sprite,\n scale: 5,\n});\nconst meshGeometry = new MeshGeometry({\n positions: vertices,\n uvs,\n indices: index,\n topology: 'triangle-list';\n shrinkBuffersToFit: boolean;\n});\nconst mesh = new Mesh({\n geometry\n shader\n texture\n});\nconst plane = new PlaneGeometry({\n width,\n height,\n verticesX: segWidth,\n verticesY: segHeight,\n});\nconst nineSliceSprite = new NineSliceSprite({\n texture,\n leftWidth,\n topHeight,\n rightWidth,\n bottomHeight,\n});\nconst tileSprite = new TileSprite({\n texture,\n width,\n height,\n});\nconst text = new Text({\n text: 'Hello World',\n style,\n});\nconst bitmapText = new BitmapText({\n text:'Hello World',\n style,\n});\nconst htmlText = new HTMLText({\n text:'Hello World',\n style,\n});\n"))),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("p",{parentName:"li"},(0,i.kt)("inlineCode",{parentName:"p"},"container.name")," is now ",(0,i.kt)("inlineCode",{parentName:"p"},"container.label")))),(0,i.kt)("h2",{id:"4-resources"},"4. Resources"),(0,i.kt)("ul",null,(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://github.com/pixijs/pixijs/releases?q=v8.0.0&expanded=true"},"PixiJS v8 Release Notes")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://discord.gg/CPTjeb28nH"},"PixiJS Discord")),(0,i.kt)("li",{parentName:"ul"},(0,i.kt)("a",{parentName:"li",href:"https://github.com/pixijs/pixijs/issues"},"PixiJS Issues"))))}d.isMDXComponent=!0}}]); \ No newline at end of file diff --git a/assets/js/d6013015.8bc36333.js b/assets/js/d6013015.924c467f.js similarity index 56% rename from assets/js/d6013015.8bc36333.js rename to assets/js/d6013015.924c467f.js index 2ce6f2c9f..3b35de034 100644 --- a/assets/js/d6013015.8bc36333.js +++ b/assets/js/d6013015.924c467f.js @@ -1 +1 @@ -"use strict";(self.webpackChunkpixi_docusaurus=self.webpackChunkpixi_docusaurus||[]).push([[6935],{6072:(e,t,a)=>{a.r(t),a.d(t,{assets:()=>l,contentTitle:()=>s,default:()=>h,frontMatter:()=>o,metadata:()=>r,toc:()=>p});var i=a(7462),n=(a(7294),a(3905));const o={},s="Getting Started",r={unversionedId:"guides/basics/getting-started",id:"guides/basics/getting-started",title:"Getting Started",description:"In this section we're going to build the simplest possible PixiJS application. In doing so, we'll walk through the basics of how to build and serve the code.",source:"@site/docs/guides/basics/getting-started.md",sourceDirName:"guides/basics",slug:"/guides/basics/getting-started",permalink:"/guides/basics/getting-started",draft:!1,editUrl:"https://github.com/pixijs/pixijs.com/tree/main/docs/guides/basics/getting-started.md",tags:[],version:"current",frontMatter:{},sidebar:"guidesSidebar",previous:{title:"What PixiJS Is Not",permalink:"/guides/basics/what-pixijs-is-not"},next:{title:"Architecture Overview",permalink:"/guides/basics/architecture-overview"}},l={},p=[{value:"Advanced Users",id:"advanced-users",level:3},{value:"A Note About JavaScript",id:"a-note-about-javascript",level:3},{value:"Components of a PixiJS Application",id:"components-of-a-pixijs-application",level:3},{value:"The HTML File",id:"the-html-file",level:3},{value:"Serving the File",id:"serving-the-file",level:3},{value:"Loading PixiJS",id:"loading-pixijs",level:3},{value:"Creating an Application",id:"creating-an-application",level:3},{value:"Adding the Canvas to the DOM",id:"adding-the-canvas-to-the-dom",level:3},{value:"Creating a Sprite",id:"creating-a-sprite",level:3},{value:"Adding the Sprite to the Stage",id:"adding-the-sprite-to-the-stage",level:3},{value:"Writing an Update Loop",id:"writing-an-update-loop",level:3},{value:"Putting It All Together",id:"putting-it-all-together",level:3}],d={toc:p};function h(e){let{components:t,...o}=e;return(0,n.kt)("wrapper",(0,i.Z)({},d,o,{components:t,mdxType:"MDXLayout"}),(0,n.kt)("h1",{id:"getting-started"},"Getting Started"),(0,n.kt)("p",null,"In this section we're going to build the simplest possible PixiJS application. In doing so, we'll walk through the basics of how to build and serve the code."),(0,n.kt)("h3",{id:"advanced-users"},"Advanced Users"),(0,n.kt)("p",null,"A quick note before we start: this guide is aimed at beginning PixiJS developers who have minimal\nexperience developing JavaScript-based applications. If you are a coding veteran, you may find that\nthe level of detail here is not helpful. If that's the case, you may want to skim this guide, then\njump into ",(0,n.kt)("a",{parentName:"p",href:"#TODO"},"how to work with PixiJS and packers")," like webpack and npm."),(0,n.kt)("h3",{id:"a-note-about-javascript"},"A Note About JavaScript"),(0,n.kt)("p",null,"One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor:"),(0,n.kt)("pre",null,(0,n.kt)("code",{parentName:"pre",className:"language-javascript"},"// ES5\nvar x = 5;\nsetTimeout(function() { alert(x); }, 1000);\n// ES6\nconst x = 5;\nsetTimeout(() => alert(x), 1000);\n")),(0,n.kt)("p",null,'ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn\'t mean you can\'t use PixiJS with ES5 programs! Just mentally substitute "var" for "let/const", expand the shorter function-passing syntax, and everything will run just fine.'),(0,n.kt)("h3",{id:"components-of-a-pixijs-application"},"Components of a PixiJS Application"),(0,n.kt)("p",null,"OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application:"),(0,n.kt)("ul",null,(0,n.kt)("li",{parentName:"ul"},"Create an HTML file"),(0,n.kt)("li",{parentName:"ul"},"Serve the file with a web server"),(0,n.kt)("li",{parentName:"ul"},"Load the PixiJS library"),(0,n.kt)("li",{parentName:"ul"},"Create an ",(0,n.kt)("a",{parentName:"li",href:"https://pixijs.download/release/docs/app.Application.html"},"Application")),(0,n.kt)("li",{parentName:"ul"},"Add the generated view to the DOM"),(0,n.kt)("li",{parentName:"ul"},"Add an image to the stage"),(0,n.kt)("li",{parentName:"ul"},"Write an update loop")),(0,n.kt)("p",null,"Let's walk through them together."),(0,n.kt)("h3",{id:"the-html-file"},"The HTML File"),(0,n.kt)("p",null,"PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. 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Hello PixiJS

\n \n\n")),(0,n.kt)("p",null,"Create a new folder named ",(0,n.kt)("inlineCode",{parentName:"p"},"pixi-test"),", then copy and paste this HTML into a new file in the ",(0,n.kt)("inlineCode",{parentName:"p"},"pixi-test")," folder named ",(0,n.kt)("inlineCode",{parentName:"p"},"index.html"),"."),(0,n.kt)("h3",{id:"serving-the-file"},"Serving the File"),(0,n.kt)("p",null,"You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage."),(0,n.kt)("p",null,"Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with ",(0,n.kt)("a",{parentName:"p",href:"https://mongoose.ws"},"Mongoose"),", but you could just as easily use ",(0,n.kt)("a",{parentName:"p",href:"https://www.apachefriends.org/download.html"},"XAMPP")," or the ",(0,n.kt)("a",{parentName:"p",href:"https://www.npmjs.com/package/http-server"},"http-server Node.js package")," to serve your files."),(0,n.kt)("p",null,"To start serving your page with Mongoose, go to ",(0,n.kt)("a",{parentName:"p",href:"https://mongoose.ws"},"the Mongoose download page")," and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (",(0,n.kt)("inlineCode",{parentName:"p"},"pixi-test"),"). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder."),(0,n.kt)("p",null,"Test that everything is working by opening your browser of choice and entering ",(0,n.kt)("inlineCode",{parentName:"p"},"http://127.0.0.1:8080"),' in the location bar. (Mongoose by default serves files on port 8080.) You should see "Hello PixiJS" and nothing else. If you get an error at this step, it means you didn\'t name your file ',(0,n.kt)("inlineCode",{parentName:"p"},"index.html")," or you mis-configured your web server."),(0,n.kt)("h3",{id:"loading-pixijs"},"Loading PixiJS"),(0,n.kt)("p",null,"OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the ",(0,n.kt)("a",{parentName:"p",href:"https://github.com/pixijs/pixijs"},"Pixi Github repo")," so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the ",(0,n.kt)("inlineCode",{parentName:"p"},"")," section of your ",(0,n.kt)("inlineCode",{parentName:"p"},"index.html")," file:"),(0,n.kt)("pre",null,(0,n.kt)("code",{parentName:"pre",className:"language-html"},' - - + +

· 10 min read
GoodBoyDigital

Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.

🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8

PixiJS logo

It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.

Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture.

With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code.

Our vision for v8 was clear:

  • Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade.
  • Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out.
  • Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful.
  • Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!).
  • Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7.

We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!



🎁 Whats New?

There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above.

📈 New Performance Bar

bunnies

The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here:

  • CPU = time spent by the CPU rendering a single frame
  • GPU = time spent by the GPU rendering a single frame
Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on the Bunnymark test that you can try yourself.

🖥️ WebGPU Renderer

PixiJS + webGPU = love

We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements.

📦 New Package Structure

No more "lerna." PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported.

Old:

import { Sprite } from "@pixi/sprite";
import { Graphic } from "@pixi/graphics";

New:

import { Sprite, Graphic } from "pixi.js";

✨ We promise the Renderer will work

When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere!

import { Application, autoDetectRenderer } from "pixi.js";

const app = new Application();

(async () => {
await app.init({
// application options
});

// or
const renderer = await autoDetectRenderer({}); // WebGL or WebGPU

// do pixi things
})();

🌟 Scene Upgrades

PixiJS logo

  • The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance.
const container = new Container({
isRenderGroup:true // this containers transform is now handled on the GPU!
})
  • Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as:
// will make all the children tinted red
container.tint = 'red'
// will make all the children have the add blend mode
container.blendMode = 'add'

Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer.

const texture = RenderTexture.create({
width:100,
height:100,
antialias:true // easy as that
})
  • We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics:
    • ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend.
  • It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns.
import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!)

myContainer.blendMode = 'color-burn` // easy!

🎨 Graphics Upgrades

alt text

  • The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows:

    graphics
    .rect(50, 50, 100, 100)
    .fill('blue');
  • A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility.

  • Support for SVG drawing has been added. For example:

    graphics.svg('M 100 350 q 150 -300 300 0');
  • Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs.

  • The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs.

  const path = new GraphicsPath()
.rect(-50, -50, 100, 100)

// create geometry from the path:
const geometry = buildGeometryFromPath({
path,
});

const mesh = new Mesh({
geometry,
texture: Texture.WHITE,
});

For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples.

📝 Text Upgrades

Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard.

BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs.


const myText = new BitmapText({
text: 'hello im a bitmap font!',
// font will be dynamically created
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: 'red',
}
})

Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text.

const myText = new Text({
text: 'hello im some fancy text',
// font will be dynamically created!
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: { texture, color:'red'} // same as graphics api fills
stroke: { width:3, color:'blue' } // same as graphics api strokes
}
})

🤝 What now? Get involved!

As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better.

A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you!

A final big shout-out to PlayCo for their support in making this release a reality!

Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.

📲 Keep in touch

To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.

· 6 min read
GoodBoyDigital

We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with!

Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made!

- - + + \ No newline at end of file diff --git a/blog/archive.html b/blog/archive.html index 654ce2d25..181a4dfc2 100644 --- a/blog/archive.html +++ b/blog/archive.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/blog/pixi-universe.html b/blog/pixi-universe.html index 7ef9a2597..5b1a34921 100644 --- a/blog/pixi-universe.html +++ b/blog/pixi-universe.html @@ -9,15 +9,15 @@ - - + +

Introducing the PixiJS Universe!

· 11 min read
Zyie

We are excited to announce the launch of the PixiJS Universe, an initiative to further enhance the capabilities of PixiJS and make it even easier for developers to create amazing games and apps.

For years, PixiJS has been the most popular 2D renderer for the web, but it was always "just a rendering engine." The community has created many great tools to help developers build games and applications with PixiJS, but we lacked the manpower to maintain and improve these tools, causing fragmentation in the community. To address this, Playco has assembled a dedicated team of developers who will work on PixiJS full-time. Over the next 12 months, we have more than ten projects planned, and in this announcement, we would like to introduce some of them.

Phase 1​

We have several new projects in the works, and we are releasing them in four phases over the year. We are currently nearing the end of phase 1, which has seen the release of several exciting new tools and libraries for PixiJS:

PixiJS Website​

First up we are excited to announce that we will be releasing a beta version of our new website for PixiJS.

The current documentation has suffered from long-term organic growth over the years with little structure and as such much of the PixiJS documentation is fragmented across multiple sites. This new website will put everything you need in one place and be easily searchable.

We are also planning on improving the documentation and adding more guides and examples, as well as considering translating the documentation into other languages.

If you have any ideas on how to improve the site please let us know!

PixiJS React​

Next up is PixiJS React. A library that provides a way to use PixiJS in React applications. PixiJS React is a continuation of the react-pixi library created by Patrick Brouwer, which has been widely used by the PixiJS community in React projects. PixiJS has taken over maintenance of the library and is dedicated to improving the library's performance, documentation, and support for new features.

The library provides an easy-to-use interface that makes it easy for developers to create React applications with PixiJS. The library integrates all the core features of PixiJS and allows you to create custom components for 3rd party libraries.

PixiJS Open Games​

We have now released a new repository called "PixiJS Open Games". This is a collection of open-source games that showcases how to use PixiJS to create games and is released under the MIT license. The purpose of these games is to provide professional examples of how to use PixiJS for game development.

The first two games released are a match-3 game and a bubble shooter game. These games not only demonstrate how to use PixiJS for game development but also how to use other libraries such as PixiJS UI and AssetPack. We also have more games planned for release, which will demonstrate how to use PixiJS with other libraries such as PixiJS Layout and PixiJS React.

PixiJS Open Games will hopefully be a valuable resource for game developers who want to learn how to use PixiJS for game development and will also be a great source of inspiration for developers looking to create their own games using PixiJS. The project is available on GitHub for anyone who wants to explore the code or contribute to the project.

PixiJS UI & PixiJS Layout​

PixiJS UI is a new library for developers who want to create beautiful and functional user interfaces with PixiJS. The library includes a range of components such as buttons, checkboxes, sliders, text inputs, scroll views, lists, radio buttons, and progress bars, which can be easily integrated into your game. These components are highly customizable, allowing you to tweak the appearance and behaviour of each element to fit your game's specific needs.

PixiJS UI has been used in all of the open-source games, so feel free to check these out for real-world examples.

PixiJS Layout is another library that can make your life as a developer easier. This library enables you to create responsive layouts using PixiJS, which means you can design interfaces that adapt to different screen sizes and aspect ratios. PixiJS Layout works well with PixiJS UI, allowing you to combine both libraries to create complex, dynamic interfaces that respond to user input and screen changes.

With PixiJS Layout, you have the flexibility to create resizable layouts that can be adjusted to fit any screen size or device. This means that your game's interface can look great on everything from small mobile devices to large desktop displays.

PixiJS Layout is still under development but will be ready in the next few weeks

AssetPack​

Finally, for phase 1 we are announcing AssetPack.

Asset management is an important part of developing applications, and the new AssetPack library aims to make this process easier. AssetPack is a framework-agnostic library that can be used with any framework, including PixiJS, ThreeJS, and Phaser. It provides a range of features that help developers manage their assets efficiently. The key feature of AssetPack is the ability to automatically generate new assets on the fly. For example, you can provide it with a folder of individual images and it will generate sprite sheets, which can significantly improve the performance of your application. It also provides plugins to generate mipmaps, convert fonts to different formats, convert audio to different formats, compress images, and minify JSON. These features help developers optimize their assets for faster loading times, better performance, and improved user experience.

We will soon be releasing a new blog post that provides more details on how to use it. With its many useful features and framework-agnostic design. However, if you want to get stuck in today then check out the GitHub repo

Phase 2​

Phase 2 will begin shortly and aims to make it easier to work with PixiJS applications.

PixiJS JumpStart​

Jumpstart is a new CLI tool being developed by the PixiJS team to simplify the process of creating new PixiJS applications. With this tool, developers will no longer need to set up complicated tooling or worry about setting up different bundlers and frameworks. The tool will handle all the setup for you, allowing you to focus on building your application.

Jumpstart will be similar to other CLI tools such as Create-React-App or Create-Vue, which have become popular in the front-end development community. The tool will provide templates for different bundlers and frameworks, including webpack, parcel, rollup, and more. This will make it easy for developers to get started with PixiJS regardless of their preferred tools and workflows. With Jumpstart, you'll be able to create a new PixiJS application in just a few minutes and start building right away.

PixiJS Dev Tools​

PixiJS dev tools will be a browser extension that is planned to be released soon to help developers debug their PixiJS applications. This tool aims to make it easier for developers to understand the inner workings of PixiJS, optimize their code, and follow best practices. It is designed to help developers diagnose performance issues and visualize the resources that their applications are consuming.

One of the key features of the PixiJS Dev Tools is its ability to help developers understand the complex process of batching in PixiJS. Batching is a technique used to optimize the rendering of multiple objects in the same draw call. This process can be complicated to understand, especially for new developers. PixiJS Dev Tools aims to make it easier to debug and optimize the rendering of objects.

Overall, PixiJS Dev Tools will be a powerful tool that will make it easier for developers to build high-performance, visually stunning applications with PixiJS. By providing developers with a deeper understanding of the inner workings of PixiJS, this toolset will help developers optimize their code and create more efficient and engaging applications.

Phase 3​

Phase 3 is where our long-term projects start to be revealed. These are major changes to the PixiJS ecosystem that we are incredibly excited about

Comet​

Comet will be a new editor that aims to make it easier than ever to design and create games and applications with PixiJS. With its intuitive and user-friendly interface, the editor is designed to appeal to both designers and developers, allowing both groups to collaborate and work more efficiently.

One of the standout features of Comet is the visual interface it provides for creating and editing scenes, sprites, animations, and more. This means that designers can create and edit complex scenes without ever having to write a single line of code. The editor provides a range of tools and options for creating sprites, animations, and other game elements, making it easy to get started with creating a game or application.

In addition, developers will appreciate the runtime player feature, which allows them to easily recreate scenes in their own applications. This makes it easy to test and iterate on designs, ensuring that the final product is both functional and visually appealing. And with multi-user, real-time collaboration, Comet makes it easy for teams to work together, sharing assets and ideas and creating high-quality games and applications in record time.

PixiJS v8​

PixiJS v8 will be the next major release that represents a complete rewrite of PixiJS from the ground up. The development team has leveraged their extensive experience over many years to make improvements and optimizations to the core PixiJS engine. The new version of PixiJS is designed to be faster and more efficient, providing a significant improvement in rendering performance compared to v7 (currently sitting at x2)

One of the most exciting features of PixiJS v8 is the inclusion of first-class support for WebGPU, which is a new graphics API that is being developed by major browser vendors. This will enable developers to take advantage of advanced GPU capabilities, which can significantly improve the performance of graphics-intensive applications. In addition to WebGPU support, the PixiJS team has also made a significant effort to optimize the engine for the canvas renderer, which will be available as a first-class option for developers looking to reduce bundle size.

Overall, PixiJS v8 represents a major leap forward for us, developers can expect a much faster and more efficient engine that is better suited for building complex, graphics-intensive applications.

Phase 4​

Phase 4 represents a leap into new territory for PixiJS as we look to delve deeper into areas outside of strictly 2D rendering.

PixiJS 3D​

For years, Goodboy (now Playco) has had an internal 3D engine called Odie that was built on top of PixiJS. We are now planning to open-source it, which is exciting for those of you who want to seamlessly mix 2D and 3D content in your games or applications. With PixiJS 3D, you will no longer need to switch between engines or frameworks to incorporate 3D elements in your project.

Although this is a long-term project, the team is making progress and plans to share more information later in the year. This release will greatly expand PixiJS's capabilities and give developers even more flexibility when building their applications.

PixiJS Game Engine​

Finally, we are thrilled to announce that we will be working on a new library called PixiJS Game Engine. This game engine aims to provide everything you would expect from a 2D/3D game engine and will offer many features and tools to make game development easier and more efficient.

Some of the features of PixiJS Game Engine will include support for physics engines, audio, input handling, asset loading and management, state management, animation and tweening, and more.

Conclusion

We've shared a lot of exciting news about new projects and updates coming to the PixiJS community. There's a lot to look forward to in the upcoming months.

We want to extend our sincere thanks to the PixiJS community, its contributors, and Playco for making all of this possible. We're excited to see what you'll create with these new tools and resources, and we look forward to continuing to support and grow the PixiJS ecosystem. Be sure to check out the GitHub links mentioned above and stay tuned for more updates on the PixiJS Universe!

- - + + \ No newline at end of file diff --git a/blog/pixi-v8-beta.html b/blog/pixi-v8-beta.html index b1e0c95da..d080f8ddc 100644 --- a/blog/pixi-v8-beta.html +++ b/blog/pixi-v8-beta.html @@ -9,15 +9,15 @@ - - + +

PixiJS v8 Beta! 🎉

· 6 min read
GoodBoyDigital

We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with!

Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made!

Two driving factors catalysed our approach to re-engineering the codebase and rendering pipeline in v8:

1. 😍 Embracing WebGPU

PixiJS + webGPU = love

The newcomer WebGPU offers a substantial performance improvement over its predecessor, WebGL. It propels web computations and graphics into a new era, providing a more efficient and robust API. Soon, it will be the go-to method for rendering most GPU-powered content on the web.

This shift is reminiscent of PixiJS's initial launch. At that time, WebGL was new and only available in a handful of desktop browsers, while Canvas was ubiquitous. PixiJS's standout feature was its ability to first attempt rendering with WebGL and then fall back to Canvas as a Plan B. This approach allowed PixiJS content to immediately benefit as WebGL gained traction. Fast forward to today, and WebGL is now available on 95% of browsers.

History is repeating itself with WebGPU, currently supported in only a few desktop browsers and roughly 27% of the market. However, it's only a matter of time before it becomes universally supported. PixiJS aims to execute the same fallback strategy, allowing you to always leverage the best technology available without needing to rewrite your code. This is precisely what version 8 achieves and will future proof everything we make for another ten years :D

2. 🚀 Turbocharging Performance

bunnies

PixiJS has always been synonymous with speed and high-performance graphics. With v8, we've revisited our architecture to optimize both static and dynamic rendering. While v7 is fast, it operates as a somewhat ‘naïve’ renderer.

v7 approach:

  1. Traverse the scene graph and make sure all the transforms are correct
  2. Traverse the scene graph a second time and do the following
    • Build batches to render
    • Upload the data to the GPU
    • Draw the batch to the screen.

v8 approach

  1. Update the transform of only things that changed
  2. Traverse the scene graph and construct a set of instructions.
  3. Upload all scene data to GPU in one go.
  4. Execute rendering based on the instructions.

There are three key changes to this loop that give us a performance bump.

  • First, we update only the elements that have changed. If nothing has moved, no code is executed, optimizing computational overhead.
  • Second, if the scene graph remains unchanged in subsequent frames, we reuse the existing rendering instructions. This avoids the overhead of reconstructing these instructions for each frame.
  • Third, if no elements in the scene change position, the data upload step (Step 3) is entirely skipped, thereby saving bandwidth and further reducing computational work.

The net effect of these improvements? A decent performance leap across varying use-cases:

CPU = time spent by the cpu rendering a single frame GPU = time spend by the gpu rendering a single frame

Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on this Bunnymark test that you can try yourself!

Please have a play, you can fiddle with the parameters in the url to change the number of bunnies. Curious to see what numbers all of you get!

Best of all, these improvements apply to WebGPU and the WebGL renderer. As with all of PixiJs’s party tricks, this all happens automatically :D

But Wait, There's More!

While the two key drivers behind this overhaul were performance and usability, we didn't stop there. We've seized this opportunity to enhance the API and introduce a plethora of new features to the engine—far too many to encapsulate in a single post!

Stay tuned for upcoming blog posts where we'll delve deeper into these additional improvements and API refinements, empowering you to create even more remarkable projects. For a comprehensive overview of what's new, don't miss the release notes.

As a crucial note, PixiJS v8 retains much of the familiar API despite undergoing significant internal updates. Our changes are geared toward making PixiJS more robust and user-friendly. When you encounter modifications, rest assured that the v7 methodology will continue to work—you'll simply see a deprecation warning, guiding you towards optimal practices.

Over to you!

As we progress toward the release candidate, now is the perfect time for you to dive in and explore v8. Your feedback at this stage is invaluable for fine-tuning our engine. We invite you to share your thoughts—the good, the bad, and the ugly—report bugs, and even contribute code. Together, we can elevate PixiJS to unprecedented heights.

👇 Don't wait—dive right in! Explore the PixiJS v8 Codebase on GitHub

Steps to install:

via npm you can install the beta version like so:

npm install pixi.js@prerelease-v8

then you can create the most appropriate renderer using the new autoDetectRenderer function:

import { autoDetectRenderer } from "pixi.js";

async function init()
{
const renderer = await autoDetectRenderer({
// any settings
}); // will return a WebGL or WebGPU renderer
}

Start experimenting with PixiJS v8 Beta today and join us in shaping the future of 2D web graphics! 🎉

Keep in touch!

"To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time conversations.

- - + + \ No newline at end of file diff --git a/blog/pixi-v8-launches.html b/blog/pixi-v8-launches.html index d8566cc48..fba9fd944 100644 --- a/blog/pixi-v8-launches.html +++ b/blog/pixi-v8-launches.html @@ -9,13 +9,13 @@ - - + +

PixiJS v8 Launches! 🎉

· 10 min read
GoodBoyDigital

Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.

🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8

PixiJS logo

It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.

Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture.

With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code.

Our vision for v8 was clear:

  • Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade.
  • Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out.
  • Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful.
  • Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!).
  • Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7.

We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!



🎁 Whats New?

There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above.

📈 New Performance Bar

bunnies

The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here:

  • CPU = time spent by the CPU rendering a single frame
  • GPU = time spent by the GPU rendering a single frame
Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on the Bunnymark test that you can try yourself.

🖥️ WebGPU Renderer

PixiJS + webGPU = love

We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements.

📦 New Package Structure

No more "lerna." PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported.

Old:

import { Sprite } from "@pixi/sprite";
import { Graphic } from "@pixi/graphics";

New:

import { Sprite, Graphic } from "pixi.js";

✨ We promise the Renderer will work

When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere!

import { Application, autoDetectRenderer } from "pixi.js";

const app = new Application();

(async () => {
await app.init({
// application options
});

// or
const renderer = await autoDetectRenderer({}); // WebGL or WebGPU

// do pixi things
})();

🌟 Scene Upgrades

PixiJS logo

  • The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance.
const container = new Container({
isRenderGroup:true // this containers transform is now handled on the GPU!
})
  • Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as:
// will make all the children tinted red
container.tint = 'red'
// will make all the children have the add blend mode
container.blendMode = 'add'

Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer.

const texture = RenderTexture.create({
width:100,
height:100,
antialias:true // easy as that
})
  • We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics:
    • ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend.
  • It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns.
import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!)

myContainer.blendMode = 'color-burn` // easy!

🎨 Graphics Upgrades

alt text

  • The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows:

    graphics
    .rect(50, 50, 100, 100)
    .fill('blue');
  • A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility.

  • Support for SVG drawing has been added. For example:

    graphics.svg('M 100 350 q 150 -300 300 0');
  • Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs.

  • The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs.

  const path = new GraphicsPath()
.rect(-50, -50, 100, 100)

// create geometry from the path:
const geometry = buildGeometryFromPath({
path,
});

const mesh = new Mesh({
geometry,
texture: Texture.WHITE,
});

For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples.

📝 Text Upgrades

Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard.

BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs.


const myText = new BitmapText({
text: 'hello im a bitmap font!',
// font will be dynamically created
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: 'red',
}
})

Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text.

const myText = new Text({
text: 'hello im some fancy text',
// font will be dynamically created!
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: { texture, color:'red'} // same as graphics api fills
stroke: { width:3, color:'blue' } // same as graphics api strokes
}
})

🤝 What now? Get involved!

As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better.

A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you!

A final big shout-out to PlayCo for their support in making this release a reality!

Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.

📲 Keep in touch

To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.

- - + + \ No newline at end of file diff --git a/blog/tags.html b/blog/tags.html index 7c09abb87..d284d1c74 100644 --- a/blog/tags.html +++ b/blog/tags.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/blog/tags/pixi-js-universe.html b/blog/tags/pixi-js-universe.html index 5fa385f15..c43914f57 100644 --- a/blog/tags/pixi-js-universe.html +++ b/blog/tags/pixi-js-universe.html @@ -9,13 +9,13 @@ - - + +

One post tagged with "PixiJS Universe"

View All Tags
- - + + \ No newline at end of file diff --git a/blog/tags/pixi-js.html b/blog/tags/pixi-js.html index 600faf839..b34d99bda 100644 --- a/blog/tags/pixi-js.html +++ b/blog/tags/pixi-js.html @@ -9,13 +9,13 @@ - - + +

3 posts tagged with "PixiJS"

View All Tags

· 10 min read
GoodBoyDigital

Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.

🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8

PixiJS logo

It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.

Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture.

With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code.

Our vision for v8 was clear:

  • Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade.
  • Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out.
  • Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful.
  • Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!).
  • Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7.

We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!



🎁 Whats New?

There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above.

📈 New Performance Bar

bunnies

The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here:

  • CPU = time spent by the CPU rendering a single frame
  • GPU = time spent by the GPU rendering a single frame
Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on the Bunnymark test that you can try yourself.

🖥️ WebGPU Renderer

PixiJS + webGPU = love

We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements.

📦 New Package Structure

No more "lerna." PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported.

Old:

import { Sprite } from "@pixi/sprite";
import { Graphic } from "@pixi/graphics";

New:

import { Sprite, Graphic } from "pixi.js";

✨ We promise the Renderer will work

When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere!

import { Application, autoDetectRenderer } from "pixi.js";

const app = new Application();

(async () => {
await app.init({
// application options
});

// or
const renderer = await autoDetectRenderer({}); // WebGL or WebGPU

// do pixi things
})();

🌟 Scene Upgrades

PixiJS logo

  • The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance.
const container = new Container({
isRenderGroup:true // this containers transform is now handled on the GPU!
})
  • Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as:
// will make all the children tinted red
container.tint = 'red'
// will make all the children have the add blend mode
container.blendMode = 'add'

Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer.

const texture = RenderTexture.create({
width:100,
height:100,
antialias:true // easy as that
})
  • We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics:
    • ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend.
  • It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns.
import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!)

myContainer.blendMode = 'color-burn` // easy!

🎨 Graphics Upgrades

alt text

  • The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows:

    graphics
    .rect(50, 50, 100, 100)
    .fill('blue');
  • A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility.

  • Support for SVG drawing has been added. For example:

    graphics.svg('M 100 350 q 150 -300 300 0');
  • Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs.

  • The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs.

  const path = new GraphicsPath()
.rect(-50, -50, 100, 100)

// create geometry from the path:
const geometry = buildGeometryFromPath({
path,
});

const mesh = new Mesh({
geometry,
texture: Texture.WHITE,
});

For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples.

📝 Text Upgrades

Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard.

BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs.


const myText = new BitmapText({
text: 'hello im a bitmap font!',
// font will be dynamically created
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: 'red',
}
})

Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text.

const myText = new Text({
text: 'hello im some fancy text',
// font will be dynamically created!
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: { texture, color:'red'} // same as graphics api fills
stroke: { width:3, color:'blue' } // same as graphics api strokes
}
})

🤝 What now? Get involved!

As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better.

A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you!

A final big shout-out to PlayCo for their support in making this release a reality!

Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.

📲 Keep in touch

To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.

· 6 min read
GoodBoyDigital

We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with!

Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made!

- - + + \ No newline at end of file diff --git a/blog/tags/web-gl.html b/blog/tags/web-gl.html index c3c6f203c..134ef05ad 100644 --- a/blog/tags/web-gl.html +++ b/blog/tags/web-gl.html @@ -9,13 +9,13 @@ - - + +

2 posts tagged with "WebGL"

View All Tags

· 10 min read
GoodBoyDigital

Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.

🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8

PixiJS logo

It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.

Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture.

With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code.

Our vision for v8 was clear:

  • Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade.
  • Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out.
  • Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful.
  • Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!).
  • Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7.

We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!



🎁 Whats New?

There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above.

📈 New Performance Bar

bunnies

The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here:

  • CPU = time spent by the CPU rendering a single frame
  • GPU = time spent by the GPU rendering a single frame
Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on the Bunnymark test that you can try yourself.

🖥️ WebGPU Renderer

PixiJS + webGPU = love

We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements.

📦 New Package Structure

No more "lerna." PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported.

Old:

import { Sprite } from "@pixi/sprite";
import { Graphic } from "@pixi/graphics";

New:

import { Sprite, Graphic } from "pixi.js";

✨ We promise the Renderer will work

When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere!

import { Application, autoDetectRenderer } from "pixi.js";

const app = new Application();

(async () => {
await app.init({
// application options
});

// or
const renderer = await autoDetectRenderer({}); // WebGL or WebGPU

// do pixi things
})();

🌟 Scene Upgrades

PixiJS logo

  • The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance.
const container = new Container({
isRenderGroup:true // this containers transform is now handled on the GPU!
})
  • Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as:
// will make all the children tinted red
container.tint = 'red'
// will make all the children have the add blend mode
container.blendMode = 'add'

Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer.

const texture = RenderTexture.create({
width:100,
height:100,
antialias:true // easy as that
})
  • We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics:
    • ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend.
  • It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns.
import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!)

myContainer.blendMode = 'color-burn` // easy!

🎨 Graphics Upgrades

alt text

  • The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows:

    graphics
    .rect(50, 50, 100, 100)
    .fill('blue');
  • A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility.

  • Support for SVG drawing has been added. For example:

    graphics.svg('M 100 350 q 150 -300 300 0');
  • Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs.

  • The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs.

  const path = new GraphicsPath()
.rect(-50, -50, 100, 100)

// create geometry from the path:
const geometry = buildGeometryFromPath({
path,
});

const mesh = new Mesh({
geometry,
texture: Texture.WHITE,
});

For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples.

📝 Text Upgrades

Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard.

BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs.


const myText = new BitmapText({
text: 'hello im a bitmap font!',
// font will be dynamically created
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: 'red',
}
})

Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text.

const myText = new Text({
text: 'hello im some fancy text',
// font will be dynamically created!
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: { texture, color:'red'} // same as graphics api fills
stroke: { width:3, color:'blue' } // same as graphics api strokes
}
})

🤝 What now? Get involved!

As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better.

A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you!

A final big shout-out to PlayCo for their support in making this release a reality!

Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.

📲 Keep in touch

To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.

· 6 min read
GoodBoyDigital

We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with!

Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made!

- - + + \ No newline at end of file diff --git a/blog/tags/web-gpu.html b/blog/tags/web-gpu.html index 3346373c7..87f58c67c 100644 --- a/blog/tags/web-gpu.html +++ b/blog/tags/web-gpu.html @@ -9,13 +9,13 @@ - - + +

2 posts tagged with "WebGPU"

View All Tags

· 10 min read
GoodBoyDigital

Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.

🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8

PixiJS logo

It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration.

Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture.

With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code.

Our vision for v8 was clear:

  • Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade.
  • Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out.
  • Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful.
  • Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!).
  • Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7.

We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!



🎁 Whats New?

There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above.

📈 New Performance Bar

bunnies

The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here:

  • CPU = time spent by the CPU rendering a single frame
  • GPU = time spent by the GPU rendering a single frame
Bunny SituationV7 CPUV8 CPUCPU DifV7 GPUV8 GPUGPU dif
100k sprites all moving~50ms~15ms
233%
~9ms~2ms
350%
100k sprites not moving~21ms~0.12ms
17417%
~9ms~0.5ms
1700%
100k sprites (changing scene structure)~50ms~24ms
108%
~9ms~2ms
350%

These benchmark numbers are based on the Bunnymark test that you can try yourself.

🖥️ WebGPU Renderer

PixiJS + webGPU = love

We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements.

📦 New Package Structure

No more "lerna." PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported.

Old:

import { Sprite } from "@pixi/sprite";
import { Graphic } from "@pixi/graphics";

New:

import { Sprite, Graphic } from "pixi.js";

✨ We promise the Renderer will work

When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere!

import { Application, autoDetectRenderer } from "pixi.js";

const app = new Application();

(async () => {
await app.init({
// application options
});

// or
const renderer = await autoDetectRenderer({}); // WebGL or WebGPU

// do pixi things
})();

🌟 Scene Upgrades

PixiJS logo

  • The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance.
const container = new Container({
isRenderGroup:true // this containers transform is now handled on the GPU!
})
  • Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as:
// will make all the children tinted red
container.tint = 'red'
// will make all the children have the add blend mode
container.blendMode = 'add'

Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer.

const texture = RenderTexture.create({
width:100,
height:100,
antialias:true // easy as that
})
  • We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics:
    • ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend.
  • It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns.
import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!)

myContainer.blendMode = 'color-burn` // easy!

🎨 Graphics Upgrades

alt text

  • The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows:

    graphics
    .rect(50, 50, 100, 100)
    .fill('blue');
  • A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility.

  • Support for SVG drawing has been added. For example:

    graphics.svg('M 100 350 q 150 -300 300 0');
  • Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs.

  • The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs.

  const path = new GraphicsPath()
.rect(-50, -50, 100, 100)

// create geometry from the path:
const geometry = buildGeometryFromPath({
path,
});

const mesh = new Mesh({
geometry,
texture: Texture.WHITE,
});

For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples.

📝 Text Upgrades

Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard.

BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs.


const myText = new BitmapText({
text: 'hello im a bitmap font!',
// font will be dynamically created
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: 'red',
}
})

Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text.

const myText = new Text({
text: 'hello im some fancy text',
// font will be dynamically created!
style:{
fontFamily: 'Outfit',
fontSize: 12,
fill: { texture, color:'red'} // same as graphics api fills
stroke: { width:3, color:'blue' } // same as graphics api strokes
}
})

🤝 What now? Get involved!

As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better.

A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you!

A final big shout-out to PlayCo for their support in making this release a reality!

Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.

📲 Keep in touch

To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.

· 6 min read
GoodBoyDigital

We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with!

Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made!

- - + + \ No newline at end of file diff --git a/branding.html b/branding.html index 57c0f8fe7..34c78671b 100644 --- a/branding.html +++ b/branding.html @@ -9,8 +9,8 @@ - - + +
@@ -22,7 +22,7 @@ PNG

PixiJS Logo Full Dark

Mark (Pink)

Download: SVG PNG

PixiJS Logo Mark Dark

Mark (Light)

Download: SVG PNG

PixiJS Logo Mark Light

- - + + \ No newline at end of file diff --git a/examples.html b/examples.html index ce230fd59..9366b8ed8 100644 --- a/examples.html +++ b/examples.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/advanced/collision-detection.html b/examples/advanced/collision-detection.html index 752789306..26957307c 100644 --- a/examples/advanced/collision-detection.html +++ b/examples/advanced/collision-detection.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/advanced/mouse-trail.html b/examples/advanced/mouse-trail.html index 971362596..bb768b313 100644 --- a/examples/advanced/mouse-trail.html +++ b/examples/advanced/mouse-trail.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/advanced/scratch-card.html b/examples/advanced/scratch-card.html index 33d9cc105..2c57c573c 100644 --- a/examples/advanced/scratch-card.html +++ b/examples/advanced/scratch-card.html @@ -9,13 +9,13 @@ - - + + - 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- + + - - + + \ No newline at end of file diff --git a/examples/assets/async.html b/examples/assets/async.html index 164f3c634..a661c71e7 100644 --- a/examples/assets/async.html +++ b/examples/assets/async.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/assets/background.html b/examples/assets/background.html index 6b8157a6f..1b12bb59a 100644 --- a/examples/assets/background.html +++ b/examples/assets/background.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/assets/bundle.html b/examples/assets/bundle.html index cfa69a52b..9944a5559 100644 --- a/examples/assets/bundle.html +++ b/examples/assets/bundle.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/assets/multiple.html b/examples/assets/multiple.html index a9b41c91c..97206381f 100644 --- a/examples/assets/multiple.html +++ b/examples/assets/multiple.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/assets/promise.html b/examples/assets/promise.html index e496c0289..21134d42e 100644 --- a/examples/assets/promise.html +++ b/examples/assets/promise.html @@ -9,13 +9,13 @@ - 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- + + - - + + \ No newline at end of file diff --git a/examples/graphics/mesh-from-path.html b/examples/graphics/mesh-from-path.html index fb2b6d1f1..fcadd9cd1 100644 --- a/examples/graphics/mesh-from-path.html +++ b/examples/graphics/mesh-from-path.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/graphics/simple.html b/examples/graphics/simple.html index 890a9a6f6..82e9215c4 100644 --- a/examples/graphics/simple.html +++ b/examples/graphics/simple.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/graphics/svg-load.html b/examples/graphics/svg-load.html index 275519e45..ac8c5fba0 100644 --- a/examples/graphics/svg-load.html +++ b/examples/graphics/svg-load.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/graphics/svg.html b/examples/graphics/svg.html index a88945b1b..44a1318d8 100644 --- a/examples/graphics/svg.html +++ b/examples/graphics/svg.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/graphics/texture.html b/examples/graphics/texture.html index ae4c3caa6..600872d75 100644 --- a/examples/graphics/texture.html +++ b/examples/graphics/texture.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/masks/filter.html b/examples/masks/filter.html index 668d5e38d..9ea168eb7 100644 --- a/examples/masks/filter.html +++ b/examples/masks/filter.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/masks/graphics.html b/examples/masks/graphics.html index 80275c615..01f3b569d 100644 --- a/examples/masks/graphics.html +++ b/examples/masks/graphics.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/masks/sprite.html b/examples/masks/sprite.html index e582e29e0..44ce68ed1 100644 --- a/examples/masks/sprite.html +++ b/examples/masks/sprite.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/instanced-geometry.html b/examples/mesh-and-shaders/instanced-geometry.html index ffe1e2ad3..4ca303b16 100644 --- a/examples/mesh-and-shaders/instanced-geometry.html +++ b/examples/mesh-and-shaders/instanced-geometry.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/multipass-mesh.html b/examples/mesh-and-shaders/multipass-mesh.html index 33e56612e..65caf5685 100644 --- a/examples/mesh-and-shaders/multipass-mesh.html +++ b/examples/mesh-and-shaders/multipass-mesh.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/shader-toy-mesh.html b/examples/mesh-and-shaders/shader-toy-mesh.html index 8cb858b43..10b310ec6 100644 --- a/examples/mesh-and-shaders/shader-toy-mesh.html +++ b/examples/mesh-and-shaders/shader-toy-mesh.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/shared-geometry.html b/examples/mesh-and-shaders/shared-geometry.html index 26afb4fc0..fde023181 100644 --- a/examples/mesh-and-shaders/shared-geometry.html +++ b/examples/mesh-and-shaders/shared-geometry.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/shared-shader.html b/examples/mesh-and-shaders/shared-shader.html index 5a3546683..cce8b303e 100644 --- a/examples/mesh-and-shaders/shared-shader.html +++ b/examples/mesh-and-shaders/shared-shader.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/textured-mesh-advanced.html b/examples/mesh-and-shaders/textured-mesh-advanced.html index 653e77697..a43f13170 100644 --- a/examples/mesh-and-shaders/textured-mesh-advanced.html +++ b/examples/mesh-and-shaders/textured-mesh-advanced.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/textured-mesh-basic.html b/examples/mesh-and-shaders/textured-mesh-basic.html index 490083ef1..15bce835c 100644 --- a/examples/mesh-and-shaders/textured-mesh-basic.html +++ b/examples/mesh-and-shaders/textured-mesh-basic.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/triangle-color.html b/examples/mesh-and-shaders/triangle-color.html index 5701817b6..a5cf1a424 100644 --- a/examples/mesh-and-shaders/triangle-color.html +++ b/examples/mesh-and-shaders/triangle-color.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/triangle-textured.html b/examples/mesh-and-shaders/triangle-textured.html index c54038ea0..effb1a366 100644 --- a/examples/mesh-and-shaders/triangle-textured.html +++ b/examples/mesh-and-shaders/triangle-textured.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/mesh-and-shaders/triangle.html b/examples/mesh-and-shaders/triangle.html index d8056f235..e551b017c 100644 --- a/examples/mesh-and-shaders/triangle.html +++ b/examples/mesh-and-shaders/triangle.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/offscreen-canvas/basic.html b/examples/offscreen-canvas/basic.html index 21db6cd64..45da77a0f 100644 --- a/examples/offscreen-canvas/basic.html +++ b/examples/offscreen-canvas/basic.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/animated-sprite-animation-speed.html b/examples/sprite/animated-sprite-animation-speed.html index c46a6999c..844694f80 100644 --- a/examples/sprite/animated-sprite-animation-speed.html +++ b/examples/sprite/animated-sprite-animation-speed.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/animated-sprite-explosion.html b/examples/sprite/animated-sprite-explosion.html index b0e93f6b8..5f8c8b2a4 100644 --- a/examples/sprite/animated-sprite-explosion.html +++ b/examples/sprite/animated-sprite-explosion.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/animated-sprite-jet.html b/examples/sprite/animated-sprite-jet.html index 41fd8993c..f987ccd82 100644 --- a/examples/sprite/animated-sprite-jet.html +++ b/examples/sprite/animated-sprite-jet.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/basic.html b/examples/sprite/basic.html index 219b77eb9..107b7bc7a 100644 --- a/examples/sprite/basic.html +++ b/examples/sprite/basic.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/texture-swap.html b/examples/sprite/texture-swap.html index ea947d768..f7727352d 100644 --- a/examples/sprite/texture-swap.html +++ b/examples/sprite/texture-swap.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/tiling-sprite.html b/examples/sprite/tiling-sprite.html index 33568ea93..d4bfd850d 100644 --- a/examples/sprite/tiling-sprite.html +++ b/examples/sprite/tiling-sprite.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/sprite/video.html b/examples/sprite/video.html index 7df10c70a..5df8e488f 100644 --- a/examples/sprite/video.html +++ b/examples/sprite/video.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/text/bitmap-text.html b/examples/text/bitmap-text.html index 49f1873ff..c14e0b77e 100644 --- a/examples/text/bitmap-text.html +++ b/examples/text/bitmap-text.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/text/from-font.html b/examples/text/from-font.html index f70aa48d1..2c174666d 100644 --- a/examples/text/from-font.html +++ b/examples/text/from-font.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/text/pixi-text.html b/examples/text/pixi-text.html index 1633b6480..be54974bf 100644 --- a/examples/text/pixi-text.html +++ b/examples/text/pixi-text.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/text/web-font.html b/examples/text/web-font.html index c16cc66db..9c340803c 100644 --- a/examples/text/web-font.html +++ b/examples/text/web-font.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/textures/render-texture-advanced.html b/examples/textures/render-texture-advanced.html index 141921f8d..4b6d26e7a 100644 --- a/examples/textures/render-texture-advanced.html +++ b/examples/textures/render-texture-advanced.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/textures/render-texture-basic.html b/examples/textures/render-texture-basic.html index cdda40722..422aa866a 100644 --- a/examples/textures/render-texture-basic.html +++ b/examples/textures/render-texture-basic.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/examples/textures/texture-rotate.html b/examples/textures/texture-rotate.html index ee5db7fa1..c7b340c6d 100644 --- a/examples/textures/texture-rotate.html +++ b/examples/textures/texture-rotate.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/faq.html b/faq.html index 174adc656..ee2bcd8cf 100644 --- a/faq.html +++ b/faq.html @@ -9,8 +9,8 @@ - - + +
@@ -22,7 +22,7 @@ are what make it possible to push PixiJS further, faster. Contributions allow us to commission the PixiJS developer community to accelerate feature development and create more in-depth documentation. Support Us by making a contribution via Open Collective. Go on! It will be a massive help AND make you feel good about yourself, win win ;)

Where do I get it?

Visit our GitHub page to download the very latest version of PixiJS. This is the most up-to-date resource for PixiJS and should always be your first port of call to make sure you are using the latest version. Just click the 'Download' link in the navigation.

How do I get started?

Right here! Take a look through the Resources section for a wealth of information including documentation, forums, tutorials and the Goodboy blog.

Why should I use PixiJS?

Because you care about speed. PixiJS' #1 mantra has always been speed. We really do feel the need! We do everything we can to make PixiJS as streamlined, efficient and fast as possible, whilst balancing it with offering as many crucial and valuable features as we can.

Is PixiJS a game engine?

No. PixiJS is what we've come to think of as a "creation engine". Whilst it is extremely good for making games, the core essence of PixiJS is simply moving things around on screens as quickly and efficiently as possible. It does of course happen that it is absolutely brilliant for making games though!

Who makes PixiJS?

Outside of the highly active PixiJS community, it is primarily maintained by Mat Groves, Technical Partner of our creative agency Goodboy Digital. One of the huge advantages of creating PixiJS within the framework of a working agency is that it means its features are always driven by genuine industry demands and critically are always trialled "in anger" in our cutting-edge games, sites and apps.

I found a bug. What should I do?

Two things - lets us know via the PixiJS GitHub community and even better yet, if you know how, post a fix! Our Community is stronger in numbers so we're always keen to welcome new contributors into the team to help us shape what PixiJS becomes next.

- - + + \ No newline at end of file diff --git a/guides.html b/guides.html index 460443742..673ffe179 100644 --- a/guides.html +++ b/guides.html @@ -9,13 +9,13 @@ - - + +

Welcome

PixiJS is an open source, web-based rendering system that provides blazing fast performance for games, data visualization, and other graphics intensive projects. These guides are designed to be a companion to the API documentation, providing a structured introduction to using the API to solve problems and build projects.

About The Guides

If you're new to PixiJS, we suggest you start with the Basics and read through them in order (a good place to start is Getting Started). While PixiJS has a mature API and solid documentation, the guides go over many common issues and questions that developers new to the system encounter.

Other Resources

As you explore the guides, you may find these resources valuable:

- - + + \ No newline at end of file diff --git a/guides/advanced/render-groups.html b/guides/advanced/render-groups.html index 2aa657556..0e06a7054 100644 --- a/guides/advanced/render-groups.html +++ b/guides/advanced/render-groups.html @@ -9,13 +9,13 @@ - - + +

Render Groups

Understanding RenderGroups in PixiJS

As you delve deeper into PixiJS, especially with version 8, you'll encounter a powerful feature known as RenderGroups. Think of RenderGroups as specialized containers within your scene graph that act like mini scene graphs themselves. Here's what you need to know to effectively use Render Groups in your projects:

What Are Render Groups?

Render Groups are essentially containers that PixiJS treats as self-contained scene graphs. When you assign parts of your scene to a Render Group, you're telling PixiJS to manage these objects together as a unit. This management includes monitoring for changes and preparing a set of render instructions specifically for the group. This is a powerful tool for optimizing your rendering process.

Why Use Render Groups?

The main advantage of using Render Groups lies in their optimization capabilities. They allow for certain calculations, like transformations (position, scale, rotation), tint, and alpha adjustments, to be offloaded to the GPU. This means that operations like moving or adjusting the Render Group can be done with minimal CPU impact, making your application more performance-efficient.

In practice, you're utilizing Render Groups even without explicit awareness. The root element you pass to the render function in PixiJS is automatically converted into a RenderGroup as this is where its render instructions will be stored. Though you also have the option to explicitly create additional RenderGroups as needed to further optimize your project.

This feature is particularly beneficial for:

  • Static Content: For content that doesn't change often, a Render Group can significantly reduce the computational load on the CPU. In this case static refers to the scene graph structure, not that actual values of the PixiJS elements inside it (eg position, scale of things).
  • Distinct Scene Parts: You can separate your scene into logical parts, such as the game world and the HUD (Heads-Up Display). Each part can be optimized individually, leading to overall better performance.

Examples

const myGameWorld = new Container({
isRenderGroup:true
})

const myHud = new Container({
isRenderGroup:true
})

scene.addChild(myGameWorld, myHud)

renderer.render(scene) // this action will actually convert the scene to a render group under the hood

Check out the [container example] (../../examples/basic/container).

Best Practices

  • Don't Overuse: While Render Groups are powerful, using too many can actually degrade performance. The goal is to find a balance that optimizes rendering without overwhelming the system with too many separate groups. Make sure to profile when using them. The majority of the time you won't need do use them at all!
  • Strategic Grouping: Consider what parts of your scene change together and which parts remain static. Grouping dynamic elements separately from static elements can lead to performance gains.

By understanding and utilizing Render Groups, you can take full advantage of PixiJS's rendering capabilities, making your applications smoother and more efficient. This feature represents a powerful tool in the optimization toolkit offered by PixiJS, enabling developers to create rich, interactive scenes that run smoothly across different devices.

- - + + \ No newline at end of file diff --git a/guides/basics/architecture-overview.html b/guides/basics/architecture-overview.html index ec1691c5d..c30730a44 100644 --- a/guides/basics/architecture-overview.html +++ b/guides/basics/architecture-overview.html @@ -9,13 +9,13 @@ - - + +

Architecture Overview

OK, now that you've gotten a feel for how easy it is to build a PixiJS application, let's get into the specifics. For the rest of the Basics section, we're going to work from the high level down to the details. We'll start with an overview of how PixiJS is put together.

The Code

Before we get into how the code is layed out, let's talk about where it lives. PixiJS is an open source product hosted on GitHub. Like any GitHub repo, you can browse and download the raw source files for each PixiJS class, as well as search existing issues & bugs, and even submit your own. PixiJS is written in a JavaScript variant called TypeScript, which enables type-checking in JavaScript via a pre-compile step.

The Components

Here's a list of the major components that make up PixiJS. Note that this list isn't exhaustive. Additionally, don't worry too much about how each component works. The goal here is to give you a feel for what's under the hood as we start exploring the engine.

Major Components

ComponentDescription
RendererThe core of the PixiJS system is the renderer, which displays the scene graph and draws it to the screen. PixiJS will automatically determine whether to provide you the WebGPU or WebGL renderer under the hood.
ContainerMain scene object which creates a scene graph: the tree of renderable objects to be displayed, such as sprites, graphics and text. See Scene Graph for more details.
AssetsThe Asset system provides tools for asynchronously loading resources such as images and audio files.
TickerTickers provide periodic callbacks based on a clock. Your game update logic will generally be run in response to a tick once per frame. You can have multiple tickers in use at one time.
ApplicationThe Application is a simple helper that wraps a Loader, Ticker and Renderer into a single, convenient easy-to-use object. Great for getting started quickly, prototyping and building simple projects.
EventsPixiJS supports pointer-based interaction - making objects clickable, firing hover events, etc.
AccessibilityWoven through our display system is a rich set of tools for enabling keyboard and screen-reader accessibility.
- - + + \ No newline at end of file diff --git a/guides/basics/getting-started.html b/guides/basics/getting-started.html index ece8f11ed..5a87887e1 100644 --- a/guides/basics/getting-started.html +++ b/guides/basics/getting-started.html @@ -9,16 +9,16 @@ - - + +

Getting Started

In this section we're going to build the simplest possible PixiJS application. In doing so, we'll walk through the basics of how to build and serve the code.

Advanced Users

A quick note before we start: this guide is aimed at beginning PixiJS developers who have minimal experience developing JavaScript-based applications. If you are a coding veteran, you may find that the level of detail here is not helpful. If that's the case, you may want to skim this guide, then -jump into how to work with PixiJS and packers like webpack and npm.

A Note About JavaScript

One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor:

// ES5
var x = 5;
setTimeout(function() { alert(x); }, 1000);
// ES6
const x = 5;
setTimeout(() => alert(x), 1000);

ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn't mean you can't use PixiJS with ES5 programs! Just mentally substitute "var" for "let/const", expand the shorter function-passing syntax, and everything will run just fine.

Components of a PixiJS Application

OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application:

  • Create an HTML file
  • Serve the file with a web server
  • Load the PixiJS library
  • Create an Application
  • Add the generated view to the DOM
  • Add an image to the stage
  • Write an update loop

Let's walk through them together.

The HTML File

PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. In a real PixiJS application, you might want to embed your display within a complex existing page, or you might want your display area to fill the whole page. For this demo, we'll build an empty page to start:

<!doctype html>
<html>
<head>
</head>
<body>
<h1>Hello PixiJS</h1>
</body>
</html>

Create a new folder named pixi-test, then copy and paste this HTML into a new file in the pixi-test folder named index.html.

Serving the File

You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage.

Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with Mongoose, but you could just as easily use XAMPP or the http-server Node.js package to serve your files.

To start serving your page with Mongoose, go to the Mongoose download page and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (pixi-test). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder.

Test that everything is working by opening your browser of choice and entering http://127.0.0.1:8080 in the location bar. (Mongoose by default serves files on port 8080.) You should see "Hello PixiJS" and nothing else. If you get an error at this step, it means you didn't name your file index.html or you mis-configured your web server.

Loading PixiJS

OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the Pixi Github repo so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the <head> section of your index.html file:

<script src="https://pixijs.download/release/pixi.js"></script>

This will include a non-minified version of the latest version of PixiJS when your page loads, ready to be used. We use the non-minified version because we're in development. In production, you'd want to use pixi.min.js instead, which is compressed for faster download and excludes assertions and deprecation warnings that can help when building your project, but take longer to download and run.

Creating an Application

Loading the library doesn't do much good if we don't use it, so the next step is to start up PixiJS. Start by replacing the line <h1>Hello PixiJS</h1> with a script tag like so:

<script>
const app = new PIXI.Application();
await app.init({ width: 640, height: 360 })
</script>

What we're doing here is adding a JavaScript code block, and in that block creating a new PIXI.Application instance. Application is a helper class that simplifies working with PixiJS. It creates the renderer, creates the stage, and starts a ticker for updating. In production, you'll almost certainly want to do these steps yourself for added customization and control - we'll cover doing so in a later guide. For now, the Application class is a perfect way to start playing with PixiJS without worrying about the details. The Application class also has a method init that will initialize the application with the given options. This method is asynchronous, so we use the await keyword to wait for it to complete. This is because PixiJS uses WebGPU or WebGL under the hood, and the former API asynchronous.

Adding the Canvas to the DOM

When the PIXI.Application class creates the renderer, it builds a Canvas element that it will render to. In order to see what we draw with PixiJS, we need to add this Canvas element to the web page's DOM. Append the following line to your page's script block:

  document.body.appendChild(app.canvas);

This takes the canvas created by the application (the Canvas element) and adds it to the body of your page.

Creating a Sprite

So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed.

There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of Containers. A Sprite is a type of Container that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth.

Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. We'll talk a lot more about resource loading in later guides. For now, we can use a helper method on the PIXI.Sprite class to handle the image loading for us:

  // Magically load the PNG asynchronously
let sprite = PIXI.Sprite.from('sample.png');

Download the sample PNG here, and save it into your pixi-test directory next to your index.html.

Adding the Sprite to the Stage

Finally, we need to add our new sprite to the stage. The stage is simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it.

  app.stage.addChild(sprite);

Writing an Update Loop

While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block:

  // Add a variable to count up the seconds our demo has been running
let elapsed = 0.0;
// Tell our application's ticker to run a new callback every frame, passing
// in the amount of time that has passed since the last tick
app.ticker.add((ticker) => {
// Add the time to our total elapsed time
elapsed += ticker.deltaTime;
// Update the sprite's X position based on the cosine of our elapsed time. We divide
// by 50 to slow the animation down a bit...
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});

All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.

Putting It All Together

That's it! The simplest PixiJS project!

Here's the whole thing in one place. Check your file and make sure it matches if you're getting errors.

<!doctype html>
<html>
<head>
<script src="https://pixijs.download/release/pixi.min.js"></script>
</head>
<body>
<script>
// Create the application helper and add its render target to the page
const app = new PIXI.Application();
await app.init({ width: 640, height: 360 })
document.body.appendChild(app.canvas);

// Create the sprite and add it to the stage
let sprite = PIXI.Sprite.from('sample.png');
app.stage.addChild(sprite);

// Add a ticker callback to move the sprite back and forth
let elapsed = 0.0;
app.ticker.add((ticker) => {
elapsed += ticker.deltaTime;
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});
</script>
</body>
</html>

Once you have things working, the next thing to do is to read through the rest of the Basics guides to dig into how all this works in much greater depth.

- - +jump into how to work with PixiJS and packers like webpack and npm.

A Note About JavaScript

One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor:

// ES5
var x = 5;
setTimeout(function() { alert(x); }, 1000);
// ES6
const x = 5;
setTimeout(() => alert(x), 1000);

ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn't mean you can't use PixiJS with ES5 programs! Just mentally substitute "var" for "let/const", expand the shorter function-passing syntax, and everything will run just fine.

Components of a PixiJS Application

OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application:

  • Create an HTML file
  • Serve the file with a web server
  • Load the PixiJS library
  • Create an Application
  • Add the generated view to the DOM
  • Add an image to the stage
  • Write an update loop

Let's walk through them together.

The HTML File

PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. In a real PixiJS application, you might want to embed your display within a complex existing page, or you might want your display area to fill the whole page. For this demo, we'll build an empty page to start:

<!doctype html>
<html>
<head>
</head>
<body>
<h1>Hello PixiJS</h1>
</body>
</html>

Create a new folder named pixi-test, then copy and paste this HTML into a new file in the pixi-test folder named index.html.

Serving the File

You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage.

Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with Mongoose, but you could just as easily use XAMPP or the http-server Node.js package to serve your files.

To start serving your page with Mongoose, go to the Mongoose download page and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (pixi-test). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder.

Test that everything is working by opening your browser of choice and entering http://127.0.0.1:8080 in the location bar. (Mongoose by default serves files on port 8080.) You should see "Hello PixiJS" and nothing else. If you get an error at this step, it means you didn't name your file index.html or you mis-configured your web server.

Loading PixiJS

OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the Pixi Github repo so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the <head> section of your index.html file:

<script src="https://pixijs.download/release/pixi.js"></script>

This will include a non-minified version of the latest version of PixiJS when your page loads, ready to be used. We use the non-minified version because we're in development. In production, you'd want to use pixi.min.js instead, which is compressed for faster download and excludes assertions and deprecation warnings that can help when building your project, but take longer to download and run.

Creating an Application

Loading the library doesn't do much good if we don't use it, so the next step is to start up PixiJS. Start by replacing the line <h1>Hello PixiJS</h1> with a script tag like so:

<script>
const app = new PIXI.Application();
app.init({ width: 640, height: 360 }).then(()=>{})
</script>

What we're doing here is adding a JavaScript code block, and in that block creating a new PIXI.Application instance. Application is a helper class that simplifies working with PixiJS. It creates the renderer, creates the stage, and starts a ticker for updating. In production, you'll almost certainly want to do these steps yourself for added customization and control - we'll cover doing so in a later guide. For now, the Application class is a perfect way to start playing with PixiJS without worrying about the details. The Application class also has a method init that will initialize the application with the given options. This method is asynchronous, so we use the then keyword to start our logic after the promise has completed. This is because PixiJS uses WebGPU or WebGL under the hood, and the former API asynchronous.

Adding the Canvas to the DOM

When the PIXI.Application class creates the renderer, it builds a Canvas element that it will render to. In order to see what we draw with PixiJS, we need to add this Canvas element to the web page's DOM. Append the following line to your page's script block:

  document.body.appendChild(app.canvas);

This takes the canvas created by the application (the Canvas element) and adds it to the body of your page.

Creating a Sprite

So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed.

There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of Containers. A Sprite is a type of Container that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth.

Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. We'll talk a lot more about resource loading in later guides. For now, we can use a helper method on the PIXI.Sprite class to handle the image loading for us:

  // Magically load the PNG asynchronously
let sprite = PIXI.Sprite.from('sample.png');

Download the sample PNG here, and save it into your pixi-test directory next to your index.html.

Adding the Sprite to the Stage

Finally, we need to add our new sprite to the stage. The stage is simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it.

  app.stage.addChild(sprite);

Writing an Update Loop

While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block:

  // Add a variable to count up the seconds our demo has been running
let elapsed = 0.0;
// Tell our application's ticker to run a new callback every frame, passing
// in the amount of time that has passed since the last tick
app.ticker.add((ticker) => {
// Add the time to our total elapsed time
elapsed += ticker.deltaTime;
// Update the sprite's X position based on the cosine of our elapsed time. We divide
// by 50 to slow the animation down a bit...
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});

All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.

Putting It All Together

That's it! The simplest PixiJS project!

Here's the whole thing in one place. Check your file and make sure it matches if you're getting errors.

<!doctype html>
<html>
<head>
<script src="https://pixijs.download/release/pixi.min.js"></script>
</head>
<body>
<script>
// Create the application helper and add its render target to the page
const app = new PIXI.Application();
app.init({ width: 640, height: 360 }).then(()=>{
document.body.appendChild(app.canvas);

// Create the sprite and add it to the stage
let sprite = PIXI.Sprite.from('sample.png');
app.stage.addChild(sprite);

// Add a ticker callback to move the sprite back and forth
let elapsed = 0.0;
app.ticker.add((ticker) => {
elapsed += ticker.deltaTime;
sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
});
})
</script>
</body>
</html>

Once you have things working, the next thing to do is to read through the rest of the Basics guides to dig into how all this works in much greater depth.

+ + \ No newline at end of file diff --git a/guides/basics/render-loop.html b/guides/basics/render-loop.html index 310c6cc11..32b1be76e 100644 --- a/guides/basics/render-loop.html +++ b/guides/basics/render-loop.html @@ -9,13 +9,13 @@ - - + +

Render Loop

Now that you understand the major parts of the system, let's look at how these parts work together to get your project onto the screen. Unlike a web page, PixiJS is constantly updating and re-drawing itself, over and over. You update your objects, then PixiJS renders them to the screen, then the process repeats. We call this cycle the render loop.

The majority of any PixiJS project is contained in this update + render cycle. You code the updates, PixiJS handles the rendering.

Let's walk through what happens each frame of the render loop. There are three main steps.

Running Ticker Callbacks

The first step is to calculate how much time has elapsed since the last frame, and then call the Application object's ticker callbacks with that time delta. This allows your project's code to animate and update the sprites, etc. on the stage in preparation for rendering.

Updating the Scene Graph

We'll talk a lot more about what a scene graph is and what it's made of in the next guide, but for now, all you need to know is that it contains the things you're drawing - sprites, text, etc. - and that these objects are in a tree-like hierarchy. After you've updated your game objects by moving, rotating and so forth, PixiJS needs to calculate the new positions and state of every object in the scene, before it can start drawing.

Rendering the Scene Graph

Now that our game's state has been updated, it's time to draw it to the screen. The rendering system starts with the root of the scene graph (app.stage), and starts rendering each object and its children, until all objects have been drawn. No culling or other cleverness is built into this process. If you have lots of objects outside of the visible portion of the stage, you'll want to investigate disabling them as an optimization.

Frame Rates

A note about frame rates. The render loop can't be run infinitely fast - drawing things to the screen takes time. In addition, it's not generally useful to have a frame updated more than once per screen update (commonly 60fps, but newer monitors can support 144fps and up). Finally, PixiJS runs in the context of a web browser like Chrome or Firefox. The browser itself has to balance the needs of various internal operations with servicing any open tabs. All this to say, determining when to draw a frame is a complex issue.

In cases where you want to adjust that behavior, you can set the minFPS and maxFPS attributes on a Ticker to give PixiJS hints as to the range of tick speeds you want to support. Just be aware that due to the complex environment, your project cannot guarantee a given FPS. Use the passed ticker.deltaTime value in your ticker callbacks to scale any animations to ensure smooth playback.

Custom Render Loops

What we've just covered is the default render loop provided out of the box by the Application helper class. There are many other ways of creating a render loop that may be helpful for advanced users looking to solve a given problem. While you're prototyping and learning PixiJS, sticking with the Application's provided system is the recommended approach.

- - + + \ No newline at end of file diff --git a/guides/basics/scene-graph.html b/guides/basics/scene-graph.html index 7d05ec0ed..8e72a315f 100644 --- a/guides/basics/scene-graph.html +++ b/guides/basics/scene-graph.html @@ -9,13 +9,13 @@ - - + +

Scene Graph

Every frame, PixiJS is updating and then rendering the scene graph. Let's talk about what's in the scene graph, and how it impacts how you develop your project. If you've built games before, this should all sound very familiar, but if you're coming from HTML and the DOM, it's worth understanding before we get into specific types of objects you can render.

The Scene Graph Is a Tree

The scene graph's root node is a container maintained by the application, and referenced with app.stage. When you add a sprite or other renderable object as a child to the stage, it's added to the scene graph and will be rendered and interactable. PixiJS Containers can also have children, and so as you build more complex scenes, you will end up with a tree of parent-child relationships, rooted at the app's stage.

(A helpful tool for exploring your project is the Pixi.js devtools plugin for Chrome, which allows you to view and manipulate the scene graph in real time as it's running!)

Parents and Children

When a parent moves, its children move as well. When a parent is rotated, its children are rotated too. Hide a parent, and the children will also be hidden. If you have a game object that's made up of multiple sprites, you can collect them under a container to treat them as a single object in the world, moving and rotating as one.

Each frame, PixiJS runs through the scene graph from the root down through all the children to the leaves to calculate each object's final position, rotation, visibility, transparency, etc. If a parent's alpha is set to 0.5 (making it 50% transparent), all its children will start at 50% transparent as well. If a child is then set to 0.5 alpha, it won't be 50% transparent, it will be 0.5 x 0.5 = 0.25 alpha, or 75% transparent. Similarly, an object's position is relative to its parent, so if a parent is set to an x position of 50 pixels, and the child is set to an x position of 100 pixels, it will be drawn at a screen offset of 150 pixels, or 50 + 100.

Here's an example. We'll create three sprites, each a child of the last, and animate their position, rotation, scale and alpha. Even though each sprite's properties are set to the same values, the parent-child chain amplifies each change:

// Create the application helper and add its render target to the page
const app = new Application();
await app.init({ width: 640, height: 360 })
document.body.appendChild(app.canvas);

// Add a container to center our sprite stack on the page
const container = new Container({
x:app.screen.width / 2,
y:app.screen.height / 2;
});

app.stage.addChild(container);

// load the texture
await Assets.load('assets/images/sample.png');

// Create the 3 sprites, each a child of the last
const sprites = [];
let parent = container;
for (let i = 0; i < 3; i++) {
let wrapper = new Container();
let sprite = Sprite.from('assets/images/sample.png');
sprite.anchor.set(0.5);
wrapper.addChild(sprite);
parent.addChild(wrapper);
sprites.push(wrapper);
parent = wrapper;
}

// Set all sprite's properties to the same value, animated over time
let elapsed = 0.0;
app.ticker.add((delta) => {
elapsed += delta / 60;
const amount = Math.sin(elapsed);
const scale = 1.0 + 0.25 * amount;
const alpha = 0.75 + 0.25 * amount;
const angle = 40 * amount;
const x = 75 * amount;
for (let i = 0; i < sprites.length; i++) {
const sprite = sprites[i];
sprite.scale.set(scale);
sprite.alpha = alpha;
sprite.angle = angle;
sprite.x = x;
}
});

The cumulative translation, rotation, scale and skew of any given node in the scene graph is stored in the object's worldTransform property. Similarly, the cumulative alpha value is stored in the worldAlpha property.

Render Order

So we have a tree of things to draw. Who gets drawn first?

PixiJS renders the tree from the root down. At each level, the current object is rendered, then each child is rendered in order of insertion. So the second child is rendered on top of the first child, and the third over the second.

Check out this example, with two parent objects A & D, and two children B & C under A:

// Create the application helper and add its render target to the page
const app = new Application();
await app.init({ width: 640, height: 360 })
document.body.appendChild(app.canvas);

// Label showing scene graph hierarchy
const label = new Text({
text:'Scene Graph:\n\napp.stage\n ┗ A\n ┗ B\n ┗ C\n ┗ D',
style:{fill: '#ffffff'},
position: {x: 300, y: 100}
});

app.stage.addChild(label);

// Helper function to create a block of color with a letter
const letters = [];
function addLetter(letter, parent, color, pos) {
const bg = new Sprite(Texture.WHITE);
bg.width = 100;
bg.height = 100;
bg.tint = color;

const text = new Text({
text:letter,
style:{fill: "#ffffff"}
});

text.anchor.set(0.5);
text.position = {x: 50, y: 50};

const container = new Container();
container.position = pos;
container.visible = false;
container.addChild(bg, text);
parent.addChild(container);

letters.push(container);
return container;
}

// Define 4 letters
let a = addLetter('A', app.stage, 0xff0000, {x: 100, y: 100});
let b = addLetter('B', a, 0x00ff00, {x: 20, y: 20});
let c = addLetter('C', a, 0x0000ff, {x: 20, y: 40});
let d = addLetter('D', app.stage, 0xff8800, {x: 140, y: 100});

// Display them over time, in order
let elapsed = 0.0;
app.ticker.add((delta) => {
elapsed += delta / 60.0;
if (elapsed >= letters.length) { elapsed = 0.0; }
for (let i = 0; i < letters.length; i ++) {
letters[i].visible = elapsed >= i;
}
});

If you'd like to re-order a child object, you can use setChildIndex(). To add a child at a given point in a parent's list, use addChildAt(). Finally, you can enable automatic sorting of an object's children using the sortableChildren option combined with setting the zIndex property on each child.

RenderGroups

As you delve deeper into PixiJS, you'll encounter a powerful feature known as Render Groups. Think of Render Groups as specialized containers within your scene graph that act like mini scene graphs themselves. Here's what you need to know to effectively use Render Groups in your projects. For more info check out the RenderGroups overview

Culling

If you're building a project where a large proportion of your scene objects are off-screen (say, a side-scrolling game), you will want to cull those objects. Culling is the process of evaluating if an object (or its children!) is on the screen, and if not, turning off rendering for it. If you don't cull off-screen objects, the renderer will still draw them, even though none of their pixels end up on the screen.

PixiJS doesn't provide built-in support for viewport culling, but you can find 3rd party plugins that might fit your needs. Alternately, if you'd like to build your own culling system, simply run your objects during each tick and set renderable to false on any object that doesn't need to be drawn.

Local vs Global Coordinates

If you add a sprite to the stage, by default it will show up in the top left corner of the screen. That's the origin of the global coordinate space used by PixiJS. If all your objects were children of the stage, that's the only coordinates you'd need to worry about. But once you introduce containers and children, things get more complicated. A child object at [50, 100] is 50 pixels right and 100 pixels down from its parent.

We call these two coordinate systems "global" and "local" coordinates. When you use position.set(x, y) on an object, you're always working in local coordinates, relative to the object's parent.

The problem is, there are many times when you want to know the global position of an object. For example, if you want to cull offscreen objects to save render time, you need to know if a given child is outside the view rectangle.

To convert from local to global coordinates, you use the toGlobal() function. Here's a sample usage:

// Get the global position of an object, relative to the top-left of the screen
let globalPos = obj.toGlobal(new Point(0,0));

This snippet will set globalPos to be the global coordinates for the child object, relative to [0, 0] in the global coordinate system.

Global vs Screen Coordinates

When your project is working with the host operating system or browser, there is a third coordinate system that comes into play - "screen" coordinates (aka "viewport" coordinates). Screen coordinates represent position relative to the top-left of the canvas element that PixiJS is rendering into. Things like the DOM and native mouse click events work in screen space.

Now, in many cases, screen space is equivalent to world space. This is the case if the size of the canvas is the same as the size of the render view specified when you create you Application. By default, this will be the case - you'll create for example an 800x600 application window and add it to your HTML page, and it will stay that size. 100 pixels in world coordinates will equal 100 pixels in screen space. BUT! It is common to stretch the rendered view to have it fill the screen, or to render at a lower resolution and up-scale for speed. In that case, the screen size of the canvas element will change (e.g. via CSS), but the underlying render view will not, resulting in a mis-match between world coordinates and screen coordinates.

- - + + \ No newline at end of file diff --git a/guides/basics/what-pixijs-is-not.html b/guides/basics/what-pixijs-is-not.html index 10467c52b..aef1a6b4a 100644 --- a/guides/basics/what-pixijs-is-not.html +++ b/guides/basics/what-pixijs-is-not.html @@ -9,13 +9,13 @@ - - + +

What PixiJS Is Not

While PixiJS can do many things, there are things it can't do, or that require additional tools to accomplish. Newcomers to PixiJS often struggle to identify which tasks PixiJS can solve, and which require outside solutions. If you're about to start a project, it can be helpful to know if PixiJS is a good fit for your needs. The following list is obviously incomplete - PixiJS is also not, for example, a duck - but it includes many common tasks or features that you might expect us to support.

PixiJS Is Not ... A Framework

PixiJS is a rendering engine, and it supports additional features such as interaction management that are commonly needed when using a render engine. But it is not a framework like Unity or Phaser. Frameworks are designed to do all the things you'd need to do when building a game - user settings management, music playback, object scripting, art pipeline management... the list goes on. PixiJS is designed to do one thing really well - render graphical content. This lets us focus on keeping up with new technology, and makes downloading PixiJS blazingly fast.

... A 3D Renderer

PixiJS is built for 2D. Platformers, adventure games, interactive ads, custom data visualization... all good. But if you want to render 3D models, you might want to check out babylon.js or three.js.

... A Mobile App

If you're looking to build mobile games, you can do it with PixiJS, but you'll need to use a deployment system like Apache Cordova if you want access to native bindings. We don't provide access to the camera, location services, notifications, etc.

... A UI Library

Building a truly generic UI system is a huge challenge, as anyone who has worked with Unity's UI tools can attest. We've chosen to avoid the complexity to stay true to our core focus on speed. While you can certainly build your own UI using PixiJS's scene graph and interaction manager, we don't ship with a UI library out of the box.

... A Data Store

There are many techniques and technologies that you can use to store settings, scores, and other data. Cookies, Web Storage, server-based storage... there are many solutions, each with advantages and disadvantages. You can use any of them with PixiJS, but we don't provide tools to do so.

... An Audio Library

At least, not out of the box. Again, web audio technology is a constantly evolving challenge, with constantly changing rules and requirements across many browsers. There are a number of dedicated web audio libraries (such as Howler.js that can be used with PixiJS to play sound effects and music. Alternatively, the PixiJS Sound plugin is designed to work well with PixiJS.

... A Development Environment

There are a number of tools that are useful for building 2D art and games that you might expect to be a part of PixiJS, but we're a rendering engine, not a development environment. Packing sprite sheets, processing images, building mipmaps or Retina-ready sprites - there are great standalone tools for this type of tooling. Where appropriate throughout the guides, we'll point you to tools that may be useful.

So Is PixiJS Right For Me?

Only you know! If you're looking for a tightly focused, fast and efficient rendering engine for your next web-based project, PixiJS is likely a great fit.

If you need a full game development framework, with native bindings and a rich UI library, you may want to explore other options.

Or you may not. It can be faster and easier to build just the subset of a full framework that your project needs than it can be to digest a monolithic API with bells and whistles you don't need. There are hundreds of complex, rich games and visual projects that use PixiJS for rendering, with plugins or custom code to add the UI and sound effects. There are benefits to both approaches. Regardless, we hope you have a better feel for what PixiJS can (and cannot!) offer your project.

- - + + \ No newline at end of file diff --git a/guides/basics/what-pixijs-is.html b/guides/basics/what-pixijs-is.html index 80a87b179..8d7dbd5f7 100644 --- a/guides/basics/what-pixijs-is.html +++ b/guides/basics/what-pixijs-is.html @@ -9,13 +9,13 @@ - - + +

What PixiJS Is

So what exactly is PixiJS? At its heart, PixiJS is a rendering system that uses WebGL (or optionally Canvas) to display images and other 2D visual content. It provides a full scene graph (a hierarchy of objects to render), and provides interaction support to enable handling click and touch events. It is a natural replacement for Flash in the modern HTML5 world, but provides better performance and pixel-level effects that go beyond what Flash could achieve. It is perfect for online games, educational content, interactive ads, data visualization... any web-based application where complex graphics are important. And coupled with technology such as Cordova and Electron, PixiJS apps can be distributed beyond the browser as mobile and desktop applications.

Here's what else you get with PixiJS:

PixiJS Is ... Fast

One of the major features that distinguishes PixiJS from other web-based rendering solutions is speed. From the ground up, the render pipeline has been built to get the most performance possible out of your users' browsers. Automatic sprite and geometry batching, careful use of GPU resources, a tight scene graph - no matter your application, speed is valuable, and PixiJS has it to spare.

... More Than Just Sprites

Drawing images on a page can be handled with HTML5 and the DOM, so why use PixiJS? Beyond performance, the answer is that PixiJS goes well beyond simple images. Draw trails and tracks with MeshRope. Draw polygons, lines, circles and other primitives with Graphics. Text provides full text rendering support that's just as performant as sprites. And even when drawing simple images, PixiJS natively supports spritesheets for efficient loading and ease of development.

... Hardware accelerated

JavaScript has two APIs for handling hardware acceleration for graphical rendering: WebGL and the more modern WebGPU. Both essentially offer a JavaScript API for accessing users' GPUs for fast rendering and advanced effects. PixiJS leverages them to efficiently display thousands of moving sprites, even on mobile devices. However, using WebGL and WebGPU offers more than just speed. By using the Filter class, you can write shader programs (or use pre-built ones!) to achieve displacement maps, blurring, and other advanced visual effects that cannot be accomplished with just the DOM or Canvas APIs.

... Open Source

Want to understand how the engine works? Trying to track down a bug? Been burned by closed-source projects going dark? With PixiJS, you get a mature project with full source code access. We're MIT licensed for compatibility, and hosted on GitHub for issue tracking and ease of access.

... Extensible

Open source helps. So does being based on JavaScript. But the real reason PixiJS is easy to extend is the clean internal API that underlies every part of the system. After years of development and 5 major releases, PixiJS is ready to make your project a success, no matter what your needs.

... Easy to Deploy

Flash required the player. Unity requires an installer or app store. PixiJS requires... a browser. Deploying PixiJS on the web is exactly like deploying a web site. That's all it is - JavaScript + images + audio, like you've done a hundred times. Your users simply visit a URL, and your game or other content is ready to run. But it doesn't stop at the web. If you want to deploy a mobile app, wrap your PixiJS code in Cordova. Want to deploy a standalone desktop program? Build an Electron wrapper, and you're ready to rock.

- - + + \ No newline at end of file diff --git a/guides/components/assets.html b/guides/components/assets.html index 6872334c4..46d61a39b 100644 --- a/guides/components/assets.html +++ b/guides/components/assets.html @@ -9,8 +9,8 @@ - - + +
@@ -22,7 +22,7 @@ See the following example:

// Append the application canvas to the document body
document.body.appendChild(app.canvas);
// Add the assets to load
Assets.add({ alias: 'flowerTop', src: 'https://pixijs.com/assets/flowerTop.png' });
Assets.add({ alias: 'eggHead', src: 'https://pixijs.com/assets/eggHead.png' });
// Load the assets and get a resolved promise once both are loaded
const texturesPromise = Assets.load(['flowerTop', 'eggHead']); // => Promise<{flowerTop: Texture, eggHead: Texture}>
// When the promise resolves, we have the texture!
texturesPromise.then((textures) =>
{
// Create a new Sprite from the resolved loaded Textures
const flower = Sprite.from(textures.flowerTop);
flower.anchor.set(0.5);
flower.x = app.screen.width * 0.25;
flower.y = app.screen.height / 2;
app.stage.addChild(flower);
const egg = Sprite.from(textures.eggHead);
egg.anchor.set(0.5);
egg.x = app.screen.width * 0.75;
egg.y = app.screen.height / 2;
app.stage.addChild(egg);
});

However, if you want to take full advantage of @pixi/Assets you should use bundles. Bundles are just a way to group assets together and can be added manually by calling Assets.addBundle(...)/Assets.loadBundle(...).

  Assets.addBundle('animals', {
bunny: 'bunny.png',
chicken: 'chicken.png',
thumper: 'thumper.png',
});

const assets = await Assets.loadBundle('animals');

However, the best way to handle bundles is to use a manifest and call Assets.init({manifest}) with said manifest (or even better, an URL pointing to it). Splitting our assets into bundles that correspond to screens or stages of our app will come in handy for loading in the background while the user is using the app instead of locking them in a single monolithic loading screen.

{
"bundles":[
{
"name":"load-screen",
"assets":[
{
"alias":"background",
"src":"sunset.png"
},
{
"alias":"bar",
"src":"load-bar.{png,webp}"
}
]
},
{
"name":"game-screen",
"assets":[
{
"alias":"character",
"src":"robot.png"
},
{
"alias":"enemy",
"src":"bad-guy.png"
}
]
}
]
}
Assets.init({manifest: "path/manifest.json"});

Beware that you can only call init once.

Remember there is no downside in repeating URLs since they will all be cached, so if you need the same asset in two bundles you can duplicate the request without any extra cost!

Background loading

The old approach to loading was to use Loader to load all your assets at the beginning of your app, but users are less patient now and want content to be instantly available so the practices are moving towards loading the bare minimum needed to show the user some content and, while they are interacting with that, we keep loading the following content in the background.

Luckily, Assets has us covered with a system that allows us to load everything in the background and in case we need some assets right now, bump them to the top of the queue so we can minimize loading times.

To achieve this, we have the methods Assets.backgroundLoad(...) and Assets.backgroundLoadBundle(...) that will passively begin to load these assets in the background. So when you finally come to loading them you will get a promise that resolves to the loaded assets immediately.

When you finally need the assets to show, you call the usual Assets.load(...) or Assets.loadBundle(...) and you will get the corresponding promise.

The best way to do this is using bundles, see the following example:

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

// Create a new application
const app = new Application();

async function init()
{
// Initialize the application
await app.init({ background: '#1099bb', resizeTo: window });

// Append the application canvas to the document body
document.body.appendChild(app.canvas);

// Manifest example
const manifestExample = {
bundles: [
{
name: 'load-screen',
assets: [
{
alias: 'flowerTop',
src: 'https://pixijs.com/assets/flowerTop.png',
},
],
},
{
name: 'game-screen',
assets: [
{
alias: 'eggHead',
src: 'https://pixijs.com/assets/eggHead.png',
},
],
},
],
};

await Assets.init({ manifest: manifestExample });

// Bundles can be loaded in the background too!
Assets.backgroundLoadBundle(['load-screen', 'game-screen']);
}

init();

We create one bundle for each screen our game will have and set them all to start downloading at the beginning of our app. If the user progresses slowly enough in our app then they should never get to see a loading screen after the first one!

- - + + \ No newline at end of file diff --git a/guides/components/containers.html b/guides/components/containers.html index 2a8429e11..1559f7b3e 100644 --- a/guides/components/containers.html +++ b/guides/components/containers.html @@ -9,13 +9,13 @@ - - + +

Containers

The Container class provides a simple display object that does what its name implies - collect a set of child objects together. But beyond grouping objects, containers have a few uses that you should be aware of.

Commonly Used Attributes

The most common attributes you'll use when laying out and animating content in PixiJS are provided by the Container class:

PropertyDescription
positionX- and Y-position are given in pixels and change the position of the object relative to its parent, also available directly as object.x / object.y
rotationRotation is specified in radians, and turns an object clockwise (0.0 - 2 * Math.PI)
angleAngle is an alias for rotation that is specified in degrees instead of radians (0.0 - 360.0)
pivotPoint the object rotates around, in pixels - also sets origin for child objects
alphaOpacity from 0.0 (fully transparent) to 1.0 (fully opaque), inherited by children
scaleScale is specified as a percent with 1.0 being 100% or actual-size, and can be set independently for the x and y axis
skewSkew transforms the object in x and y similar to the CSS skew() function, and is specified in radians
visibleWhether the object is visible or not, as a boolean value - prevents updating and rendering object and children
renderableWhether the object should be rendered - when false, object will still be updated, but won't be rendered, doesn't affect children

Containers as Groups

Almost every type of display object is also derived from Container! This means that in many cases you can create a parent-child hierarchy with the objects you want to render.

However, it's a good idea not to do this. Standalone Container objects are very cheap to render, and having a proper hierarchy of Container objects, each containing one or more renderable objects, provides flexibility in rendering order. It also future-proofs your code, as when you need to add an additional object to a branch of the tree, your animation logic doesn't need to change - just drop the new object into the proper Container, and your logic moves the Container with no changes to your code.

So that's the primary use for Containers - as groups of renderable objects in a hierarchy.

Check out the container example code.

Masking

Another common use for Container objects is as hosts for masked content. "Masking" is a technique where parts of your scene graph are only visible within a given area.

Think of a pop-up window. It has a frame made of one or more Sprites, then has a scrollable content area that hides content outside the frame. A Container plus a mask makes that scrollable area easy to implement. Add the Container, set its mask property to a Graphics object with a rect, and add the text, image, etc. content you want to display as children of that masked Container. Any content that extends beyond the rectangular mask will simply not be drawn. Move the contents of the Container to scroll as desired.

// Create the application helper and add its render target to the page
let app = new Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Create window frame
let frame = new Graphics({
x:320 - 104,
y:180 - 104
})
.rect(0, 0, 208, 208)
.fill(0x666666)
.stroke({ color: 0xffffff, width: 4, alignment: 0 })

app.stage.addChild(frame);

// Create a graphics object to define our mask
let mask = new Graphics()
// Add the rectangular area to show
.rect(0,0,200,200)
.fill(0xffffff);

// Add container that will hold our masked content
let maskContainer = new Container();
// Set the mask to use our graphics object from above
maskContainer.mask = mask;
// Add the mask as a child, so that the mask is positioned relative to its parent
maskContainer.addChild(mask);
// Offset by the window's frame width
maskContainer.position.set(4,4);
// And add the container to the window!
frame.addChild(maskContainer);

// Create contents for the masked container
let text = new Text({
text:'This text will scroll up and be masked, so you can see how masking works. Lorem ipsum and all that.\n\n' +
'You can put anything in the container and it will be masked!',
style{
fontSize: 24,
fill: 0x1010ff,
wordWrap: true,
wordWrapWidth: 180
},
x:10
});

maskContainer.addChild(text);

// Add a ticker callback to scroll the text up and down
let elapsed = 0.0;
app.ticker.add(({delta}) => {
// Update the text's y coordinate to scroll it
elapsed += delta;
text.y = 10 + -100.0 + Math.cos(elapsed/50.0) * 100.0;
});

There are two types of masks supported by PixiJS:

Use a Graphics object to create a mask with an arbitrary shape - powerful, but doesn't support anti-aliasing

Sprite: Use the alpha channel from a Sprite as your mask, providing anti-aliased edging - not supported on the Canvas renderer

Filtering

Another common use for Container objects is as hosts for filtered content. Filters are an advanced, WebGL/WebGPU-only feature that allows PixiJS to perform per-pixel effects like blurring and displacements. By setting a filter on a Container, the area of the screen the Container encompasses will be processed by the filter after the Container's contents have been rendered.

Below are list of filters available by default in PixiJS. There is, however, a community repository with many more filters.

FilterDescription
AlphaFilterSimilar to setting alpha property, but flattens the Container instead of applying to children individually.
BlurFilterApply a blur effect
ColorMatrixFilterA color matrix is a flexible way to apply more complex tints or color transforms (e.g., sepia tone).
DisplacementFilterDisplacement maps create visual offset pixels, for instance creating a wavy water effect.
NoiseFilterCreate random noise (e.g., grain effect).

Under the hood, each Filter we offer out of the box is written in both glsl (for WebGL) and wgsl (for WebGPU). This means all filters should work on both renderers.

Important: Filters should be use somewhat sparingly. They can slow performance and increase memory if used too often in a scene.

- - + + \ No newline at end of file diff --git a/guides/components/graphics.html b/guides/components/graphics.html index b11b6a43f..0c1101d92 100644 --- a/guides/components/graphics.html +++ b/guides/components/graphics.html @@ -9,13 +9,13 @@ - - + +

Graphics

Graphics is a complex and much misunderstood tool in the PixiJS toolbox. At first glance, it looks like a tool for drawing shapes. And it is! But it can also be used to generate masks. How does that work?

In this guide, we're going to de-mystify the Graphics object, starting with how to think about what it does.

Check out the graphics example code.

Graphics Is About Building - Not Drawing

First-time users of the Graphics class often struggle with how it works. Let's look at an example snippet that creates a Graphics object and draws a rectangle:

// Create a Graphics object, draw a rectangle and fill it
let obj = new Graphics()
.rect(0, 0, 200, 100)
.fill(0xff0000);

// Add it to the stage to render
app.stage.addChild(obj);

That code will work - you'll end up with a red rectangle on the screen. But it's pretty confusing when you start to think about it. Why am I drawing a rectangle when constructing the object? Isn't drawing something a one-time action? How does the rectangle get drawn the second frame? And it gets even weirder when you create a Graphics object with a bunch of drawThis and drawThat calls, and then you use it as a mask. What???

The problem is that the function names are centered around drawing, which is an action that puts pixels on the screen. But in spite of that, the Graphics object is really about building.

Let's look a bit deeper at that rect() call. When you call rect(), PixiJS doesn't actually draw anything. Instead, it stores the rectangle you "drew" into a list of geometry for later use. If you then add the Graphics object to the scene, the renderer will come along, and ask the Graphics object to render itself. At that point, your rectangle actually gets drawn - along with any other shapes, lines, etc. that you've added to the geometry list.

Once you understand what's going on, things start to make a lot more sense. When you use a Graphics object as a mask, for example, the masking system uses that list of graphics primitives in the geometry list to constrain which pixels make it to the screen. There's no drawing involved.

That's why it helps to think of the Graphics class not as a drawing tool, but as a geometry building tool.

Types of Primitives

There are a lot of functions in the Graphics class, but as a quick orientation, here's the list of basic primitives you can add:

  • Line
  • Rect
  • RoundRect
  • Circle
  • Ellipse
  • Arc
  • Bezier and Quadratic Curve

In addition, you have access to the following complex primitives:

  • Torus
  • Chamfer Rect
  • Fillet Rect
  • Regular Polygon
  • Star
  • Rounded Polygon

There is also support for svg. But due to the nature of how PixiJS renders holes (it favours performance) Some complex hole shapes may render incorrectly. But for the majority of shapes, this will do the trick!

 let mySvg = new Graphics()
.svg('M 100 350 q 150 -300 300 0');

The GraphicsContext

Understanding the relationship between Sprites and their shared Texture can help grasp the concept of a GraphicsContext. Just as multiple Sprites can utilize a single Texture, saving memory by not duplicating pixel data, a GraphicsContext can be shared across multiple Graphics objects.

This sharing of a GraphicsContext means that the intensive task of converting graphics instructions into GPU-ready geometry is done once, and the results are reused, much like textures. Consider the difference in efficiency between these approaches:

Creating individual circles without sharing a context:

// Create 5 circles
for (let i = 0; i < 5; i++) {
let circle = new Graphics()
.circle(100, 100, 50)
.fill('red');
}

Versus sharing a GraphicsContext:

// Create a master Graphicscontext
let circleContext = new GraphicsContext()
.circle(100, 100, 50)
.fill('red')

// Create 5 duplicate objects
for (let i = 0; i < 5; i++) {
// Initialize the duplicate using our circleContext
let duplicate = new Graphics(circleContext);
}

Now, this might not be a huge deal for circles and squares, but when you are using SVGs, it becomes quite important to not have to rebuild each time and instead share a GraphicsContext. It's recommended for maximum performance to create your contexts upfront and reuse them, just like textures!

let circleContext = new GraphicsContext()
.circle(100, 100, 50)
.fill('red')

let rectangleContext = new GraphicsContext()
.rect(0, 0, 50, 50)
.fill('red')

let frames = [circleContext, rectangleContext];
let frameIndex = 0;

const graphics = new Graphics(frames[frameIndex]);

// animate from square to circle:

function update()
{
// swap the context - this is a very cheap operation!
// much cheaper than clearing it each frame.
graphics.context = frames[frameIndex++%frames.length];
}

If you don't explicitly pass a GraphicsContext when creating a Graphics object, then internally, it will have its own context, accessible via myGraphics.context. The GraphicsContext class manages the list of geometry primitives created by the Graphics parent object. Graphics functions are literally passed through to the internal contexts:

let circleGraphics = new Graphics()
.circle(100, 100, 50)
.fill('red')

same as:

let circleGraphics = new Graphics()

circleGraphics.context
.circle(100, 100, 50)
.fill('red')

Calling Graphics.destroy() will destroy the graphics. If a context was passed to it via the constructor then it will leave the destruction the that context to you. However if the context is internally created (the default), when destroyed the Graphics object will destroy its internal GraphicsContext.

Graphics For Display

OK, so now that we've covered how the Graphics class works, let's look at how you use it. The most obvious use of a Graphics object is to draw dynamically generated shapes to the screen.

Doing so is simple. Create the object, call the various builder functions to add your custom primitives, then add the object to the scene graph. Each frame, the renderer will come along, ask the Graphics object to render itself, and each primitive, with associated line and fill styles, will be drawn to the screen.

Graphics as a Mask

You can also use a Graphics object as a complex mask. To do so, build your object and primitives as usual. Next create a Container object that will contain the masked content, and set its mask property to your Graphics object. The children of the container will now be clipped to only show through inside the geometry you've created. This technique works for both WebGL and Canvas-based rendering.

Check out the masking example code.

Caveats and Gotchas

The Graphics class is a complex beast, and so there are a number of things to be aware of when using it.

Memory Leaks: Call destroy() on any Graphics object you no longer need to avoid memory leaks.

Holes: Holes you create have to be completely contained in the shape or else it may not be able to triangulate correctly.

Changing Geometry: If you want to change the shape of a Graphics object, you don't need to delete and recreate it. Instead you can use the clear() function to reset the contents of the geometry list, then add new primitives as desired. Be careful of performance when doing this every frame.

Performance: Graphics objects are generally quite performant. However, if you build highly complex geometry, you may pass the threshold that permits batching during rendering, which can negatively impact performance. It's better for batching to use many Graphics objects instead of a single Graphics with many shapes.

Transparency: Because the Graphics object renders its primitives sequentially, be careful when using blend modes or partial transparency with overlapping geometry. Blend modes like ADD and MULTIPLY will work on each primitive, not on the final composite image. Similarly, partially transparent Graphics objects will show primitives overlapping. To apply transparency or blend modes to a single flattened surface, consider using AlphaFilter or RenderTexture.

- - + + \ No newline at end of file diff --git a/guides/components/interaction.html b/guides/components/interaction.html index 3a8ddb822..6575572cd 100644 --- a/guides/components/interaction.html +++ b/guides/components/interaction.html @@ -9,13 +9,13 @@ - - + +

Interaction

PixiJS is primarily a rendering system, but it also includes support for interactivity. Adding support for mouse and touch events to your project is simple and consistent.

Event Modes

The new event-based system that replaced InteractionManager from v6 has expanded the definition of what a Container means to be interactive. With this we have introduced eventMode which allows you to control how an object responds to interaction events. This is similar to the interactive property in v6 but with more options.

eventModeDescription
noneIgnores all interaction events, similar to CSS's pointer-events: none, good optimization for non-interactive children
passiveDoes not emit events and ignores hit testing on itself but does allow for events and hit testing only its interactive children. This is default eventMode for all containers
autoDoes not emit events and but is hit tested if parent is interactive. Same as interactive = false in v7
staticEmit events and is hit tested. Same as interaction = true in v7, useful for objects like buttons that do not move.
dynamicEmits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving. This is useful for elements that independently moving or animating.

Event Types

PixiJS supports the following event types:

Event TypeDescription
pointercancelFired when a pointer device button is released outside the display object that initially registered a pointerdown.
pointerdownFired when a pointer device button is pressed on the display object.
pointerenterFired when a pointer device enters the display object.
pointerleaveFired when a pointer device leaves the display object.
pointermoveFired when a pointer device is moved while over the display object.
globalpointermoveFired when a pointer device is moved, regardless of hit-testing the current object.
pointeroutFired when a pointer device is moved off the display object.
pointeroverFired when a pointer device is moved onto the display object.
pointertapFired when a pointer device is tapped twice on the display object.
pointerupFired when a pointer device button is released over the display object.
pointerupoutsideFired when a pointer device button is released outside the display object that initially registered a pointerdown.
mousedown Fired when a mouse button is pressed on the display object.
mouseenterFired when the mouse cursor enters the display object.
mouseleaveFired when the mouse cursor leaves the display object.
mousemove Fired when the mouse cursor is moved while over the display object.
globalmousemoveFired when a mouse is moved, regardless of hit-testing the current object.
mouseout Fired when the mouse cursor is moved off the display object.
mouseover Fired when the mouse cursor is moved onto the display object.
mouseup Fired when a mouse button is released over the display object.
mouseupoutside Fired when a mouse button is released outside the display object that initially registered a mousedown.
click Fired when a mouse button is clicked (pressed and released) over the display object.
touchcancel Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchend Fired when a touch point is removed from the display object.
touchendoutside Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchmove Fired when a touch point is moved along the display object.
globaltouchmoveFired when a touch point is moved, regardless of hit-testing the current object.
touchstart Fired when a touch point is placed on the display object.
tap Fired when a touch point is tapped twice on the display object.
wheel Fired when a mouse wheel is spun over the display object.
rightclick Fired when a right mouse button is clicked (pressed and released) over the display object.
rightdown Fired when a right mouse button is pressed on the display object.
rightup Fired when a right mouse button is released over the display object.
rightupoutside Fired when a right mouse button is released outside the display object that initially registered a rightdown.

Enabling Interaction

Any Container-derived object (Sprite, Container, etc.) can become interactive simply by setting its eventMode property to any of the eventModes listed above. Doing so will cause the object to emit interaction events that can be responded to in order to drive your project's behavior.

Check out the interaction example code.

To respond to clicks and taps, bind to the events fired on the object, like so:

let sprite = Sprite.from('/some/texture.png');
sprite.on('pointerdown', (event) => { alert('clicked!'); });
sprite.eventMode = 'static';

Check out the Container for the list of interaction events supported.

Checking if Object is Interactive

You can check if an object is interactive by calling the isInteractive property. This will return true if eventMode is set to static or dynamic.

if (sprite.isInteractive()) {
// sprite is interactive
}

Use Pointer Events

PixiJS supports three types of interaction events - mouse, touch and pointer. Mouse events are fired by mouse movement, clicks etc. Touch events are fired for touch-capable devices. And pointer events are fired for both.

What this means is that, in many cases, you can write your project to use pointer events and it will just work when used with either mouse or touch input. Given that, the only reason to use non-pointer events is to support different modes of operation based on input type or to support multi-touch interaction. In all other cases, prefer pointer events.

Optimization

Hit testing requires walking the full object tree, which in complex projects can become an optimization bottleneck. To mitigate this issue, PixiJS Container-derived objects have a property named interactiveChildren. If you have Containers or other objects with complex child trees that you know will never be interactive, you can set this property to false and the hit testing algorithm will skip those children when checking for hover and click events. As an example, if you were building a side-scrolling game, you would probably want to set background.interactiveChildren = false for your background layer with rocks, clouds, flowers, etc. Doing so would speed up hit testing substantially due to the number of unclickable child objects the background layer would contain.

The EventSystem can also be customised to be more performant:

const app = new Application({
eventMode: 'passive',
eventFeatures: {
move: true,
/** disables the global move events which can be very expensive in large scenes */
globalMove: false,
click: true,
wheel: true,
}
});
- - + + \ No newline at end of file diff --git a/guides/components/sprite-sheets.html b/guides/components/sprite-sheets.html index 47f6375bf..3eaf5e210 100644 --- a/guides/components/sprite-sheets.html +++ b/guides/components/sprite-sheets.html @@ -9,13 +9,13 @@ - - + +

Spritesheets

Now that you understand basic sprites, it's time to talk about a better way to create them - the Spritesheet class.

A Spritesheet is a media format for more efficiently downloading and rendering Sprites. While somewhat more complex to create and use, they are a key tool in optimizing your project.

Anatomy of a Spritesheet

The basic idea of a spritesheet is to pack a series of images together into a single image, track where each source image ends up, and use that combined image as a shared BaseTexture for the resulting Sprites.

The first step is to collect the images you want to combine. The sprite packer then collects the images, and creates a new combined image.

As this image is being created, the tool building it keeps track of the location of the rectangle where each source image is stored. It then writes out a JSON file with that information.

These two files, in combination, can be passed into a SpriteSheet constructor. The SpriteSheet object then parses the JSON, and creates a series of Texture objects, one for each source image, setting the source rectangle for each based on the JSON data. Each texture uses the same shared BaseTexture as its source.

Doubly Efficient

SpriteSheets help your project in two ways.

First, by speeding up the loading process. While downloading a SpriteSheet's texture requires moving the same (or even slightly more!) number of bytes, they're grouped into a single file. This means that the user's browser can request and download far fewer files for the same number of Sprites. The number of files itself is a key driver of download speed, because each request requires a round-trip to the webserver, and browsers are limited to how many files they can download simultaneously. Converting a project from individual source images to shared sprite sheets can cut your download time in half, at no cost in quality.

Second, by improving batch rendering. WebGL rendering speed scales roughly with the number of draw calls made. Batching multiple Sprites, etc. into a single draw call is the main secret to how PixiJS can run so blazingly fast. Maximizing batching is a complex topic, but when multiple Sprites all share a common BaseTexture, it makes it more likely that they can be batched together and rendered in a single call.

Creating SpriteSheets

You can use a 3rd party tool to assemble your sprite sheet files. Here are two that may fit your needs:

ShoeBox: ShoeBox is a free, Adobe AIR-based sprite packing utility that is great for small projects or learning how SpriteSheets work.

TexturePacker: TexturePacker is a more polished tool that supports advanced features and workflows. A free version is available which has all the necessary features for packing spritesheets for PixiJS. It's a good fit for larger projects and professional game development, or projects that need more complex tile mapping features.

Spritesheet data can also be created manually or programmatically, and supplied to a new AnimatedSprite. This may be an easier option if your sprites are already contained in a single image.

// Create object to store sprite sheet data
const atlasData = {
frames: {
enemy1: {
frame: { x: 0, y:0, w:32, h:32 },
sourceSize: { w: 32, h: 32 },
spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
},
enemy2: {
frame: { x: 32, y:0, w:32, h:32 },
sourceSize: { w: 32, h: 32 },
spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
},
},
meta: {
image: 'images/spritesheet.png',
format: 'RGBA8888',
size: { w: 128, h: 32 },
scale: 1
},
animations: {
enemy: ['enemy1','enemy2'] //array of frames by name
}
}


// Create the SpriteSheet from data and image
const spritesheet = new Spritesheet(
Texture.from(atlasData.meta.image),
atlasData
);

// Generate all the Textures asynchronously
await spritesheet.parse();

// spritesheet is ready to use!
const anim = new AnimatedSprite(spritesheet.animations.enemy);

// set the animation speed
anim.animationSpeed = 0.1666;
// play the animation on a loop
anim.play();
// add it to the stage to render
app.stage.addChild(anim);
- - + + \ No newline at end of file diff --git a/guides/components/sprites.html b/guides/components/sprites.html index 123b19270..e8c4f3ab0 100644 --- a/guides/components/sprites.html +++ b/guides/components/sprites.html @@ -9,13 +9,13 @@ - - + +

Sprites

Sprites are the simplest and most common renderable object in PixiJS. They represent a single image to be displayed on the screen. Each Sprite contains a Texture to be drawn, along with all the transformation and display state required to function in the scene graph.

Creating Sprites

To create a Sprite, all you need is a Texture (check out the Texture guide). Load a PNG's URL using the Assets class, then call Sprite.from(url) and you're all set. Unlike v7 you now must load your texture before using it, this is to ensure best practices.

Check out the sprite example code.

Using Sprites

In our Container guide, we learned about the Container class and the various properties it defines. Since Sprite objects are also containers, you can move a sprite, rotate it, and update any other display property.

Alpha, Tint and Blend Modes

Alpha is a standard display object property. You can use it to fade sprites into the scene by animating each sprite's alpha from 0.0 to 1.0 over a period of time.

Tinting allows you multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting obj.tint = 0x00FF00, which would give a green tint to the character.

Blend modes change how pixel colors are added to the screen when rendering. The three main modes are add, which adds each pixel's RGB channels to whatever is under your sprite (useful for glows and lighting), multiply which works like tint, but on a per-pixel basis, and screen, which overlays the pixels, brightening whatever is underneath them.

Scale vs Width & Height

One common area of confusion when working with sprites lies in scaling and dimensions. The Container class allows you to set the x and y scale for any object. Sprites, being Containers, also support scaling. In addition, however, Sprites support explicit width and height attributes that can be used to achieve the same effect, but are in pixels instead of a percentage. This works because a Sprite object owns a Texture, which has an explicit width and height. When you set a Sprite's width, internally PixiJS converts that width into a percentage of the underlying texture's width and updates the object's x-scale. So width and height are really just convenience methods for changing scale, based on pixel dimensions rather than percentages.

Pivot vs Anchor

If you add a sprite to your stage and rotate it, it will by default rotate around the top-left corner of the image. In some cases, this is what you want. In many cases, however, what you want is for the sprite to rotate around the center of the image it contains, or around an arbitrary point.

There are two ways to achieve this: pivots and anchors

An object's pivot is an offset, expressed in pixels, from the top-left corner of the Sprite. It defaults to (0, 0). If you have a Sprite whose texture is 100px x 50px, and want to set the pivot point to the center of the image, you'd set your pivot to (50, 25) - half the width, and half the height. Note that pivots can be set outside of the image, meaning the pivot may be less than zero or greater than the width/height. This can be useful in setting up complex animation hierarchies, for example. Every Container has a pivot.

An anchor, in contrast, is only available for Sprites. Anchors are specified in percentages, from 0.0 to 1.0, in each dimension. To rotate around the center point of a texture using anchors, you'd set your Sprite's anchor to (0.5, 0.5) - 50% in width and height. While less common, anchors can also be outside the standard 0.0 - 1.0 range.

The nice thing about anchors is that they are resolution and dimension agnostic. If you set your Sprite to be anchored in the middle then later change the size of the texture, your object will still rotate correctly. If you had instead set a pivot using pixel-based calculations, changing the texture size would require changing your pivot point.

So, generally speaking, you'll want to use anchors when working with Sprites.

One final note: unlike CSS, where setting the transform-origin of the image doesn't move it, in PixiJS setting an anchor or pivot will move your object on the screen. In other words, setting an anchor or pivot affects not just the rotation origin, but also the position of the sprite relative to its parent.

- - + + \ No newline at end of file diff --git a/guides/components/text.html b/guides/components/text.html index 1212b0f9b..badfa5be9 100644 --- a/guides/components/text.html +++ b/guides/components/text.html @@ -9,13 +9,13 @@ - - + +

Text

Whether it's a high score or a diagram label, text is often the best way to convey information in your projects. Surprisingly, drawing text to the screen with WebGL is a very complex process - there's no built in support for it at all. One of the values PixiJS provides is in hiding this complexity to allow you to draw text in diverse styles, fonts and colors with a few lines of code. In addition, these bits of text are just as much scene objects as sprites - you can tint text, rotate it, alpha-blend it, and otherwise treat it like any other graphical object.

Let's dig into how this works.

There Are Three Kinds of Text

Because of the challenges of working with text in WebGL, PixiJS provides three very different solutions. In this guide, we're going to go over both methods in some detail to help you make the right choice for your project's needs. Selecting the wrong text type can have a large negative impact on your project's performance and appearance.

The Text Object

In order to draw text to the screen, you use a Text object. Under the hood, this class draws text to an off-screen buffer using the browser's normal text rendering, then uses that offscreen buffer as the source for drawing the text object. Effectively what this means is that whenever you create or change text, PixiJS creates a new rasterized image of that text, and then treats it like a sprite. This approach allows truly rich text display while keeping rendering speed high.

So when working with Text objects, there are two sets of options - standard display object options like position, rotation, etc that work after the text is rasterized internally, and text style options that are used while rasterizing. Because text once rendered is basically just a sprite, there's no need to review the standard options. Instead, let's focus on how text is styled.

Check out the text example code.

Text Styles

There are a lot of text style options available (see TextStyle), but they break down into 5 main groups:

Font: fontFamily to select the webfont to use, fontSize to specify the size of the text to draw, along with options for font weight, style and variant.

Appearance: Set the color with fill or add a stroke outline, including options for gradient fills.

Drop-Shadows: Set a drop-shadow with dropShadow, with a host of related options to specify offset, blur, opacity, etc.

Layout: Enable with wordWrap and wordWrapWidth, and then customize the lineHeight and align or letterSpacing

Utilities: Add padding or trim extra space to deal with funky font families if needed.

To interactively test out feature of Text Style, check out this tool.

Loading and Using Fonts

In order for PixiJS to build a Text object, you'll need to make sure that the font you want to use is loaded by the browser. This can be easily accomplished with our good friends Assets

// load the fonts
await Assets.load('short-stack.woff2');

// now they can be used!

const text = new Text({
text:'hello',
style:{
fontFamily:'short-stack'
}
})

Caveats and Gotchas

While PixiJS does make working with text easy, there are a few things you need to watch out for.

First, changing an existing text string requires re-generating the internal render of that text, which is a slow operation that can impact performance if you change many text objects each frame. If your project requires lots of frequently changing text on the screen at once, consider using a BitmapText object (explained below) which uses a fixed bitmap font that doesn't require re-generation when text changes.

Second, be careful when scaling text. Setting a text object's scale to > 1.0 will result in blurry/pixely display, because the text is not re-rendered at the higher resolution needed to look sharp - it's still the same resolution it was when generated. To deal with this, you can render at a higher initial size and down-scale, instead. This will use more memory, but will allow your text to always look clear and crisp.

BitmapText

In addition to the standard Text approach to adding text to your project, PixiJS also supports bitmap fonts. Bitmap fonts are very different from TrueType or other general purpose fonts, in that they consist of a single image containing pre-rendered versions of every letter you want to use. When drawing text with a bitmap font, PixiJS doesn't need to render the font glyphs into a temporary buffer - it can simply copy and stamp out each character of a string from the master font image.

The primary advantage of this approach is speed - changing text frequently is much cheaper and rendering each additional piece of text is much faster due to the shared source texture.

Check out the bitmap text example code.

BitmapFont

  • 3rd party solutions
  • BitmapFont.from auto-generation

Selecting the Right Approach

Text

  • Static text
  • Small number of text objects
  • High fidelity text rendering (kerning e.g.)
  • Text layout (line & letter spacing)

BitmapText

  • Dynamic text
  • Large number of text objects
  • Lower memory

HTMLText

  • Static text
  • Need that HTML formatting
- - + + \ No newline at end of file diff --git a/guides/components/textures.html b/guides/components/textures.html index 91131d58a..89cf1f629 100644 --- a/guides/components/textures.html +++ b/guides/components/textures.html @@ -9,13 +9,13 @@ - - + +

Textures

We're slowly working our way down from the high level to the low. We've talked about the scene graph, and in general about display objects that live in it. We're about to get to sprites and other simple display objects. But before we do, we need to talk about textures.

In PixiJS, textures are one of the core resources used by display objects. A texture, broadly speaking, represents a source of pixels to be used to fill in an area on the screen. The simplest example is a sprite - a rectangle that is completely filled with a single texture. But things can get much more complex.

Life-cycle of a Texture

Let's examine how textures really work, by following the path your image data travels on its way to the screen.

Here's the flow we're going to follow: Source Image > Loader > BaseTexture > Texture

Serving the Image

To start with, you have the image you want to display. The first step is to make it available on your server. This may seem obvious, but if you're coming to PixiJS from other game development systems, it's worth remembering that everything has to be loaded over the network. If you're developing locally, please be aware that you must use a webserver to test, or your images won't load due to how browsers treat local file security.

Loading the Image

To work with the image, the first step is to pull the image file from your webserver into the user's web browser. To do this, we can use Assets.load('myTexture.png'). Assets wraps and deals with telling the browser to fetch the image, convert it and then let you when that has been completed. This process is asynchronous - you request the load, then time passes, then a proimise completes to let you know the load is completed. We'll go into the loader in a lot more depth in a later guide.

const texture = await Assets.load('myTexture.png');

// pass a texture explicitly
const sprite = new Sprite(texture);
// as options
const sprite2 = new Sprite({texture});
// from the cache as the texture is loaded
const sprite3 = Sprite.from('myTexture.png')

TextureSources Own the Data

Once the texture has loaded, the loaded <IMG> element contains the pixel data we need. But to use it to render something, PixiJS has to take that raw image file and upload it to the GPU. This brings us to the real workhorse of the texture system - the TextureSource class. Each TextureSource manages a single pixel source - usually an image, but can also be a Canvas or Video element. TextureSources allow PixiJS to convert the image to pixels and use those pixels in rendering. In addition, it also contains settings that control how the texture data is rendered, such as the wrap mode (for UV coordinates outside the 0.0-1.0 range) and scale mode (used when scaling a texture).

TextureSource are automatically cached, so that calling Texture.from() repeatedly for the same URL returns the same TextureSource each time. Destroying a TextureSource frees the image data associated with it.

Textures are a View on BaseTextures

So finally, we get to the Texture class itself! At this point, you may be wondering what the Texture object does. After all, the BaseTexture manages the pixels and render settings. And the answer is, it doesn't do very much. Textures are light-weight views on an underlying BaseTexture. Their main attribute is the source rectangle within the TextureSource from which to pull.

If all PixiJS drew were sprites, that would be pretty redundant. But consider SpriteSheets. A SpriteSheet is a single image that contains multiple sprite images arranged within. In a Spritesheet object, a single TextureSource is referenced by a set of Textures, one for each source image in the original sprite sheet. By sharing a single TextureSource, the browser only downloads one file, and our batching renderer can blaze through drawing sprites since they all share the same underlying pixel data. The SpriteSheet's Textures pull out just the rectangle of pixels needed by each sprite.

That is why we have both Textures and TextureSource - to allow sprite sheets, animations, button states, etc to be loaded as a single image, while only displaying the part of the master image that is needed.

Loading Textures

We will discuss resource loading in a later guide, but one of the most common issues new users face when building a PixiJS project is how best to load their textures.

here's a quick cheat sheet of one good solution:

  1. Show a loading image
  2. Use Assets to ensure that all textures are loaded
  3. optionally update your loading image based on progress callbacks
  4. On loader completion, run all objects and use Texture.from() to pull the loaded textures out of the texture cache
  5. Prepare your textures (optional - see below)
  6. Hide your loading image, start rendering your scene graph

Using this workflow ensures that your textures are pre-loaded, to prevent pop-in, and is relatively easy to code.

Regarding preparing textures: Even after you've loaded your textures, the images still need to be pushed to the GPU and decoded. Doing this for a large number of source images can be slow and cause lag spikes when your project first loads. To solve this, you can use the Prepare plugin, which allows you to pre-load textures in a final step before displaying your project.

Unloading Textures

Once you're done with a Texture, you may wish to free up the memory (both WebGL-managed buffers and browser-based) that it uses. To do so, you should call destroy() on the BaseTexture that owns the data. Remember that Textures don't manage pixel data!

This is a particularly good idea for short-lived imagery like cut-scenes that are large and will only be used once. If a texture is destroyed that was loaded via Assets then the assets class will automatically remove it from the cache for you.

Beyond Images

As we alluded to above, you can make a Texture out of more than just images:

Video: Pass an HTML5 <VIDEO> element to TextureSource.from() to allow you to display video in your project. Since it's a texture, you can tint it, add filters, or even apply it to custom geometry.

Canvas: Similarly, you can wrap an HTML5 <CANVAS> element in a BaseTexture to let you use canvas's drawing methods to dynamically create a texture.

SVG: Pass in an <SVG> element or load a .svg URL, and PixiJS will attempt to rasterize it. For highly network-constrained projects, this can allow for beautiful graphics with minimal network load times.

RenderTexture: A more advanced (but very powerful!) feature is to build a Texture from a RenderTexture. This can allow for building complex geometry using a Geometry object, then baking that geometry down to a simple texture.

Each of these texture sources has caveats and nuances that we can't cover in this guide, but they should give you a feeling for the power of PixiJS's texture system.

Check out the render texture example code.

- - + + \ No newline at end of file diff --git a/guides/migrations/v5.html b/guides/migrations/v5.html index 140832a97..0fb4fe136 100644 --- a/guides/migrations/v5.html +++ b/guides/migrations/v5.html @@ -9,13 +9,13 @@ - - + +

v5 Migration Guide

This document is useful for developers who are attempting to upgrading from v4 to v5. This includes gotchas and important context for understanding why your v4 code made need some subtle changes. In general, we've try to be as backward-compatible in v5 with the use of deprecation warnings in the console. There are, however, sometimes when changes are too substantial and require some additional help.

🚧 API Changes

Making WebGL First-Class

PixiJS v5 has made WebGL the first-class renderer and made CanvasRenderer to be second-class. Functionally, there's not much that changed from v4, but there are a bunch of subtle internal naming changes which could trip-up some developers upgrading to v5. For instance:

  • WebGLRenderer becomes Renderer
  • renderWebGL becomes render (in DisplayObject, Sprite, Container, etc)
  • _renderWebGL becomes _render (in DisplayObject, Container, etc)

If you created a plugin or project that previously used render on a Container (see #5510), this will probably cause your project to not render correctly. Please consider renaming your user-defined render to something else. In most other cases, you'll get a deprecation warning trying to invoke WebGL-related classes or methods, e.g., new PIXI.WebGLRenderer().

Renderer Parameters

Specifying options as a third parameter in Renderer constructor is officially dropped (same with PIXI.Application, PIXI.autoDetectRenderer & PIXI.CanvasRenderer). In v4 we supported two function signatures, but in v5 we dropped width, height, options signature. Please add width and height to options.

const renderer = new PIXI.Renderer(800, 600, { transparent: true }); // bad
const renderer = new PIXI.Renderer({ width: 800, height: 600, transparent: true }); // good
  • Note: Adding transparent: true in Renderer or Application constructor options might help with strange artifacts on some devices, but it might reduce FPS. It's much better than preserveDrawingBuffer: true.

  • If you need the v4 default behavior of resizing the canvas using css pixels, add autoDensity: true to the options.

Not everything went to params. To enable WebGL1 even if WebGL2 is available, use

PIXI.settings.PREFER_ENV = PIXI.ENV.WEBGL;

Mesh, Plane, Rope

PixiJS v5 introduces a new class called PIXI.Mesh. This allows overriding the default shader and the ability to add more attributes to geometry. For example, you can add colors to vertices.

The old v4 Mesh class has moved from PIXI.mesh.Mesh to PIXI.SimpleMesh, it extends PIXI.Mesh.

PIXI.mesh.Rope, PIXI.mesh.Plane, PIXI.mesh.NineSlicePlane have moved to PIXI.SimpleRope, PIXI.SimplePlane and PIXI.NineSlicePlane respectively.

If you used custom shaders or generated meshes in v4, you might be impacted by these changes in v5.

PIXI.SimpleMesh fields vertices, uvs, indices are wrapped inside mesh.geometry attribute buffers. For example, this is how access to buffers provided through mesh.uvBuffer property:

get uvBuffer()
{
return this.geometry.buffers[1];
}

The indices property shortcut is also missing, but you can access the data inside mesh.geometry.indexBuffer.

You can override buffer data, and notify it that data was changed, in this case buffer will be uploaded to GPU lazily. Previously in v4 mesh had several flags that indicated which attributes have to be updated and their names confused people.

Graphics Holes

Drawing holes in Graphics was very limited in v4. This only supported non-Shape drawing, like using lineTo, bezierCurveTo, etc. In v5, we improved the hole API by supporting shapes. Unfortunately, there's no deprecation strategy to support the v4 API. For instance, in v4:

const graphic = new PIXI.Graphics()
.beginFill(0xff0000)
.moveTo(0, 0)
.lineTo(100, 0)
.lineTo(100, 100)
.lineTo(0, 100)
.moveTo(10, 10)
.lineTo(90, 10)
.lineTo(90, 90)
.lineTo(10, 90)
.addHole();

Live example in v4.x

In v5, Graphics has simplified and the API changed from addHole to beginHole and endHole.

const graphic = new PIXI.Graphics()
.beginFill(0xff0000)
.drawRect(0, 0, 100, 100)
.beginHole()
.drawCircle(50, 50, 30)
.endHole();

Live example in dev

Filter Padding

In v4 filters had a default padding of 4 and in v5 this has been changed to a default of 0. This can cause some filters to look broken when used. To fix this issue simply add some padding to the filters you create.

// Glow filter from https://github.com/pixijs/pixi-filters
const filter = new PIXI.filters.GlowFilter();
filter.padding = 4;

Some filters, like BlurFilter, automatically calculate the padding so changes may not be necessary.

Filter Default Vertex Shader

We reorganized all uniforms dedicated to coordinate system transforms, and renamed them. If your filter doesn't work anymore, check if you use default vertex shader. In that case, you can use old v4 vertex shader code.

All changes are explained in [[Creating Filters|v5-Creating-filters]]

Enable Mipmapping for RenderTexture

Previously, you may have ended up with code like this in v4 (specifically if you saw Ivan's comment/JSFiddle):

const renderer = PIXI.autoDetectRenderer();
renderer.bindTexture(baseRenderTex, false, 0);
const glTex = baseRenderTex._glTextures[renderer.CONTEXT_UID];
glTex.enableMipmap(); // this is what actually generates mipmaps in WebGL
glTex.enableLinearScaling(); // this is what tells WebGL to USE those mipmaps

In v5, this code is no longer needed.

BaseTexture Resources

One of the newest features in v5 is that we decoupled all the asset-specific functionality from BaseTexture. We created a new system called "resources" and each BaseTexture now has a resource that wraps some specific asset type. For instance: VideoResource, SVGResource, ImageResource, CanvasResource. In the future, we hope to be able to add other resource types. If there were asset-specific methods or properties being called before, these will probably be on baseTexture.resource.

Also, we removed all of the from* methods from BaseTexture, so you just can call BaseTexture.from and pass in whatever resource. Please see docs for more information about from.

const canvas = document.createElement('canvas');
const baseTexture = PIXI.BaseTexture.from(canvas);

That API also allows to use pure WebGL and 2d context calls, see the gradient example.

BaseTexture.source

Has been moved to baseTexture.resource.source, moved into resource corresponding to the baseTexture. baseTexture.resource does not exist for RenderTexture, and source does not exist for resources that dont have source.

Graphics Interaction

If you use transparent interactive graphics trick, make sure that you use specify alpha=0 for all element, not for its parts. How PixiJS deals with shapes that have alpha=0 is considered undefined behaviour. We might change it back, but we have no guarantees about it.

graphics.beginFill(0xffffff, 0.0); //bad
graphics.alpha = 0; //good

📦 Publishing Changes

Canvas Becomes Legacy

Since WebGL and WebGL2 are now first-class, we have removed the canvas-based fallback from the default pixi.js package. If you need CanvasRenderer, you should switch to use pixi.js-legacy instead.

import * as PIXI from "pixi.js";
// Will NOT return CanvasRenderer because canvas-based
// functionality was removed from "pixi.js"
const renderer = PIXI.autoDetectRenderer(); // return PIXI.Renderer or throws error

Instead, use the legacy bundle to have access to the canvas rendering.

import * as PIXI from "pixi.js-legacy";
const renderer = PIXI.autoDetectRenderer(); // returns PIXI.Renderer or PIXI.CanvasRenderer

Bundling Changes

If you're using Rollup, Parcel or another bundler to add PixiJS into your project there are a few subtle changes when moving to v5. Namely, the global PIXI object is no longer created automatically. This was removed from bundling for two purpose: 1) to improve tree-shaking for bundlers, and 2) for security purpose by protecting PIXI.

This is no longer a valid way to import:

import "pixi.js";
const renderer = PIXI.autoDetectRenderer(); // INVALID! No more global.PIXI!

Instead, you should import as a namespace or individual elements:

import * as PIXI from "pixi.js";
const renderer = PIXI.autoDetectRenderer();

// or even better:
import { autoDetectRenderer } from "pixi.js";
const renderer = autoDetectRenderer();

Lastly, some 3rd-party plugins maybe expecting window.PIXI, so you might have to explicitly expose the global like this, however this is not recommended.

import * as PIXI from 'pixi.js';
window.PIXI = PIXI; // some bundlers might prefer "global" instead of "window"

Webpack

When Webpack and 3rd-party plugins, like pixi-spine, you might have difficulties building the global PIXI object resulting in a runtime error ReferenceError: PIXI is not defined. Usually this can be resolved by using Webpack shimming globals.

For instance, here's your import code:

import * as PIXI from 'pixi.js';
import 'pixi-spine'; // or other plugins that need global 'PIXI' to be defined first

Add a plugins section to your webpack.config.js to let know Webpack that the global PIXI variable make reference to pixi.js module. For instance:

const webpack = require('webpack');

module.exports = {
entry: '...',
output: {
...
},
plugins: [
new webpack.ProvidePlugin({
PIXI: 'pixi.js'
})
]
}
- - + + \ No newline at end of file diff --git a/guides/migrations/v6.html b/guides/migrations/v6.html index 31249ea1b..c7b1cfdf5 100644 --- a/guides/migrations/v6.html +++ b/guides/migrations/v6.html @@ -9,13 +9,13 @@ - - + +

v6 Migration Guide

PixiJS 6 comes with few surface-level breaking changes. This document is not complete.

Typings

If you're using TypeScript, make sure the follow is added to your tsconfig.json:

{
"compilerOptions": {
"moduleResolution": "node",
// Required for importing 3rd-party dependencies like EventEmitter3
"esModuleInterop": true
}
}

Mesh Internals

If you ever overrode Mesh._renderDefault to take into account more uniforms like this: v5 Reference

if (shader.program.uniformData.translationMatrix)
{
shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
}

Remove the if, leave the contents, otherwise you might not get correct sync uniform for translationMatrix, or even worse - get null pointer. v6 Reference.

shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);
- - + + \ No newline at end of file diff --git a/guides/migrations/v7.html b/guides/migrations/v7.html index f1e7534d2..40f2da862 100644 --- a/guides/migrations/v7.html +++ b/guides/migrations/v7.html @@ -9,15 +9,15 @@ - - + +

v7 Migration Guide

First and foremost, PixiJS v7 is a modernization release that reflects changes in the ecosystem since PixiJS was first published over six years ago. Browsers have gotten better, but PixiJS hasn't really taken advantage of some of the new features like fetch, Workers, modern JavaScript language syntax. This release keeps intact much of the high-level DisplayObjects (e.g., Sprite, Graphics, Mesh, etc). Aside from a few things, this release should be medium to low impact for most users.

👋 Dropping Internet Explorer

Microsoft officially ended support for IE, so we decided to follow. It simplified many of our modernizations since IE was an outliner from Safari/Chrome/Firefox/Edge and mobile browsers. If you need support for IE, please consider using Babel or some other trans-piling tool.

🗑️ Remove Polyfills

We removed the bundled polyfills such as requestAnimationFrame and Promise. These things are widely available in browsers now. If projects require them, developers should include the polyfills they need for backward-compatibility. Please check out polyfill.io.

💬 Output ES2020 (modules) and ES2017 (browser)

PixiJS historically only published ES5 (no classes!). A new output standard allows us to use ES2017 features that previously we couldn't use (e.g., String.prototype.startsWith, Array.prototype.contains, etc). Not only does it make the code more readable, but the output looks nicer as well. For modules we are outputting ES2020, which contains syntax like nullish coalescing (??). If your project needs to have backward compatibility, you can use Babel to transpile or polyfill.

🐭 Replaces InteractionManager with EventSystem

InteractionManager was getting complex and difficult to maintain. Few core team members understood the code. We decided to move to FederatedEvents, which is concise, better aligned with the DOM, and supports things like bubbling. The good news, is you shouldn't have to change code, as it is largely a drop-in replacement. We added addEventListener and removeEventListener APIs to DisplayObject which have the same DOM signature and can be used instead of on and off.

📦 Replaces Loader with Assets

Similarly, we've been wanting to remove the Loader because of its legacy approach (e.g., XMLHttpRequest). This was forked from resource-loader that has been with PixiJS for a long time. The original design inspiration for Loader was driven largely by Flash/AS3, which now seem dated. There were a few things we wanted out of a new iteration: static loading, loading with Workers, background loading, Promise-based, fewer layers of caching. Here's a quick example of how this will change:

import { Loader, Sprite } from 'pixi.js';

const loader = new Loader();
loader.add('background', 'path/to/assets/background.jpg');
loader.load((loader, resources) => {
const image = Sprite.from(resources.background.texture);
});

Now becomes:

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

const texture = await Assets.load('path/to/assets/background.jpg');
const image = Sprite.from(texture);

🤝 Abandon the use of peerDependencies

PixiJS heavily uses peerDependencies in the package.json within each package. This design choice has plagued Pixi with many issues. It's a breaking change to remove, so now was a good time. We have decided to completely remove peerDependencies, instead opting for nothing. This should make installing and upgrading pixi.js much easier. We are working on updating our tooling for composing a custom version with packages. Edit: As of 7.2.0, we have reverted this change to keep compatibility with some module-based CDNs.

👂 Other Changes

  • Browser builds have been removed for all packages, with the exception of pixi.js and pixi.js-legacy.
  • Removes Graphics.nextRoundedRectBehavior this is now the default behavior
  • Removes Text.nextLineHeightBehavior this is now the default behavior
  • AbstractBatchRenderer and BatchPluginFactory has been removed. Either extends BatchRenderer or use setShaderGenerator on the default BatchRenderer, (e.g., renderer.plugins.batch)
  • BatchRenderer is installed by default in @pixi/core, no need to Renderer.registerPlugin('batch', BatchRenderer) anymore

Exports from @pixi/core

The @pixi/core package now depends and re-exports the following packages.

  • @pixi/math
  • @pixi/contants
  • @pixi/utils
  • @pixi/runner
  • @pixi/settings
  • @pixi/ticker

While some packages will still work when installed directly, others will not, since by installing them alongside @pixi/core you will be effectively importing two copies of the same code.  This will lead to errors where changing settings from @pixi/settings doesn't do anything since @pixi/core has its own version of that package. It is recommended that you uninstall these from your project and use @pixi/core instead.

import { Rectangle } from '@pixi/math';
import { settings } from '@pixi/settings';
import { ALPHA_MODES } from '@pixi/constants';
import { string2hex } from '@pixi/utils';

Now becomes:

import { Rectangle, settings, ALPHA_MODES, utils } from '@pixi/core';

const { string2hex } = utils;

Extract and Prepare Systems

Extract and prepare plugins have been converted to Renderer "systems".

renderer.plugins.extract
renderer.plugins.prepare

Now becomes:

renderer.extract
renderer.prepare

Extensions Self-Install

Extensions now install themselves, so you should only need to import the class in order to use. For example, in v6:

import { AccessibilityManager } from '@pixi/accessibility';
import { extensions } from '@pixi/core';
extensions.add(AccessibilityManager);

Now becomes:

import '@pixi/accessibility';

Using hitTest with Events

With the new events system, one of the common APIs that changed is `hitTest.

import {Application} from 'pixi.js';

const app = new Application();
app.renderer.plugins.interaction.hitTest({x, y});

Now becomes:

import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const boundary = new EventBoundary(app.stage);
boundary.hitTest(x, y);

New Async Extract Methods

The following methods are now async and return a Promise.

  • CanvasExtract.base64()
  • CanvasExtract.image()
  • Extract.base64()
  • Extract.image()
import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const dataUri = app.renderer.extract.base64();

Now becomes:

import {Application, EventBoundary} from 'pixi.js';

const app = new Application();
const dataUri = await app.renderer.extract.base64();

Interactive Move Events

Interaction events in PixiJS now behave like the DOM in v7. This was intentional to align around behavior that would be familiar with developers, but obviously impacts the behavior with pointermove, mousemove, and touchmove.

Like the DOM, move events are now local. This means that if you are outside the bounds of the object, you will not receive a move event. Generally, you should consider adding move events to the stage or parent instead of the DisplayObject itself.

Working example: https://jsfiddle.net/bigtimebuddy/spnv4wm6/

Interactive Property Handlers are Removed

Property-based handlers were removed from events. This was a feature of the old InteractionManager. For instance:

sprite.pointertap = () => {
// handler the pointertap
};

Now becomes:

sprite.on('pointertap', () => {
// handler the pointertap
});

Property buttonMode has been removed

The property buttonMode was a convenience for toggling the cursor property between pointer and null. It has now been removed.

sprite.buttonMode = true;

Now becomes:

sprite.cursor = 'pointer';

If you would like to re-add this functionality, you can patch DisplayObject's prototype:

import { DisplayObject } from 'pixi.js';

Object.defineProperty(DisplayObject.prototype, 'buttonMode', {
get() { return this.cursor === 'pointer'; },
set(value) { this.cursor = value ? 'pointer' : null; },
});

☝️ Suggestions for Upgrading

If you're planning on transitioning your code from v6, it would be helpful to implement some of the more dramatic changes in v6 first before upgrading to v7:

import { InteractionManager, extensions, Application } from 'pixi.js';
import { EventSystem } from '@pixi/events';

// Uninstall interaction
extensions.remove(InteractionManager);

// Create the renderer or application
const app = new Application();

// Install events
app.renderer.addSystem(EventSystem, 'events');
  • Switch to the Assets package by installing @pixi/assets and swapping for Loader. For more information on implementing Assets, see this guide.
  • Set Graphics.nextRoundedRectBehavior = true, this uses arcs for corner radius instead of bezier curves.
  • Set Text.nextLineHeightBehavior = true, this defaults to the DOM-like behavior for line height.

🏗️ Plugin Supported

PluginCompatiblePlugin Version Supported
PixiJS Soundv5.0.0+
PixiJS HTMLTextv3.0.0+
PixiJS Filtersv5.0.0+
PixiJS GIFv2.0.0+
PixiJS Spinev4.0.0+
PixiJS Particle Emitterv5.0.8+
PixiJS Animate
PixiJS Layersv2.0.0+
PixiJS Lightsv4.0.0+
PixiJS Graphics Smoothv1.0.0+
PixiJS Tilemap
- - + + \ No newline at end of file diff --git a/guides/migrations/v8.html b/guides/migrations/v8.html index bb9745b17..f169f8c8b 100644 --- a/guides/migrations/v8.html +++ b/guides/migrations/v8.html @@ -9,17 +9,17 @@ - - + +

v8 Migration Guide

Welcome to the PixiJS v8 Migration Guide! This document is designed to help you smoothly transition your projects from PixiJS v7 to the latest and greatest PixiJS v8. Please follow these steps to ensure a successful migration.

Table of Contents

  1. Introduction
  2. Breaking Changes
  3. Deprecated Features
  4. Resources

1. Introduction

PixiJS v8 introduces several exciting changes and improvements that dramatically enhance the performance of the renderer. While we've made efforts to keep the migration process as smooth as possible, some breaking changes are inevitable. This guide will walk you through the necessary steps to migrate your PixiJS v7 project to PixiJS v8.

2. Breaking Changes

Before diving into the migration process, let's review the breaking changes introduced in PixiJS v8. Make sure to pay close attention to these changes as they may impact your existing codebase.

New Package Structure

Since version 5, PixiJS has utilized individual sub-packages to organize its codebase into smaller units. However, this approach led to issues, such as conflicting installations of different PixiJS versions, causing complications with internal caches.

In v8, PixiJS has reverted to a single-package structure. While you can still import specific parts of PixiJS, you only need to install the main package.

Old:

import { Application } from '@pixi/app';
import { Sprite } from '@pixi/sprite';

New:

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

Custom Builds

PixiJS uses an "extensions" system to add renderer functionality. By default, PixiJS includes many extensions for a comprehensive out-of-the-box experience. However, for full control over features and bundle size, you can manually import specific PixiJS components.

  // imported by default
import 'pixi.js/accessibility'
import 'pixi.js/app'
import 'pixi.js/events'
import 'pixi.js/filters'
import 'pixi.js/sprite-tiling'
import 'pixi.js/text'
import 'pixi.js/text-bitmap'
import 'pixi.js/text-html'
import 'pixi.js/graphics'
import 'pixi.js/mesh'
import 'pixi.js/sprite-nine-slice'

// not added by default, everyone needs to import these manually
import 'pixi.js/advanced-blend-modes'
import 'pixi.js/unsafe-eval'
import 'pixi.js/prepare'
import 'pixi.js/math-extras'
import 'pixi.js/dds'
import 'pixi.js/ktx'
import 'pixi.js/basis'

import { Application } from 'pixi.js';

const app = new Application();

await app.init({
manageImports: false, // disable importing the above extensions
});

When initializing the application, you can disable the auto-import feature, preventing PixiJS from importing any extensions automatically. You'll need to import them manually, as demonstrated above.

It should also be noted that the pixi.js/text-bitmap, also add Assets loading functionality. Therefore if you want to load bitmap fonts BEFORE initialising the renderer, you will need to import this extension.

  import 'pixi.js/text-bitmap'
import { Assets, Application } from 'pixi.js';

await Assets.load('my-font.fnt'); // If 'pixi.js/text-bitmap' is not imported, this will not load
await new Application().init();

Async Initialisation

PixiJS will now need to be initialised asynchronously. With the introduction of the WebGPU renderer PixiJS will now need to be awaited before being used

Old:

import { Application } from 'pixi.js'

const app = new Application();

// do pixi things

New:

import { Application } from 'pixi.js'

const app = new Application();

(async () => {
await app.init({
// application options
});

// do pixi things
})()

With this change it also means that the ApplicationOptions object can now be passed into the init function instead of the constructor.

Graphics API Overhaul

There are a few key changes to the Graphics API. In fact this is probably the most changed part of v8. We have added deprecations where possible but below is the rundown of changes:

  • Instead of beginning a fill or a stroke and then building a shape, v8 asks you to build your shape and then stroke / fill it. The terminology of Line has been replaced with the terminology of Stroke

Old

// red rect
const graphics = new Graphics()
.beginFill(0xFF0000);
.drawRect(50, 50, 100, 100);
.endFill();

// blur rect with stroke
const graphics2 = new Graphics()
.lineStyle(2, 'white');
.beginFill('blue');
.circle(530, 50, 140, 100);
.endFill();

New

// red rect
const graphics = new Graphics()
.rect(50, 50, 100, 100)
.fill(0xFF0000)


// blur rect with stroke
const graphics2 = new Graphics()
.rect(50, 50, 100, 100)
.fill('blue')
.stroke({width:2, color:'white'})
  • Shape functions have been renamed. Each drawing function has been simplified into a shorter version of its name. They have the same parameters though:
v7 API Callv8 API Equivalent
drawChamferRectchamferRect
drawCirclecircle
drawEllipseellipse
drawFilletRectfilletRect
drawPolygonpoly
drawRectrect
drawRegularPolygonregularPoly
drawRoundedPolygonroundPoly
drawRoundedRectroundRect
drawRoundedShaperoundShape
drawStarstar
  • fills functions expect FillStyle options or a color, rather than a string of parameters. This also replaces beginTextureFillOld
  const rect = new Graphics()
.beginTextureFill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})
.drawRect(0, 0, 100, 100)
.endFill()
.beginFill(0xFFFF00, 0.5)
.drawRect(100, 0, 100, 100)
.endFill()

New

  const rect = new Graphics()
.rect(0, 0, 100, 100)
.fill({texture:Texture.WHITE, alpha:0.5, color:0xFF0000})
.rect(100, 0, 100, 100)
.fill({color:0xFFFF00, alpha:0.5})
  • stokes functions expect StrokeStyle options or a color, rather than a string of parameters. This also replaces lineTextureStyleOld
  const rect = new Graphics()
.lineTextureStyle({texture:Texture.WHITE, width:10, color:0xFF0000})
.drawRect(0, 0, 100, 100)
.endFill()
.lineStyle(2, 0xFEEB77);
.drawRect(100, 0, 100, 100)
.endFill()

New

  const rect = new Graphics()
.rect(0, 0, 100, 100)
.stroke({texture:Texture.WHITE, width:10, color:0xFF0000})
.rect(100, 0, 100, 100)
.stroke({color:0xFEEB77, width:2})
  • holes now make use of a new cut function. As with stroke and fill, cut acts on the previous shape. Old
  const rectAndHole = new Graphics()
.beginFill(0x00FF00)
.drawRect(0, 0, 100, 100)
.beginHole()
.drawCircle(50, 50, 20)
.endHole()
.endFill();

New

  const rectAndHole = new Graphics()
.rect(0, 0, 100, 100)
.fill(0x00FF00)
.circle(50, 50, 20)
.cut();
  • GraphicsGeometry has been replaced with GraphicsContext this allows for sharing of Graphics data more efficiently. -Old
  const rect = new Graphics()
.beginFill(0xFF0000);
.drawRect(50, 50, 100, 100);
.endFill();

const geometry = rect.geometry;

const secondRect = new Graphics(geometry);

New

  const context = new GraphicsContext()
.rect(50, 50, 100, 100)
.fill(0xFF0000)

const rect = new Graphics(context);
const secondRect = new Graphics(context);

Other Breaking Changes

  • DisplayObject has been removed. Container is now the base class for all PixiJS objects.

  • updateTransform has been removed as nodes no longer contain any rendering logic

    We do recognise that many people used this function to do custom logic every frame, so we have added a new onRender function that can be used for this purpose.

    Old:

    class MySprite extends Sprite {
    constructor() {
    super();
    this.updateTransform();
    }

    updateTransform() {
    super.updateTransform();
    // do custom logic
    }
    }

    New:

    class MySprite extends Sprite {
    constructor() {
    super();
    this.onRender = this._onRender.bind(this);
    }

    _onRender() {
    // do custom logic
    }
    }
  • Mipmap generation changes

    • The BaseTexture mipmap property has been renamed to autoGenerateMipmaps.
    • Mipmaps for RenderTextures have been adjusted so that developer is responsible for updating them mipmaps. Mipmap generation can be expensive, and due to the new reactive way we handle textures we do not want to accidentally generate mipmaps when they are not required.
const myRenderTexture = RenderTexture.create({width:100, height:100, autoGenerateMipmaps:true})

// do some rendering..
renderer.render({target:myRenderTexture, container:scene})

// now refresh mipmaps when you are ready
myRenderTexture.source.updateMipmaps();
  • Due to the new way PixiJS handles things internally, sprites no longer get notified if a texture's UVs have been modified. The best practice is not to modify texture UVs once they have been created. It's best to have textures ready to go (they are inexpensive to create and store).
  • Sometimes, you might want to employ a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (it's worth noting that it may update automatically - but due to the new optimizations, this will not be guaranteed). Updating the source data (e.g., a video texture) will, however, always be reflected immediately.
const texture = await Assets.load('bunny.png');
const sprite = new Sprite(texture);

texture.frame.width = texture.frame.width/2;
texture.update();

// guarantees the texture changes will be reflected on the sprite
sprite.onViewUpdate();


// alternatively you can hooke into the sprites event
texture.on('update', ()=>{sprite.onViewUpdate});

The act of adding and removing the event when a sprite's texture was changed led to an unacceptable performance drop, especially when swapping many textures (imagine shooting games with lots of keyframe textures swapping). This is why we now leave that responsibility to the user.

  • New Container culling approach

    With this version of PixiJS we have changed how the cullable property works on containers. Previously culling was done for you automatically during the render loop. However, we have moved this logic out and provided users the ability to control when culling happens themselves.

    With this change we have added a couple of new properties:

    • cullable - Whether or not the container can be culled
    • cullArea - A cull area that will be used instead of the bounds of the container
    • cullableChildren - Whether or not the containers children can be culled. This can help optimise large scenes

    New:

    const container = new GameWorld();
    const view = new Rectangle(0, 0, 800, 600);

    container.cullable = true;
    container.cullArea = new Rectangle(0,0,400,400);
    container.cullableChildren = false;

    Culler.shared.cull(myContainer, view);
    renderer.render(myContainer);

    There is also a CullerPlugin that can be used to automatically call Culler.shared.cull every frame if you want to simulate the old behaviour.

    import {extensions, CullerPlugin} from 'pixi.js'
    extensions.add(CullerPlugin)
  • Renamed several mesh classes

    • renamed SimpleMesh -> MeshSimple
    • renamed SimplePlane -> MeshPlane
    • renamed SimpleRope -> MeshRope
  • Deprecations for Assets removed

    Old:

    import { Assets } from 'pixi.js'

    Assets.add('bunny', 'bunny.png')

    New:

    import { Assets } from 'pixi.js'

    Assets.add({ alias: 'bunny', src: 'bunny.png' })
  • settings object has been removed

    Old:

    import { settings, BrowserAdapter } from 'pixi.js'

    settings.RESOLUTION = 1
    settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false
    settings.ADAPTER = BrowserAdapter

    New:

    import { AbstractRenderer, DOMAdapter, BrowserAdapter } from 'pixi.js'

    // Can also be passed into the renderer directly e.g `autoDetectRenderer({resolution: 1})`
    AbstractRenderer.defaultOptions.resolution = 1;

    // Can also be passed into the renderer directly e.g `autoDetectRenderer({failIfMajorPerformanceCaveat: false})`
    AbstractRenderer.defaultOptions.failIfMajorPerformanceCaveat = false;

    // See below for more information about changes to the adapter
    DOMAdapter.set(BrowserAdapter)
  • Adapter and Web Worker Changes

    • settings.ADAPTER has been removed and replaced with DOMAdapter

      • DOMAdapter is a static class that can be used to set the adapter for the entire application
      • PixiJS has two adapters built in BrowserAdapter and WebWorkerAdapter
        • BrowserAdapter is the default adapter and is used when running in the browser
        • WebWorkerAdapter is used when running in a web worker

      Old:

      import { settings, WebWorkerAdapter } from 'pixi.js'

      settings.ADAPTER = WebWorkerAdapter
      settings.ADAPTER.createCanvas()

      New:

      import { DOMAdapter, WebWorkerAdapter } from 'pixi.js'

      DOMAdapter.set(WebWorkerAdapter)
      DOMAdapter.get().createCanvas()
  • Application type now accepts Renderer instead of view by @Zyie in https://github.com/pixijs/pixijs/pull/9740

    This is to allow app.renderer to be typed correctly

    Old:

    const app = new Application<HTMLCanvasElement>()

    New:

    const app = new Application<Renderer<HTMLCanvasElement>>()
    const app = new Application<WebGLRenderer<HTMLCanvasElement>>();
    const app = new Application<WebGPURenderer<HTMLCanvasElement>>();
  • Texture.from no longer will load a texture from a URL.

    When using Texture.from you will need to pass in a source such as CanvasSource/ImageSource/VideoSource or a resource such as HTMLImageElement/HTMLCanvasElement/HTMLVideoElement or a string that has been loaded through Assets.load

    Old:

    import { Texture } from 'pixi.js';

    const texture = Texture.from('https://i.imgur.com/IaUrttj.png');

    New:

    import { Assets, Texture } from 'pixi.js';

    await Assets.load('https://i.imgur.com/IaUrttj.png');
    const texture = Texture.from('https://i.imgur.com/IaUrttj.png');
  • The Ticker's callback will now pass the Ticker instance instead of the delta time. -This is to allow for more control over what unit of time is used.

    Old:

    Ticker.shared.add((dt)=> {
    bunny.rotation += dt
    });

    New:

    Ticker.shared.add((ticker)=> {
    bunny.rotation += ticker.deltaTime;
    });
  • Text parsers have been renamed

    • TextFormat -> bitmapFontTextParser
    • XMLStringFormat -> bitmapFontXMLStringParser
    • XMLFormat -> bitmapFontXMLParser
  • The default eventMode is now passive instead of auto

  • utils has been removed. All the functions are available as direct imports.

    Old:

    import { utils } from 'pixi.js'

    utils.isMobile.any()

    New:

    import { isMobile } from 'pixi.js'

    isMobile.any()

3. Deprecated Features

Certain features from PixiJS v7 have been deprecated in v8. While they will still work, it's recommended to update your code to use the new alternatives. Refer to the deprecated features section for details on what to replace them with.

  • Leaf nodes no longer allow children

    Only Containers can have children. This means that Sprite, Mesh, Graphics etc can no longer have children.

    To replicate the old behaviour you can create a Container and add the leaf nodes to it.

    Old:

    const sprite = new Sprite();
    const spriteChild = new Sprite();
    sprite.addChild(spriteChild);

    New:

    const container = new Container();
    const sprite = new Sprite();
    const spriteChild = new Sprite();

    container.addChild(sprite);
    container.addChild(spriteChild);
  • Application.view replaced with Application.canvas

    Old:

    const app = new Application({ view: document.createElement('canvas') });
    document.body.appendChild(app.view);

    New:

    const app = new Application();
    await app.init({ view: document.createElement('canvas') });
    document.body.appendChild(app.canvas);
  • NineSlicePlane renamed to NineSliceSprite

  • SCALE_MODES replaced with ScaleMode strings

    • SCALE_MODES.NEAREST -> 'nearest',
    • SCALE_MODES.LINEAR -> 'linear',
  • WRAP_MODES replaced with WrapMode strings

    • WRAP_MODES.CLAMP -> 'clamp',
    • WRAP_MODES.REPEAT -> 'repeat',
    • WRAP_MODES.MIRRORED_REPEAT -> 'mirror-repeat',
  • DRAW_MODES replaced with Topology strings

    • DRAW_MODES.POINTS -> 'point-list',
    • DRAW_MODES.LINES -> 'line-list',
    • DRAW_MODES.LINE_STRIP -> 'line-strip',
    • DRAW_MODES.TRIANGLES -> 'triangle-list',
    • DRAW_MODES.TRIANGLE_STRIP -> 'triangle-strip',
  • Constructors have largely been changed to accept objects instead of multiple arguments

    Old:

    const blurFilter = new BlurFilter(8, 4, 1, 5);
    const displacementFilter = new DisplacementFilter(sprite, 5);
    const meshGeometry = new MeshGeometry(vertices, uvs, index);
    const mesh = new Mesh(geometry, shader, state, drawMode);
    const plane = new PlaneGeometry(width, height, segWidth, segHeight);
    const nineSlicePlane = new NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight);
    const tileSprite = new TileSprite(texture, width, height);
    const text = new Text('Hello World', style);
    const bitmapText = new BitmapText('Hello World', style);
    const htmlText = new HTMLText('Hello World', style);

    New:

    const blurFilter = new BlurFilter({
    blur: 8,
    quality: 4,
    resolution: 1,
    kernelSize: 5,
    });
    const displacementFilter = new DisplacementFilter({
    sprite,
    scale: 5,
    });
    const meshGeometry = new MeshGeometry({
    positions: vertices,
    uvs,
    indices: index,
    topology: 'triangle-list';
    shrinkBuffersToFit: boolean;
    });
    const mesh = new Mesh({
    geometry
    shader
    texture
    });
    const plane = new PlaneGeometry({
    width,
    height,
    verticesX: segWidth,
    verticesY: segHeight,
    });
    const nineSliceSprite = new NineSliceSprite({
    texture,
    leftWidth,
    topHeight,
    rightWidth,
    bottomHeight,
    });
    const tileSprite = new TileSprite({
    texture,
    width,
    height,
    });
    const text = new Text({
    text: 'Hello World',
    style,
    });
    const bitmapText = new BitmapText({
    text:'Hello World',
    style,
    });
    const htmlText = new HTMLText({
    text:'Hello World',
    style,
    });

4. Resources

- - +Old
  const rect = new Graphics()
.beginFill(0xFF0000);
.drawRect(50, 50, 100, 100);
.endFill();

const geometry = rect.geometry;

const secondRect = new Graphics(geometry);

New

  const context = new GraphicsContext()
.rect(50, 50, 100, 100)
.fill(0xFF0000)

const rect = new Graphics(context);
const secondRect = new Graphics(context);

Other Breaking Changes

  • DisplayObject has been removed. Container is now the base class for all PixiJS objects.

  • updateTransform has been removed as nodes no longer contain any rendering logic

    We do recognise that many people used this function to do custom logic every frame, so we have added a new onRender function that can be used for this purpose.

    Old:

    class MySprite extends Sprite {
    constructor() {
    super();
    this.updateTransform();
    }

    updateTransform() {
    super.updateTransform();
    // do custom logic
    }
    }

    New:

    class MySprite extends Sprite {
    constructor() {
    super();
    this.onRender = this._onRender.bind(this);
    }

    _onRender() {
    // do custom logic
    }
    }
  • Mipmap generation changes

    • The BaseTexture mipmap property has been renamed to autoGenerateMipmaps.
    • Mipmaps for RenderTextures have been adjusted so that developer is responsible for updating them mipmaps. Mipmap generation can be expensive, and due to the new reactive way we handle textures we do not want to accidentally generate mipmaps when they are not required.
const myRenderTexture = RenderTexture.create({width:100, height:100, autoGenerateMipmaps:true})

// do some rendering..
renderer.render({target:myRenderTexture, container:scene})

// now refresh mipmaps when you are ready
myRenderTexture.source.updateMipmaps();
  • Due to the new way PixiJS handles things internally, sprites no longer get notified if a texture's UVs have been modified. The best practice is not to modify texture UVs once they have been created. It's best to have textures ready to go (they are inexpensive to create and store).
  • Sometimes, you might want to employ a special technique that animates the UVs. In this last instance, you will be responsible for updating the sprite (it's worth noting that it may update automatically - but due to the new optimizations, this will not be guaranteed). Updating the source data (e.g., a video texture) will, however, always be reflected immediately.
const texture = await Assets.load('bunny.png');
const sprite = new Sprite(texture);

texture.frame.width = texture.frame.width/2;
texture.update();

// guarantees the texture changes will be reflected on the sprite
sprite.onViewUpdate();


// alternatively you can hooke into the sprites event
texture.on('update', ()=>{sprite.onViewUpdate});

The act of adding and removing the event when a sprite's texture was changed led to an unacceptable performance drop, especially when swapping many textures (imagine shooting games with lots of keyframe textures swapping). This is why we now leave that responsibility to the user.

  • New Container culling approach

    With this version of PixiJS we have changed how the cullable property works on containers. Previously culling was done for you automatically during the render loop. However, we have moved this logic out and provided users the ability to control when culling happens themselves.

    With this change we have added a couple of new properties:

    • cullable - Whether or not the container can be culled
    • cullArea - A cull area that will be used instead of the bounds of the container
    • cullableChildren - Whether or not the containers children can be culled. This can help optimise large scenes

    New:

    const container = new GameWorld();
    const view = new Rectangle(0, 0, 800, 600);

    container.cullable = true;
    container.cullArea = new Rectangle(0,0,400,400);
    container.cullableChildren = false;

    Culler.shared.cull(myContainer, view);
    renderer.render(myContainer);

    There is also a CullerPlugin that can be used to automatically call Culler.shared.cull every frame if you want to simulate the old behaviour.

    import {extensions, CullerPlugin} from 'pixi.js'
    extensions.add(CullerPlugin)
  • Renamed several mesh classes

    • renamed SimpleMesh -> MeshSimple
    • renamed SimplePlane -> MeshPlane
    • renamed SimpleRope -> MeshRope
  • Deprecations for Assets removed

    Old:

    import { Assets } from 'pixi.js'

    Assets.add('bunny', 'bunny.png')

    New:

    import { Assets } from 'pixi.js'

    Assets.add({ alias: 'bunny', src: 'bunny.png' })
  • settings object has been removed

    Old:

    import { settings, BrowserAdapter } from 'pixi.js'

    settings.RESOLUTION = 1
    settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false
    settings.ADAPTER = BrowserAdapter

    New:

    import { AbstractRenderer, DOMAdapter, BrowserAdapter } from 'pixi.js'

    // Can also be passed into the renderer directly e.g `autoDetectRenderer({resolution: 1})`
    AbstractRenderer.defaultOptions.resolution = 1;

    // Can also be passed into the renderer directly e.g `autoDetectRenderer({failIfMajorPerformanceCaveat: false})`
    AbstractRenderer.defaultOptions.failIfMajorPerformanceCaveat = false;

    // See below for more information about changes to the adapter
    DOMAdapter.set(BrowserAdapter)
  • Adapter and Web Worker Changes

    • settings.ADAPTER has been removed and replaced with DOMAdapter

      • DOMAdapter is a static class that can be used to set the adapter for the entire application
      • PixiJS has two adapters built in BrowserAdapter and WebWorkerAdapter
        • BrowserAdapter is the default adapter and is used when running in the browser
        • WebWorkerAdapter is used when running in a web worker

      Old:

      import { settings, WebWorkerAdapter } from 'pixi.js'

      settings.ADAPTER = WebWorkerAdapter
      settings.ADAPTER.createCanvas()

      New:

      import { DOMAdapter, WebWorkerAdapter } from 'pixi.js'

      DOMAdapter.set(WebWorkerAdapter)
      DOMAdapter.get().createCanvas()
  • Application type now accepts Renderer instead of view by @Zyie in https://github.com/pixijs/pixijs/pull/9740

    This is to allow app.renderer to be typed correctly

    Old:

    const app = new Application<HTMLCanvasElement>()

    New:

    // WebGL or WebGPU renderer
    const app = new Application<Renderer<HTMLCanvasElement>>()
    // WebGL specific renderer
    const app = new Application<WebGLRenderer<HTMLCanvasElement>>();
    // WebGPU specific renderer
    const app = new Application<WebGPURenderer<HTMLCanvasElement>>();
  • Texture.from no longer will load a texture from a URL.

    When using Texture.from you will need to pass in a source such as CanvasSource/ImageSource/VideoSource or a resource such as HTMLImageElement/HTMLCanvasElement/HTMLVideoElement or a string that has been loaded through Assets.load

    Old:

    import { Texture } from 'pixi.js';

    const texture = Texture.from('https://i.imgur.com/IaUrttj.png');

    New:

    import { Assets, Texture } from 'pixi.js';

    await Assets.load('https://i.imgur.com/IaUrttj.png');
    const texture = Texture.from('https://i.imgur.com/IaUrttj.png');
  • The Ticker's callback will now pass the Ticker instance instead of the delta time. +This is to allow for more control over what unit of time is used.

    Old:

    Ticker.shared.add((dt)=> {
    bunny.rotation += dt
    });

    New:

    Ticker.shared.add((ticker)=> {
    bunny.rotation += ticker.deltaTime;
    });
  • Text parsers have been renamed

    • TextFormat -> bitmapFontTextParser
    • XMLStringFormat -> bitmapFontXMLStringParser
    • XMLFormat -> bitmapFontXMLParser
  • The default eventMode is now passive instead of auto

  • utils has been removed. All the functions are available as direct imports.

    Old:

    import { utils } from 'pixi.js'

    utils.isMobile.any()

    New:

    import { isMobile } from 'pixi.js'

    isMobile.any()
  • container.getBounds() now returns a Bounds object instead of a Rectangle object. You can access the rectangle by using container.getBounds().rectangle instead.

    Old:

    const bounds = container.getBounds();

    New:

    const bounds = container.getBounds().rectangle
  • ParticleContainer has been removed, you should use normal a regular Container instead. The performance improvements that ParticleContainer provided are no longer necessary due to the new rendering architecture.

3. Deprecated Features

Certain features from PixiJS v7 have been deprecated in v8. While they will still work, it's recommended to update your code to use the new alternatives. Refer to the deprecated features section for details on what to replace them with.

  • Leaf nodes no longer allow children

    Only Containers can have children. This means that Sprite, Mesh, Graphics etc can no longer have children.

    To replicate the old behaviour you can create a Container and add the leaf nodes to it.

    Old:

    const sprite = new Sprite();
    const spriteChild = new Sprite();
    sprite.addChild(spriteChild);

    New:

    const container = new Container();
    const sprite = new Sprite();
    const spriteChild = new Sprite();

    container.addChild(sprite);
    container.addChild(spriteChild);
  • Application.view replaced with Application.canvas

    Old:

    const app = new Application({ view: document.createElement('canvas') });
    document.body.appendChild(app.view);

    New:

    const app = new Application();
    await app.init({ view: document.createElement('canvas') });
    document.body.appendChild(app.canvas);
  • NineSlicePlane renamed to NineSliceSprite

  • SCALE_MODES replaced with ScaleMode strings

    • SCALE_MODES.NEAREST -> 'nearest',
    • SCALE_MODES.LINEAR -> 'linear',
  • WRAP_MODES replaced with WrapMode strings

    • WRAP_MODES.CLAMP -> 'clamp',
    • WRAP_MODES.REPEAT -> 'repeat',
    • WRAP_MODES.MIRRORED_REPEAT -> 'mirror-repeat',
  • DRAW_MODES replaced with Topology strings

    • DRAW_MODES.POINTS -> 'point-list',
    • DRAW_MODES.LINES -> 'line-list',
    • DRAW_MODES.LINE_STRIP -> 'line-strip',
    • DRAW_MODES.TRIANGLES -> 'triangle-list',
    • DRAW_MODES.TRIANGLE_STRIP -> 'triangle-strip',
  • Constructors have largely been changed to accept objects instead of multiple arguments

    Old:

    const blurFilter = new BlurFilter(8, 4, 1, 5);
    const displacementFilter = new DisplacementFilter(sprite, 5);
    const meshGeometry = new MeshGeometry(vertices, uvs, index);
    const mesh = new Mesh(geometry, shader, state, drawMode);
    const plane = new PlaneGeometry(width, height, segWidth, segHeight);
    const nineSlicePlane = new NineSlicePlane(texture, leftWidth, topHeight, rightWidth, bottomHeight);
    const tileSprite = new TileSprite(texture, width, height);
    const text = new Text('Hello World', style);
    const bitmapText = new BitmapText('Hello World', style);
    const htmlText = new HTMLText('Hello World', style);

    New:

    const blurFilter = new BlurFilter({
    blur: 8,
    quality: 4,
    resolution: 1,
    kernelSize: 5,
    });
    const displacementFilter = new DisplacementFilter({
    sprite,
    scale: 5,
    });
    const meshGeometry = new MeshGeometry({
    positions: vertices,
    uvs,
    indices: index,
    topology: 'triangle-list';
    shrinkBuffersToFit: boolean;
    });
    const mesh = new Mesh({
    geometry
    shader
    texture
    });
    const plane = new PlaneGeometry({
    width,
    height,
    verticesX: segWidth,
    verticesY: segHeight,
    });
    const nineSliceSprite = new NineSliceSprite({
    texture,
    leftWidth,
    topHeight,
    rightWidth,
    bottomHeight,
    });
    const tileSprite = new TileSprite({
    texture,
    width,
    height,
    });
    const text = new Text({
    text: 'Hello World',
    style,
    });
    const bitmapText = new BitmapText({
    text:'Hello World',
    style,
    });
    const htmlText = new HTMLText({
    text:'Hello World',
    style,
    });
  • container.name is now container.label

4. Resources

+ + \ No newline at end of file diff --git a/guides/production/performance-tips.html b/guides/production/performance-tips.html index 7facae317..fbff5eb2d 100644 --- a/guides/production/performance-tips.html +++ b/guides/production/performance-tips.html @@ -9,13 +9,13 @@ - - + +

Performance Tips

General

  • Only optimize when you need to! PixiJS can handle a fair amount of content off the bat
  • Be mindful of the complexity of your scene. The more objects you add the slower things will end up
  • Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
  • Some older mobile devices run things a little slower. Passing in the option useContextAlpha: false and antialias: false to the Renderer or Application can help with performance
  • Culling is disabled by default as it's often better to do this at an application level or set objects to be cullable = true. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance

Sprites

  • Use Spritesheets where possible to minimize total textures
  • Sprites can be batched with up to 16 different textures (dependent on hardware)
  • This is the fastest way to render content
  • On older devices use smaller low resolution textures
  • Add the extention @0.5x.png to the 50% scale-down spritesheet so PixiJS will visually-double them automatically
  • Draw order can be important

Graphics

  • Graphics objects are fastest when they are not modified constantly (not including the transform, alpha or tint!)
  • Graphics objects are batched when under a certain size (100 points or smaller)
  • Small Graphics objects are as fast as Sprites (rectangles, triangles)
  • Using 100s of graphics complex objects can be slow, in this instance use sprites (you can create a texture)

Texture

  • Textures are automatically managed by a Texture Garbage Collector
  • You can also manage them yourself by using texture.destroy()
  • If you plan to destroy more than one at once add a random delay to their destruction to remove freezing
  • Delay texture destroy if you plan to delete a lot of textures yourself

Text

  • Avoid changing it on every frame as this can be expensive (each time it draws to a canvas and then uploads to GPU)
  • Bitmap Text gives much better performance for dynamically changing text
  • Text resolution matches the renderer resolution, decrease resolution yourself by setting the resolution property, which can consume less memory

Masks

  • Masks can be expensive if too many are used: e.g., 100s of masks will really slow things down
  • Axis-aligned Rectangle masks are the fastest (as the use scissor rect)
  • Graphics masks are second fastest (as they use the stencil buffer)
  • Sprite masks are the third fastest (they uses filters). They are really expensive. Do not use too many in your scene!

Filters

  • Release memory: container.filters = null
  • If you know the size of them: container.filterArea = new Rectangle(x,y,w,h). This can speed things up as it means the object does not need to be measured
  • Filters are expensive, using too many will start to slow things down!

BlendModes

  • Different blend modes will cause batches to break (de-optimize)
  • SceenSprite / NormalSprite / SceenSprite / NormalSprite would be 4 draw calls
  • SceenSprite / SceenSprite / NormalSprite / NormalSprite would be 2 draw calls

Events

  • If an object has no interactive children use interactiveChildren = false. The event system will then be able to avoid crawling through the object
  • Setting hitArea = new Rectangle(x,y,w,h) as above should stop the event system from crawling through the object
- - + + \ No newline at end of file diff --git a/index.html b/index.html index d8c9a9582..ae7c6aab9 100644 --- a/index.html +++ b/index.html @@ -9,13 +9,13 @@ - - + +

The HTML5 Creation Engine

Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.

A mature solution for hundreds of global brands

- - + + \ No newline at end of file diff --git a/playground.html b/playground.html index 1ade2de90..12c97c8de 100644 --- a/playground.html +++ b/playground.html @@ -9,13 +9,13 @@ - - + + - - + + \ No newline at end of file diff --git a/search-index-blog.json b/search-index-blog.json index d730e940d..e4fa7a3e3 100644 --- a/search-index-blog.json +++ b/search-index-blog.json @@ -1 +1 @@ -[{"documents":[{"i":1,"t":"","u":"/blog/archive","b":["Blog"]},{"i":4,"t":"PixiJS v8 Launches! 🎉","u":"/blog/pixi-v8-launches","b":["Blog"]},{"i":40,"t":"PixiJS v8 Beta! 🎉","u":"/blog/pixi-v8-beta","b":["Blog"]},{"i":71,"t":"Introducing the PixiJS Universe!","u":"/blog/pixi-universe","b":["Blog"]}],"index":{"version":"2.3.9","fields":["t"],"fieldVectors":[["t/1",[]],["t/4",[0,0.301,1,0.584,2,1.015,3,0.584]],["t/40",[0,0.301,1,0.584,3,0.584,4,1.015]],["t/71",[0,0.344,5,1.161,6,1.161]]],"invertedIndex":[["",{"_index":3,"t":{"4":{"position":[[20,2]]},"40":{"position":[[16,2]]}}}],["beta",{"_index":4,"t":{"40":{"position":[[10,5]]}}}],["introducing",{"_index":5,"t":{"71":{"position":[[0,11]]}}}],["launches",{"_index":2,"t":{"4":{"position":[[10,9]]}}}],["pixijs",{"_index":0,"t":{"4":{"position":[[0,6]]},"40":{"position":[[0,6]]},"71":{"position":[[16,6]]}}}],["universe",{"_index":6,"t":{"71":{"position":[[23,9]]}}}],["v8",{"_index":1,"t":{"4":{"position":[[7,2]]},"40":{"position":[[7,2]]}}}]],"pipeline":["stemmer"]}},{"documents":[{"i":6,"t":"🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8","u":"/blog/pixi-v8-launches","h":"#-revolutionizing-web-graphics-welcome-to-pixijs-v8","p":4},{"i":8,"t":"🔗 Quick links","u":"/blog/pixi-v8-launches","h":"#-quick-links","p":4},{"i":10,"t":"🎁 Whats New?","u":"/blog/pixi-v8-launches","h":"#-whats-new","p":4},{"i":12,"t":"✨ We promise the Renderer will work","u":"/blog/pixi-v8-launches","h":"#-we-promise-the-renderer-will-work","p":4},{"i":14,"t":"🤝 What now? 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ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.","s":"PixiJS v8 Launches! 🎉","u":"/blog/pixi-v8-launches","h":"","p":4},{"i":7,"t":"It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration. Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture. With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code. Our vision for v8 was clear: Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade. Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out. Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful. Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!). Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7. We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!","s":"🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8","u":"/blog/pixi-v8-launches","h":"#-revolutionizing-web-graphics-welcome-to-pixijs-v8","p":4},{"i":9,"t":"The new Docs for v8 can be found here Migration Examples Open Games","s":"🔗 Quick links","u":"/blog/pixi-v8-launches","h":"#-quick-links","p":4},{"i":11,"t":"There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above. 📈 New Performance Bar​ The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here: CPU = time spent by the CPU rendering a single frame GPU = time spent by the GPU rendering a single frame Bunny Situation V7 CPU V8 CPU CPU Dif V7 GPU V8 GPU GPU dif 100k sprites all moving ~50ms ~15ms 233% ~9ms ~2ms 350% 100k sprites not moving ~21ms ~0.12ms 17417% ~9ms ~0.5ms 1700% 100k sprites (changing scene structure) ~50ms ~24ms 108% ~9ms ~2ms 350% These benchmark numbers are based on the Bunnymark test that you can try yourself. v7 Bunnymark v8 Bunnymark - WebGPU v8 Bunnymark - WebGL Repo 🖥️ WebGPU Renderer​ We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements. 📦 New Package Structure​ No more \"lerna.\" PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported. Old: import { Sprite } from \"@pixi/sprite\"; import { Graphic } from \"@pixi/graphics\"; New: import { Sprite, Graphic } from \"pixi.js\";","s":"🎁 Whats New?","u":"/blog/pixi-v8-launches","h":"#-whats-new","p":4},{"i":13,"t":"When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere! import { Application, autoDetectRenderer } from \"pixi.js\"; const app = new Application(); (async () => { await app.init({ // application options }); // or const renderer = await autoDetectRenderer({}); // WebGL or WebGPU // do pixi things })(); 🌟 Scene Upgrades​ The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance. const container = new Container({ isRenderGroup:true // this containers transform is now handled on the GPU! }) Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as: // will make all the children tinted red container.tint = 'red' // will make all the children have the add blend mode container.blendMode = 'add' Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer. const texture = RenderTexture.create({ width:100, height:100, antialias:true // easy as that }) We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics: ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend. It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns. import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!) myContainer.blendMode = 'color-burn` // easy! 🎨 Graphics Upgrades​ The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows: graphics .rect(50, 50, 100, 100) .fill('blue'); A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility. Support for SVG drawing has been added. For example: graphics.svg('M 100 350 q 150 -300 300 0'); Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs. The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs. const path = new GraphicsPath() .rect(-50, -50, 100, 100) // create geometry from the path: const geometry = buildGeometryFromPath({ path, }); const mesh = new Mesh({ geometry, texture: Texture.WHITE, }); For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples. 📝 Text Upgrades​ Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard. BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs. const myText = new BitmapText({ text: 'hello im a bitmap font!', // font will be dynamically created style:{ fontFamily: 'Outfit', fontSize: 12, fill: 'red', } }) Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text. const myText = new Text({ text: 'hello im some fancy text', // font will be dynamically created! style:{ fontFamily: 'Outfit', fontSize: 12, fill: { texture, color:'red'} // same as graphics api fills stroke: { width:3, color:'blue' } // same as graphics api strokes } })","s":"✨ We promise the Renderer will work","u":"/blog/pixi-v8-launches","h":"#-we-promise-the-renderer-will-work","p":4},{"i":15,"t":"As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better. A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you! A final big shout-out to PlayCo for their support in making this release a reality! Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.","s":"🤝 What now? Get involved!","u":"/blog/pixi-v8-launches","h":"#-what-now-get-involved","p":4},{"i":17,"t":"To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.","s":"📲 Keep in touch","u":"/blog/pixi-v8-launches","h":"#-keep-in-touch","p":4},{"i":41,"t":"We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with! Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made! Two driving factors catalysed our approach to re-engineering the codebase and rendering pipeline in v8:","s":"PixiJS v8 Beta! 🎉","u":"/blog/pixi-v8-beta","h":"","p":40},{"i":43,"t":"The newcomer WebGPU offers a substantial performance improvement over its predecessor, WebGL. It propels web computations and graphics into a new era, providing a more efficient and robust API. Soon, it will be the go-to method for rendering most GPU-powered content on the web. This shift is reminiscent of PixiJS's initial launch. At that time, WebGL was new and only available in a handful of desktop browsers, while Canvas was ubiquitous. PixiJS's standout feature was its ability to first attempt rendering with WebGL and then fall back to Canvas as a Plan B. This approach allowed PixiJS content to immediately benefit as WebGL gained traction. Fast forward to today, and WebGL is now available on 95% of browsers. History is repeating itself with WebGPU, currently supported in only a few desktop browsers and roughly 27% of the market. However, it's only a matter of time before it becomes universally supported. PixiJS aims to execute the same fallback strategy, allowing you to always leverage the best technology available without needing to rewrite your code. This is precisely what version 8 achieves and will future proof everything we make for another ten years :D","s":"1. 😍 Embracing WebGPU","u":"/blog/pixi-v8-beta","h":"#1--embracing-webgpu","p":40},{"i":45,"t":"PixiJS has always been synonymous with speed and high-performance graphics. With v8, we've revisited our architecture to optimize both static and dynamic rendering. While v7 is fast, it operates as a somewhat ‘naïve’ renderer. v7 approach:​ Traverse the scene graph and make sure all the transforms are correct Traverse the scene graph a second time and do the following Build batches to render Upload the data to the GPU Draw the batch to the screen. v8 approach​ Update the transform of only things that changed Traverse the scene graph and construct a set of instructions. Upload all scene data to GPU in one go. Execute rendering based on the instructions. There are three key changes to this loop that give us a performance bump. First, we update only the elements that have changed. If nothing has moved, no code is executed, optimizing computational overhead. Second, if the scene graph remains unchanged in subsequent frames, we reuse the existing rendering instructions. This avoids the overhead of reconstructing these instructions for each frame. Third, if no elements in the scene change position, the data upload step (Step 3) is entirely skipped, thereby saving bandwidth and further reducing computational work. The net effect of these improvements? A decent performance leap across varying use-cases: CPU = time spent by the cpu rendering a single frame GPU = time spend by the gpu rendering a single frame Bunny Situation V7 CPU V8 CPU CPU Dif V7 GPU V8 GPU GPU dif 100k sprites all moving ~50ms ~15ms 233% ~9ms ~2ms 350% 100k sprites not moving ~21ms ~0.12ms 17417% ~9ms ~0.5ms 1700% 100k sprites (changing scene structure) ~50ms ~24ms 108% ~9ms ~2ms 350% These benchmark numbers are based on this Bunnymark test that you can try yourself! v7 Bunnymark v8 Bunnymark - WebGPU v8 Bunnymark - WebGL Repo Please have a play, you can fiddle with the parameters in the url to change the number of bunnies. Curious to see what numbers all of you get! Best of all, these improvements apply to WebGPU and the WebGL renderer. As with all of PixiJs’s party tricks, this all happens automatically :D","s":"2. 🚀 Turbocharging Performance","u":"/blog/pixi-v8-beta","h":"#2--turbocharging-performance","p":40},{"i":47,"t":"While the two key drivers behind this overhaul were performance and usability, we didn't stop there. We've seized this opportunity to enhance the API and introduce a plethora of new features to the engine—far too many to encapsulate in a single post! Stay tuned for upcoming blog posts where we'll delve deeper into these additional improvements and API refinements, empowering you to create even more remarkable projects. For a comprehensive overview of what's new, don't miss the release notes. As a crucial note, PixiJS v8 retains much of the familiar API despite undergoing significant internal updates. Our changes are geared toward making PixiJS more robust and user-friendly. When you encounter modifications, rest assured that the v7 methodology will continue to work—you'll simply see a deprecation warning, guiding you towards optimal practices.","s":"But Wait, There's More!","u":"/blog/pixi-v8-beta","h":"#but-wait-theres-more","p":40},{"i":49,"t":"As we progress toward the release candidate, now is the perfect time for you to dive in and explore v8. Your feedback at this stage is invaluable for fine-tuning our engine. We invite you to share your thoughts—the good, the bad, and the ugly—report bugs, and even contribute code. Together, we can elevate PixiJS to unprecedented heights. 👇 Don't wait—dive right in! Explore the PixiJS v8 Codebase on GitHub","s":"Over to you!","u":"/blog/pixi-v8-beta","h":"#over-to-you","p":40},{"i":51,"t":"via npm you can install the beta version like so: npm install pixi.js@prerelease-v8 then you can create the most appropriate renderer using the new autoDetectRenderer function: import { autoDetectRenderer } from \"pixi.js\"; async function init() { const renderer = await autoDetectRenderer({ // any settings }); // will return a WebGL or WebGPU renderer } Start experimenting with PixiJS v8 Beta today and join us in shaping the future of 2D web graphics! 🎉","s":"Steps to install:","u":"/blog/pixi-v8-beta","h":"#steps-to-install","p":40},{"i":53,"t":"\"To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time conversations.","s":"Keep in touch!","u":"/blog/pixi-v8-beta","h":"#keep-in-touch","p":40},{"i":72,"t":"We are excited to announce the launch of the PixiJS Universe, an initiative to further enhance the capabilities of PixiJS and make it even easier for developers to create amazing games and apps. For years, PixiJS has been the most popular 2D renderer for the web, but it was always \"just a rendering engine.\" The community has created many great tools to help developers build games and applications with PixiJS, but we lacked the manpower to maintain and improve these tools, causing fragmentation in the community. To address this, Playco has assembled a dedicated team of developers who will work on PixiJS full-time. Over the next 12 months, we have more than ten projects planned, and in this announcement, we would like to introduce some of them.","s":"Introducing the PixiJS Universe!","u":"/blog/pixi-universe","h":"","p":71},{"i":74,"t":"We have several new projects in the works, and we are releasing them in four phases over the year. We are currently nearing the end of phase 1, which has seen the release of several exciting new tools and libraries for PixiJS:","s":"Phase 1​","u":"/blog/pixi-universe","h":"#phase-1","p":71},{"i":76,"t":"First up we are excited to announce that we will be releasing a beta version of our new website for PixiJS. The current documentation has suffered from long-term organic growth over the years with little structure and as such much of the PixiJS documentation is fragmented across multiple sites. This new website will put everything you need in one place and be easily searchable. We are also planning on improving the documentation and adding more guides and examples, as well as considering translating the documentation into other languages. If you have any ideas on how to improve the site please let us know! Github Repo","s":"PixiJS Website​","u":"/blog/pixi-universe","h":"#pixijs-website","p":71},{"i":78,"t":"Next up is PixiJS React. A library that provides a way to use PixiJS in React applications. PixiJS React is a continuation of the react-pixi library created by Patrick Brouwer, which has been widely used by the PixiJS community in React projects. PixiJS has taken over maintenance of the library and is dedicated to improving the library's performance, documentation, and support for new features. The library provides an easy-to-use interface that makes it easy for developers to create React applications with PixiJS. The library integrates all the core features of PixiJS and allows you to create custom components for 3rd party libraries. Github Repo","s":"PixiJS React​","u":"/blog/pixi-universe","h":"#pixijs-react","p":71},{"i":80,"t":"We have now released a new repository called \"PixiJS Open Games\". This is a collection of open-source games that showcases how to use PixiJS to create games and is released under the MIT license. The purpose of these games is to provide professional examples of how to use PixiJS for game development. The first two games released are a match-3 game and a bubble shooter game. These games not only demonstrate how to use PixiJS for game development but also how to use other libraries such as PixiJS UI and AssetPack. We also have more games planned for release, which will demonstrate how to use PixiJS with other libraries such as PixiJS Layout and PixiJS React. PixiJS Open Games will hopefully be a valuable resource for game developers who want to learn how to use PixiJS for game development and will also be a great source of inspiration for developers looking to create their own games using PixiJS. The project is available on GitHub for anyone who wants to explore the code or contribute to the project. Github Repo Play Puzzling Potions Play Bubbo Bubbo","s":"PixiJS Open Games​","u":"/blog/pixi-universe","h":"#pixijs-open-games","p":71},{"i":82,"t":"PixiJS UI is a new library for developers who want to create beautiful and functional user interfaces with PixiJS. The library includes a range of components such as buttons, checkboxes, sliders, text inputs, scroll views, lists, radio buttons, and progress bars, which can be easily integrated into your game. These components are highly customizable, allowing you to tweak the appearance and behaviour of each element to fit your game's specific needs. PixiJS UI has been used in all of the open-source games, so feel free to check these out for real-world examples. PixiJS UI Github Repo PixiJS Layout is another library that can make your life as a developer easier. This library enables you to create responsive layouts using PixiJS, which means you can design interfaces that adapt to different screen sizes and aspect ratios. PixiJS Layout works well with PixiJS UI, allowing you to combine both libraries to create complex, dynamic interfaces that respond to user input and screen changes. With PixiJS Layout, you have the flexibility to create resizable layouts that can be adjusted to fit any screen size or device. This means that your game's interface can look great on everything from small mobile devices to large desktop displays. PixiJS Layout is still under development but will be ready in the next few weeks PixiJS Layout Github Repo","s":"PixiJS UI & PixiJS Layout​","u":"/blog/pixi-universe","h":"#pixijs-ui--pixijs-layout","p":71},{"i":84,"t":"Finally, for phase 1 we are announcing AssetPack. Asset management is an important part of developing applications, and the new AssetPack library aims to make this process easier. AssetPack is a framework-agnostic library that can be used with any framework, including PixiJS, ThreeJS, and Phaser. It provides a range of features that help developers manage their assets efficiently. The key feature of AssetPack is the ability to automatically generate new assets on the fly. For example, you can provide it with a folder of individual images and it will generate sprite sheets, which can significantly improve the performance of your application. It also provides plugins to generate mipmaps, convert fonts to different formats, convert audio to different formats, compress images, and minify JSON. These features help developers optimize their assets for faster loading times, better performance, and improved user experience. We will soon be releasing a new blog post that provides more details on how to use it. With its many useful features and framework-agnostic design. However, if you want to get stuck in today then check out the GitHub repo Github Repo","s":"AssetPack​","u":"/blog/pixi-universe","h":"#assetpack","p":71},{"i":86,"t":"Phase 2 will begin shortly and aims to make it easier to work with PixiJS applications.","s":"Phase 2​","u":"/blog/pixi-universe","h":"#phase-2","p":71},{"i":88,"t":"Jumpstart is a new CLI tool being developed by the PixiJS team to simplify the process of creating new PixiJS applications. With this tool, developers will no longer need to set up complicated tooling or worry about setting up different bundlers and frameworks. The tool will handle all the setup for you, allowing you to focus on building your application. Jumpstart will be similar to other CLI tools such as Create-React-App or Create-Vue, which have become popular in the front-end development community. The tool will provide templates for different bundlers and frameworks, including webpack, parcel, rollup, and more. This will make it easy for developers to get started with PixiJS regardless of their preferred tools and workflows. With Jumpstart, you'll be able to create a new PixiJS application in just a few minutes and start building right away.","s":"PixiJS JumpStart​","u":"/blog/pixi-universe","h":"#pixijs-jumpstart","p":71},{"i":90,"t":"PixiJS dev tools will be a browser extension that is planned to be released soon to help developers debug their PixiJS applications. This tool aims to make it easier for developers to understand the inner workings of PixiJS, optimize their code, and follow best practices. It is designed to help developers diagnose performance issues and visualize the resources that their applications are consuming. One of the key features of the PixiJS Dev Tools is its ability to help developers understand the complex process of batching in PixiJS. Batching is a technique used to optimize the rendering of multiple objects in the same draw call. This process can be complicated to understand, especially for new developers. PixiJS Dev Tools aims to make it easier to debug and optimize the rendering of objects. Overall, PixiJS Dev Tools will be a powerful tool that will make it easier for developers to build high-performance, visually stunning applications with PixiJS. By providing developers with a deeper understanding of the inner workings of PixiJS, this toolset will help developers optimize their code and create more efficient and engaging applications.","s":"PixiJS Dev Tools​","u":"/blog/pixi-universe","h":"#pixijs-dev-tools","p":71},{"i":92,"t":"Phase 3 is where our long-term projects start to be revealed. These are major changes to the PixiJS ecosystem that we are incredibly excited about","s":"Phase 3​","u":"/blog/pixi-universe","h":"#phase-3","p":71},{"i":94,"t":"Comet will be a new editor that aims to make it easier than ever to design and create games and applications with PixiJS. With its intuitive and user-friendly interface, the editor is designed to appeal to both designers and developers, allowing both groups to collaborate and work more efficiently. One of the standout features of Comet is the visual interface it provides for creating and editing scenes, sprites, animations, and more. This means that designers can create and edit complex scenes without ever having to write a single line of code. The editor provides a range of tools and options for creating sprites, animations, and other game elements, making it easy to get started with creating a game or application. In addition, developers will appreciate the runtime player feature, which allows them to easily recreate scenes in their own applications. This makes it easy to test and iterate on designs, ensuring that the final product is both functional and visually appealing. And with multi-user, real-time collaboration, Comet makes it easy for teams to work together, sharing assets and ideas and creating high-quality games and applications in record time.","s":"Comet​","u":"/blog/pixi-universe","h":"#comet","p":71},{"i":96,"t":"PixiJS v8 will be the next major release that represents a complete rewrite of PixiJS from the ground up. The development team has leveraged their extensive experience over many years to make improvements and optimizations to the core PixiJS engine. The new version of PixiJS is designed to be faster and more efficient, providing a significant improvement in rendering performance compared to v7 (currently sitting at x2) One of the most exciting features of PixiJS v8 is the inclusion of first-class support for WebGPU, which is a new graphics API that is being developed by major browser vendors. This will enable developers to take advantage of advanced GPU capabilities, which can significantly improve the performance of graphics-intensive applications. In addition to WebGPU support, the PixiJS team has also made a significant effort to optimize the engine for the canvas renderer, which will be available as a first-class option for developers looking to reduce bundle size. Overall, PixiJS v8 represents a major leap forward for us, developers can expect a much faster and more efficient engine that is better suited for building complex, graphics-intensive applications.","s":"PixiJS v8​","u":"/blog/pixi-universe","h":"#pixijs-v8","p":71},{"i":98,"t":"Phase 4 represents a leap into new territory for PixiJS as we look to delve deeper into areas outside of strictly 2D rendering.","s":"Phase 4​","u":"/blog/pixi-universe","h":"#phase-4","p":71},{"i":100,"t":"For years, Goodboy (now Playco) has had an internal 3D engine called Odie that was built on top of PixiJS. We are now planning to open-source it, which is exciting for those of you who want to seamlessly mix 2D and 3D content in your games or applications. With PixiJS 3D, you will no longer need to switch between engines or frameworks to incorporate 3D elements in your project. Although this is a long-term project, the team is making progress and plans to share more information later in the year. This release will greatly expand PixiJS's capabilities and give developers even more flexibility when building their applications.","s":"PixiJS 3D​","u":"/blog/pixi-universe","h":"#pixijs-3d","p":71},{"i":102,"t":"Finally, we are thrilled to announce that we will be working on a new library called PixiJS Game Engine. This game engine aims to provide everything you would expect from a 2D/3D game engine and will offer many features and tools to make game development easier and more efficient. Some of the features of PixiJS Game Engine will include support for physics engines, audio, input handling, asset loading and management, state management, animation and tweening, and more.","s":"PixiJS Game Engine​","u":"/blog/pixi-universe","h":"#pixijs-game-engine","p":71},{"i":104,"t":"We've shared a lot of exciting news about new projects and updates coming to the PixiJS community. There's a lot to look forward to in the upcoming months. We want to extend our sincere thanks to the PixiJS community, its contributors, and Playco for making all of this possible. We're excited to see what you'll create with these new tools and resources, and we look forward to continuing to support and grow the PixiJS ecosystem. Be sure to check out the GitHub links mentioned above and stay tuned for more updates on the PixiJS 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For years, PixiJS has been the most popular 2D renderer for the web, but it was always \"just a rendering engine.\" The community has created many great tools to help developers build games and applications with PixiJS, but we lacked the manpower to maintain and improve these tools, causing fragmentation in the community. To address this, Playco has assembled a dedicated team of developers who will work on PixiJS full-time. Over the next 12 months, we have more than ten projects planned, and in this announcement, we would like to introduce some of them.","s":"Introducing the PixiJS Universe!","u":"/blog/pixi-universe","h":"","p":1},{"i":4,"t":"We have several new projects in the works, and we are releasing them in four phases over the year. We are currently nearing the end of phase 1, which has seen the release of several exciting new tools and libraries for PixiJS:","s":"Phase 1​","u":"/blog/pixi-universe","h":"#phase-1","p":1},{"i":6,"t":"First up we are excited to announce that we will be releasing a beta version of our new website for PixiJS. The current documentation has suffered from long-term organic growth over the years with little structure and as such much of the PixiJS documentation is fragmented across multiple sites. This new website will put everything you need in one place and be easily searchable. We are also planning on improving the documentation and adding more guides and examples, as well as considering translating the documentation into other languages. If you have any ideas on how to improve the site please let us know! Github Repo","s":"PixiJS Website​","u":"/blog/pixi-universe","h":"#pixijs-website","p":1},{"i":8,"t":"Next up is PixiJS React. A library that provides a way to use PixiJS in React applications. PixiJS React is a continuation of the react-pixi library created by Patrick Brouwer, which has been widely used by the PixiJS community in React projects. PixiJS has taken over maintenance of the library and is dedicated to improving the library's performance, documentation, and support for new features. The library provides an easy-to-use interface that makes it easy for developers to create React applications with PixiJS. The library integrates all the core features of PixiJS and allows you to create custom components for 3rd party libraries. Github Repo","s":"PixiJS React​","u":"/blog/pixi-universe","h":"#pixijs-react","p":1},{"i":10,"t":"We have now released a new repository called \"PixiJS Open Games\". This is a collection of open-source games that showcases how to use PixiJS to create games and is released under the MIT license. The purpose of these games is to provide professional examples of how to use PixiJS for game development. The first two games released are a match-3 game and a bubble shooter game. These games not only demonstrate how to use PixiJS for game development but also how to use other libraries such as PixiJS UI and AssetPack. We also have more games planned for release, which will demonstrate how to use PixiJS with other libraries such as PixiJS Layout and PixiJS React. PixiJS Open Games will hopefully be a valuable resource for game developers who want to learn how to use PixiJS for game development and will also be a great source of inspiration for developers looking to create their own games using PixiJS. The project is available on GitHub for anyone who wants to explore the code or contribute to the project. Github Repo Play Puzzling Potions Play Bubbo Bubbo","s":"PixiJS Open Games​","u":"/blog/pixi-universe","h":"#pixijs-open-games","p":1},{"i":12,"t":"PixiJS UI is a new library for developers who want to create beautiful and functional user interfaces with PixiJS. The library includes a range of components such as buttons, checkboxes, sliders, text inputs, scroll views, lists, radio buttons, and progress bars, which can be easily integrated into your game. These components are highly customizable, allowing you to tweak the appearance and behaviour of each element to fit your game's specific needs. PixiJS UI has been used in all of the open-source games, so feel free to check these out for real-world examples. PixiJS UI Github Repo PixiJS Layout is another library that can make your life as a developer easier. This library enables you to create responsive layouts using PixiJS, which means you can design interfaces that adapt to different screen sizes and aspect ratios. PixiJS Layout works well with PixiJS UI, allowing you to combine both libraries to create complex, dynamic interfaces that respond to user input and screen changes. With PixiJS Layout, you have the flexibility to create resizable layouts that can be adjusted to fit any screen size or device. This means that your game's interface can look great on everything from small mobile devices to large desktop displays. PixiJS Layout is still under development but will be ready in the next few weeks PixiJS Layout Github Repo","s":"PixiJS UI & PixiJS Layout​","u":"/blog/pixi-universe","h":"#pixijs-ui--pixijs-layout","p":1},{"i":14,"t":"Finally, for phase 1 we are announcing AssetPack. Asset management is an important part of developing applications, and the new AssetPack library aims to make this process easier. AssetPack is a framework-agnostic library that can be used with any framework, including PixiJS, ThreeJS, and Phaser. It provides a range of features that help developers manage their assets efficiently. The key feature of AssetPack is the ability to automatically generate new assets on the fly. For example, you can provide it with a folder of individual images and it will generate sprite sheets, which can significantly improve the performance of your application. It also provides plugins to generate mipmaps, convert fonts to different formats, convert audio to different formats, compress images, and minify JSON. These features help developers optimize their assets for faster loading times, better performance, and improved user experience. We will soon be releasing a new blog post that provides more details on how to use it. With its many useful features and framework-agnostic design. However, if you want to get stuck in today then check out the GitHub repo Github Repo","s":"AssetPack​","u":"/blog/pixi-universe","h":"#assetpack","p":1},{"i":16,"t":"Phase 2 will begin shortly and aims to make it easier to work with PixiJS applications.","s":"Phase 2​","u":"/blog/pixi-universe","h":"#phase-2","p":1},{"i":18,"t":"Jumpstart is a new CLI tool being developed by the PixiJS team to simplify the process of creating new PixiJS applications. With this tool, developers will no longer need to set up complicated tooling or worry about setting up different bundlers and frameworks. The tool will handle all the setup for you, allowing you to focus on building your application. Jumpstart will be similar to other CLI tools such as Create-React-App or Create-Vue, which have become popular in the front-end development community. The tool will provide templates for different bundlers and frameworks, including webpack, parcel, rollup, and more. This will make it easy for developers to get started with PixiJS regardless of their preferred tools and workflows. With Jumpstart, you'll be able to create a new PixiJS application in just a few minutes and start building right away.","s":"PixiJS JumpStart​","u":"/blog/pixi-universe","h":"#pixijs-jumpstart","p":1},{"i":20,"t":"PixiJS dev tools will be a browser extension that is planned to be released soon to help developers debug their PixiJS applications. This tool aims to make it easier for developers to understand the inner workings of PixiJS, optimize their code, and follow best practices. It is designed to help developers diagnose performance issues and visualize the resources that their applications are consuming. One of the key features of the PixiJS Dev Tools is its ability to help developers understand the complex process of batching in PixiJS. Batching is a technique used to optimize the rendering of multiple objects in the same draw call. This process can be complicated to understand, especially for new developers. PixiJS Dev Tools aims to make it easier to debug and optimize the rendering of objects. Overall, PixiJS Dev Tools will be a powerful tool that will make it easier for developers to build high-performance, visually stunning applications with PixiJS. By providing developers with a deeper understanding of the inner workings of PixiJS, this toolset will help developers optimize their code and create more efficient and engaging applications.","s":"PixiJS Dev Tools​","u":"/blog/pixi-universe","h":"#pixijs-dev-tools","p":1},{"i":22,"t":"Phase 3 is where our long-term projects start to be revealed. These are major changes to the PixiJS ecosystem that we are incredibly excited about","s":"Phase 3​","u":"/blog/pixi-universe","h":"#phase-3","p":1},{"i":24,"t":"Comet will be a new editor that aims to make it easier than ever to design and create games and applications with PixiJS. With its intuitive and user-friendly interface, the editor is designed to appeal to both designers and developers, allowing both groups to collaborate and work more efficiently. One of the standout features of Comet is the visual interface it provides for creating and editing scenes, sprites, animations, and more. This means that designers can create and edit complex scenes without ever having to write a single line of code. The editor provides a range of tools and options for creating sprites, animations, and other game elements, making it easy to get started with creating a game or application. In addition, developers will appreciate the runtime player feature, which allows them to easily recreate scenes in their own applications. This makes it easy to test and iterate on designs, ensuring that the final product is both functional and visually appealing. And with multi-user, real-time collaboration, Comet makes it easy for teams to work together, sharing assets and ideas and creating high-quality games and applications in record time.","s":"Comet​","u":"/blog/pixi-universe","h":"#comet","p":1},{"i":26,"t":"PixiJS v8 will be the next major release that represents a complete rewrite of PixiJS from the ground up. The development team has leveraged their extensive experience over many years to make improvements and optimizations to the core PixiJS engine. The new version of PixiJS is designed to be faster and more efficient, providing a significant improvement in rendering performance compared to v7 (currently sitting at x2) One of the most exciting features of PixiJS v8 is the inclusion of first-class support for WebGPU, which is a new graphics API that is being developed by major browser vendors. This will enable developers to take advantage of advanced GPU capabilities, which can significantly improve the performance of graphics-intensive applications. In addition to WebGPU support, the PixiJS team has also made a significant effort to optimize the engine for the canvas renderer, which will be available as a first-class option for developers looking to reduce bundle size. Overall, PixiJS v8 represents a major leap forward for us, developers can expect a much faster and more efficient engine that is better suited for building complex, graphics-intensive applications.","s":"PixiJS v8​","u":"/blog/pixi-universe","h":"#pixijs-v8","p":1},{"i":28,"t":"Phase 4 represents a leap into new territory for PixiJS as we look to delve deeper into areas outside of strictly 2D rendering.","s":"Phase 4​","u":"/blog/pixi-universe","h":"#phase-4","p":1},{"i":30,"t":"For years, Goodboy (now Playco) has had an internal 3D engine called Odie that was built on top of PixiJS. We are now planning to open-source it, which is exciting for those of you who want to seamlessly mix 2D and 3D content in your games or applications. With PixiJS 3D, you will no longer need to switch between engines or frameworks to incorporate 3D elements in your project. Although this is a long-term project, the team is making progress and plans to share more information later in the year. This release will greatly expand PixiJS's capabilities and give developers even more flexibility when building their applications.","s":"PixiJS 3D​","u":"/blog/pixi-universe","h":"#pixijs-3d","p":1},{"i":32,"t":"Finally, we are thrilled to announce that we will be working on a new library called PixiJS Game Engine. This game engine aims to provide everything you would expect from a 2D/3D game engine and will offer many features and tools to make game development easier and more efficient. Some of the features of PixiJS Game Engine will include support for physics engines, audio, input handling, asset loading and management, state management, animation and tweening, and more.","s":"PixiJS Game Engine​","u":"/blog/pixi-universe","h":"#pixijs-game-engine","p":1},{"i":34,"t":"We've shared a lot of exciting news about new projects and updates coming to the PixiJS community. There's a lot to look forward to in the upcoming months. We want to extend our sincere thanks to the PixiJS community, its contributors, and Playco for making all of this possible. We're excited to see what you'll create with these new tools and resources, and we look forward to continuing to support and grow the PixiJS ecosystem. Be sure to check out the GitHub links mentioned above and stay tuned for more updates on the PixiJS Universe!","s":"Conclusion","u":"/blog/pixi-universe","h":"#conclusion","p":1},{"i":37,"t":"We're thrilled to offer an exclusive preview of the future of 2D web graphics with the Beta release of PixiJS v8. Although not yet finalized, this Beta iteration is packed with killer performance improvements and features we're eager for you to start playing with! Over the course of a decade—yes, you read that right, ten years!—we've implemented significant changes to the PixiJS engine. But the advancements in this new release are among the most monumental we've ever made! Two driving factors catalysed our approach to re-engineering the codebase and rendering pipeline in v8:","s":"PixiJS v8 Beta! 🎉","u":"/blog/pixi-v8-beta","h":"","p":36},{"i":39,"t":"The newcomer WebGPU offers a substantial performance improvement over its predecessor, WebGL. It propels web computations and graphics into a new era, providing a more efficient and robust API. Soon, it will be the go-to method for rendering most GPU-powered content on the web. This shift is reminiscent of PixiJS's initial launch. At that time, WebGL was new and only available in a handful of desktop browsers, while Canvas was ubiquitous. PixiJS's standout feature was its ability to first attempt rendering with WebGL and then fall back to Canvas as a Plan B. This approach allowed PixiJS content to immediately benefit as WebGL gained traction. Fast forward to today, and WebGL is now available on 95% of browsers. History is repeating itself with WebGPU, currently supported in only a few desktop browsers and roughly 27% of the market. However, it's only a matter of time before it becomes universally supported. PixiJS aims to execute the same fallback strategy, allowing you to always leverage the best technology available without needing to rewrite your code. This is precisely what version 8 achieves and will future proof everything we make for another ten years :D","s":"1. 😍 Embracing WebGPU","u":"/blog/pixi-v8-beta","h":"#1--embracing-webgpu","p":36},{"i":41,"t":"PixiJS has always been synonymous with speed and high-performance graphics. With v8, we've revisited our architecture to optimize both static and dynamic rendering. While v7 is fast, it operates as a somewhat ‘naïve’ renderer. v7 approach:​ Traverse the scene graph and make sure all the transforms are correct Traverse the scene graph a second time and do the following Build batches to render Upload the data to the GPU Draw the batch to the screen. v8 approach​ Update the transform of only things that changed Traverse the scene graph and construct a set of instructions. Upload all scene data to GPU in one go. Execute rendering based on the instructions. There are three key changes to this loop that give us a performance bump. First, we update only the elements that have changed. If nothing has moved, no code is executed, optimizing computational overhead. Second, if the scene graph remains unchanged in subsequent frames, we reuse the existing rendering instructions. This avoids the overhead of reconstructing these instructions for each frame. Third, if no elements in the scene change position, the data upload step (Step 3) is entirely skipped, thereby saving bandwidth and further reducing computational work. The net effect of these improvements? A decent performance leap across varying use-cases: CPU = time spent by the cpu rendering a single frame GPU = time spend by the gpu rendering a single frame Bunny Situation V7 CPU V8 CPU CPU Dif V7 GPU V8 GPU GPU dif 100k sprites all moving ~50ms ~15ms 233% ~9ms ~2ms 350% 100k sprites not moving ~21ms ~0.12ms 17417% ~9ms ~0.5ms 1700% 100k sprites (changing scene structure) ~50ms ~24ms 108% ~9ms ~2ms 350% These benchmark numbers are based on this Bunnymark test that you can try yourself! v7 Bunnymark v8 Bunnymark - WebGPU v8 Bunnymark - WebGL Repo Please have a play, you can fiddle with the parameters in the url to change the number of bunnies. Curious to see what numbers all of you get! Best of all, these improvements apply to WebGPU and the WebGL renderer. As with all of PixiJs’s party tricks, this all happens automatically :D","s":"2. 🚀 Turbocharging Performance","u":"/blog/pixi-v8-beta","h":"#2--turbocharging-performance","p":36},{"i":43,"t":"While the two key drivers behind this overhaul were performance and usability, we didn't stop there. We've seized this opportunity to enhance the API and introduce a plethora of new features to the engine—far too many to encapsulate in a single post! Stay tuned for upcoming blog posts where we'll delve deeper into these additional improvements and API refinements, empowering you to create even more remarkable projects. For a comprehensive overview of what's new, don't miss the release notes. As a crucial note, PixiJS v8 retains much of the familiar API despite undergoing significant internal updates. Our changes are geared toward making PixiJS more robust and user-friendly. When you encounter modifications, rest assured that the v7 methodology will continue to work—you'll simply see a deprecation warning, guiding you towards optimal practices.","s":"But Wait, There's More!","u":"/blog/pixi-v8-beta","h":"#but-wait-theres-more","p":36},{"i":45,"t":"As we progress toward the release candidate, now is the perfect time for you to dive in and explore v8. Your feedback at this stage is invaluable for fine-tuning our engine. We invite you to share your thoughts—the good, the bad, and the ugly—report bugs, and even contribute code. Together, we can elevate PixiJS to unprecedented heights. 👇 Don't wait—dive right in! Explore the PixiJS v8 Codebase on GitHub","s":"Over to you!","u":"/blog/pixi-v8-beta","h":"#over-to-you","p":36},{"i":47,"t":"via npm you can install the beta version like so: npm install pixi.js@prerelease-v8 then you can create the most appropriate renderer using the new autoDetectRenderer function: import { autoDetectRenderer } from \"pixi.js\"; async function init() { const renderer = await autoDetectRenderer({ // any settings }); // will return a WebGL or WebGPU renderer } Start experimenting with PixiJS v8 Beta today and join us in shaping the future of 2D web graphics! 🎉","s":"Steps to install:","u":"/blog/pixi-v8-beta","h":"#steps-to-install","p":36},{"i":49,"t":"\"To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time conversations.","s":"Keep in touch!","u":"/blog/pixi-v8-beta","h":"#keep-in-touch","p":36},{"i":74,"t":"Get ready to push the boundaries of what's possible on the web! PixiJS v8 has landed, and it's a game-changer. Celebrating a decade of driving innovation, we've supercharged PixiJS with the latest technological advancements, making it faster, more robust, and ridiculously powerful. From the seamless integration of WebGPU to leveraging modern JavaScript for smoother development, PixiJS v8 is all about empowering you to create jaw-dropping web experiences with ease. It's not just an update; it's the future of 2D web graphics, today. Dive in and let PixiJS v8 elevate your projects to unseen heights. Let's make the web a more beautiful place, one pixi(el) at a time.","s":"PixiJS v8 Launches! 🎉","u":"/blog/pixi-v8-launches","h":"","p":73},{"i":76,"t":"It's hard to believe that PixiJS has been part of the open-source community for a whopping ten years. In that time, the digital landscape has evolved tremendously, and so has PixiJS. We've seen significant updates, like the transition to TypeScript, and we've overhauled major parts of the engine, such as asset loading and WebGL integration. Now, we're thrilled to unveil PixiJS v8, arguably our most substantial update ever. This release is not just a reflection on the shortcomings of v7, which has served us well, but an acknowledgment that there's always room for improvement. Over time, we've all encountered aspects of our code we wished we could refine. Often, the best solutions and insights emerge only after we've stepped back from the problem, allowing us to see the bigger picture. With PixiJS v8, our aim was to revisit and enhance the foundation of PixiJS, streamlining its core rather than just adding layers of code. Our vision for v8 was clear: Longevity: We designed v8 to stand the test of time, anticipating it will remain relevant and robust for another decade. Innovation with WebGPU: Embracing the latest in rendering technology, we've seamlessly integrated WebGPU, not as an add-on to our existing WebGL renderer but as a core paradigm, ensuring PixiJS remains at the cutting edge as WebGL phases out. Leveraging Modern JavaScript: The advancements in JavaScript have significantly simplified development. We've utilized features like object destructuring and options to make v8 cleaner and more powerful. Correcting Past Oversights: Every project has its lessons. With v8, we've addressed and rearchitected certain aspects of PixiJS, reducing complexity and enhancing functionality, particularly in areas we felt were overengineered in the past (looking at you, textures!). Boosting Performance: PixiJS is already renowned for its speed. With v8, we've unlocked even greater performance, making it faster across the board compared to v7. We're incredibly proud of PixiJS v8 and eager to share the improvements and new features with you. While there are some breaking API changes, we've provided a migration guide and ensured compatibility with v7 wherever possible. Get ready to experience the next level of 2D rendering with PixiJS v8!","s":"🚀 Revolutionizing Web Graphics: Welcome to PixiJS v8","u":"/blog/pixi-v8-launches","h":"#-revolutionizing-web-graphics-welcome-to-pixijs-v8","p":73},{"i":78,"t":"The new Docs for v8 can be found here Migration Examples Open Games","s":"🔗 Quick links","u":"/blog/pixi-v8-launches","h":"#-quick-links","p":73},{"i":80,"t":"There are numerous updates to discuss, more than can be covered in a single post! Below are the key highlights. For a more detailed exploration of these changes, be sure to follow the links provided above. 📈 New Performance Bar​ The performance of v8 is faster for both renderers. This means by using v8 and the WebGL renderer, all the speed improvements apply! This is mainly as we have taken great care to make a more reactive render loop that only updates what it needs to. Check out the numbers here: CPU = time spent by the CPU rendering a single frame GPU = time spent by the GPU rendering a single frame Bunny Situation V7 CPU V8 CPU CPU Dif V7 GPU V8 GPU GPU dif 100k sprites all moving ~50ms ~15ms 233% ~9ms ~2ms 350% 100k sprites not moving ~21ms ~0.12ms 17417% ~9ms ~0.5ms 1700% 100k sprites (changing scene structure) ~50ms ~24ms 108% ~9ms ~2ms 350% These benchmark numbers are based on the Bunnymark test that you can try yourself. v7 Bunnymark v8 Bunnymark - WebGPU v8 Bunnymark - WebGL Repo 🖥️ WebGPU Renderer​ We've implemented a WebGPU backend for rendering. Whilst this has created a better graphics paradigm under the hood and set us up for the future of rich web content, it's important to note that WebGPU does not automatically guarantee improved performance over WebGL in all scenarios, as PixiJS often encounters more limitations on the CPU side than the GPU. However, for scenes with numerous batch breaks, such as filters, masks, and blend modes, WebGPU may offer better performance due to its more modern to rendering. As WebGPU is relatively new, it's expected to enhance in speed over time, similar to the development of WebGL. It serves as a solid foundation for future advancements. 📦 New Package Structure​ No more \"lerna.\" PixiJS is now just one package with one import root: import {stuff} from ‘pixi.js’. This change means we now have much better tree shaking during app compilation, reducing bundle size if not imported. Old: import { Sprite } from \"@pixi/sprite\"; import { Graphic } from \"@pixi/graphics\"; New: import { Sprite, Graphic } from \"pixi.js\";","s":"🎁 Whats New?","u":"/blog/pixi-v8-launches","h":"#-whats-new","p":73},{"i":82,"t":"When initializing a renderer, this process is now asynchronous. This serves two purposes: firstly, identifying and loading the necessary renderer code to minimize what is loaded for your users. We only load the one backend that your user is using. There's no point in loading all the WebGL stuff if they are using WebGPU. Secondly, the initialization of WebGPU itself is an asynchronous process, so we need to have a promise in there somewhere! import { Application, autoDetectRenderer } from \"pixi.js\"; const app = new Application(); (async () => { await app.init({ // application options }); // or const renderer = await autoDetectRenderer({}); // WebGL or WebGPU // do pixi things })(); 🌟 Scene Upgrades​ The concept of render groups has been introduced, enabling containers to utilize GPU for their transformations. This facilitates a true 2D hardware-accelerated camera, ideal for navigating large static worlds through panning and zooming, similar to how a camera moves in a 3D environment rather than moving the world itself. This approach can significantly enhance performance. const container = new Container({ isRenderGroup:true // this containers transform is now handled on the GPU! }) Another cool new change is that now blend modes and tints are inherited, much like transforms and alpha. This means you can now easily tint a container, and all its children will have the tint applied - same for blend modes, its as easy as: // will make all the children tinted red container.tint = 'red' // will make all the children have the add blend mode container.blendMode = 'add' Rendering to a texture with antialiasing has been simplified; you only need to enable the new antialiasing property by setting it to true during the creation of a render texture or when applying a filter, similar to the process used for creating your renderer. const texture = RenderTexture.create({ width:100, height:100, antialias:true // easy as that }) We have also added support for a wide range of Photoshop-like filters, This allows you to take your rendering to the next level! We have including all the classics: ColorBlend, ColorBurnBlend, ColorDodgeBlend, DarkenBlend, DifferenceBlend, DivideBlend, ExclusionBlend, HardLightBlend, HardMixBlend, LightenBlend, LinearBurnBlend, LinearDodgeBlend, LinearLightBlend, LuminosityBlend, NegationBlend, OverlayBlend, PinLightBlend, SaturationBlend, SoftLightBlend, SubtractBlend, VividLightBlend. It's important to mention that these are essentially filters at the core, so it's advisable not to overuse them to avoid potential slowdowns. import `pixi.js/advanced-blend-modes` // make sure to include them in you lib! (or cherry pick one!) myContainer.blendMode = 'color-burn` // easy! 🎨 Graphics Upgrades​ The Graphics API has undergone changes to become more intuitive and user-friendly, closely resembling the HTML Canvas 2D context API. For instance, drawing and filling a rectangle is simplified as follows: graphics .rect(50, 50, 100, 100) .fill('blue'); A GraphicsContext has been introduced, powering all graphics operations. Similar to how one texture can be used across many sprites, a single GraphicsContext can now be utilized by multiple Graphics objects, enhancing efficiency and flexibility. Support for SVG drawing has been added. For example: graphics.svg('M 100 350 q 150 -300 300 0'); Gradient fill support has been introduced, currently limited to linear gradients, allowing for more visually engaging designs. The new GraphicsPath class enables the drawing and sharing of shapes. This feature is particularly useful as it allows for the creation of paths that can then be transformed into Mesh geometry using the buildGeometryFromPath function, opening up new possibilities for intricate and detailed graphic designs. const path = new GraphicsPath() .rect(-50, -50, 100, 100) // create geometry from the path: const geometry = buildGeometryFromPath({ path, }); const mesh = new Mesh({ geometry, texture: Texture.WHITE, }); For more information on these graphics upgrades and guidance on how to adapt to the enhanced Graphics API, please refer to the migration guide, or why not jump in and play with some examples. 📝 Text Upgrades​ Text has been upgraded to allow for better performance and usability! We have also integrated HTMLText into v8 as standard. BitmapFonts can now be generated on the fly or installed upfront as you prefer. They dynamically add characters as the font's glyphs are required, saving on memory. The layout of bitmap text is almost identical to the layout of the default text now, making it easier to switch between the two depending on your needs. const myText = new BitmapText({ text: 'hello im a bitmap font!', // font will be dynamically created style:{ fontFamily: 'Outfit', fontSize: 12, fill: 'red', } }) Text fills and strokes now conform to the same fills and strokes as graphics. This means Gradients, textures, and all the fun ways you can fill and stroke graphics can now be applied to Text. const myText = new Text({ text: 'hello im some fancy text', // font will be dynamically created! style:{ fontFamily: 'Outfit', fontSize: 12, fill: { texture, color:'red'} // same as graphics api fills stroke: { width:3, color:'blue' } // same as graphics api strokes } })","s":"✨ We promise the Renderer will work","u":"/blog/pixi-v8-launches","h":"#-we-promise-the-renderer-will-work","p":73},{"i":84,"t":"As PixiJS v8 takes its first steps into the world, we're eager to see it grow with your feedback and contributions. Now we know things won't be perfect, but we're committed to quick responses on GitHub and Discord to any issues that arise, valuing your input to make PixiJS even better. A heartfelt thanks to our early adopters (everyone in here) for testing the limits of v8, to our dedicated contributors and team for their hard work. Your efforts and insights are invaluable to us. We could not have gotten here without you! A final big shout-out to PlayCo for their support in making this release a reality! Let's continue to innovate and push the boundaries of web graphics together. Your engagement is key to PixiJS's evolution, and we're excited to see where we can go with your help.","s":"🤝 What now? Get involved!","u":"/blog/pixi-v8-launches","h":"#-what-now-get-involved","p":73},{"i":86,"t":"To stay in the loop, we invite you to follow Doormat23 and PixiJS on social media, where we'll be unveiling more exciting updates shortly. Alternatively, you can join our vibrant community on Discord for direct engagement and real-time chit-chats.","s":"📲 Keep in 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The majority of the time you won't need do use them at all! Strategic Grouping: Consider what parts of your scene change together and which parts remain static. Grouping dynamic elements separately from static elements can lead to performance gains. By understanding and utilizing Render Groups, you can take full advantage of PixiJS's rendering capabilities, making your applications smoother and more efficient. This feature represents a powerful tool in the optimization toolkit offered by PixiJS, enabling developers to create rich, interactive scenes that run smoothly across different devices.","s":"Best Practices","u":"/guides/advanced/render-groups","h":"#best-practices","p":583},{"i":595,"t":"OK, now that you've gotten a feel for how easy it is to build a PixiJS application, let's get into the specifics. For the rest of the Basics section, we're going to work from the high level down to the details. We'll start with an overview of how PixiJS is put together.","s":"Architecture Overview","u":"/guides/basics/architecture-overview","h":"","p":594},{"i":597,"t":"Before we get into how the code is layed out, let's talk about where it lives. PixiJS is an open source product hosted on GitHub. Like any GitHub repo, you can browse and download the raw source files for each PixiJS class, as well as search existing issues & bugs, and even submit your own. PixiJS is written in a JavaScript variant called TypeScript, which enables type-checking in JavaScript via a pre-compile step.","s":"The Code","u":"/guides/basics/architecture-overview","h":"#the-code","p":594},{"i":599,"t":"Here's a list of the major components that make up PixiJS. Note that this list isn't exhaustive. Additionally, don't worry too much about how each component works. The goal here is to give you a feel for what's under the hood as we start exploring the engine.","s":"The Components","u":"/guides/basics/architecture-overview","h":"#the-components","p":594},{"i":601,"t":"Component Description Renderer The core of the PixiJS system is the renderer, which displays the scene graph and draws it to the screen. PixiJS will automatically determine whether to provide you the WebGPU or WebGL renderer under the hood. Container Main scene object which creates a scene graph: the tree of renderable objects to be displayed, such as sprites, graphics and text. See Scene Graph for more details. Assets The Asset system provides tools for asynchronously loading resources such as images and audio files. Ticker Tickers provide periodic callbacks based on a clock. Your game update logic will generally be run in response to a tick once per frame. You can have multiple tickers in use at one time. Application The Application is a simple helper that wraps a Loader, Ticker and Renderer into a single, convenient easy-to-use object. Great for getting started quickly, prototyping and building simple projects. Events PixiJS supports pointer-based interaction - making objects clickable, firing hover events, etc. Accessibility Woven through our display system is a rich set of tools for enabling keyboard and screen-reader accessibility.","s":"Major Components","u":"/guides/basics/architecture-overview","h":"#major-components","p":594},{"i":620,"t":"Now that you understand the major parts of the system, let's look at how these parts work together to get your project onto the screen. Unlike a web page, PixiJS is constantly updating and re-drawing itself, over and over. You update your objects, then PixiJS renders them to the screen, then the process repeats. We call this cycle the render loop. The majority of any PixiJS project is contained in this update + render cycle. You code the updates, PixiJS handles the rendering. Let's walk through what happens each frame of the render loop. There are three main steps.","s":"Render Loop","u":"/guides/basics/render-loop","h":"","p":619},{"i":622,"t":"The first step is to calculate how much time has elapsed since the last frame, and then call the Application object's ticker callbacks with that time delta. This allows your project's code to animate and update the sprites, etc. on the stage in preparation for rendering.","s":"Running Ticker Callbacks","u":"/guides/basics/render-loop","h":"#running-ticker-callbacks","p":619},{"i":624,"t":"We'll talk a lot more about what a scene graph is and what it's made of in the next guide, but for now, all you need to know is that it contains the things you're drawing - sprites, text, etc. - and that these objects are in a tree-like hierarchy. After you've updated your game objects by moving, rotating and so forth, PixiJS needs to calculate the new positions and state of every object in the scene, before it can start drawing.","s":"Updating the Scene Graph","u":"/guides/basics/render-loop","h":"#updating-the-scene-graph","p":619},{"i":626,"t":"Now that our game's state has been updated, it's time to draw it to the screen. The rendering system starts with the root of the scene graph (app.stage), and starts rendering each object and its children, until all objects have been drawn. No culling or other cleverness is built into this process. If you have lots of objects outside of the visible portion of the stage, you'll want to investigate disabling them as an optimization.","s":"Rendering the Scene Graph","u":"/guides/basics/render-loop","h":"#rendering-the-scene-graph","p":619},{"i":628,"t":"A note about frame rates. The render loop can't be run infinitely fast - drawing things to the screen takes time. In addition, it's not generally useful to have a frame updated more than once per screen update (commonly 60fps, but newer monitors can support 144fps and up). Finally, PixiJS runs in the context of a web browser like Chrome or Firefox. The browser itself has to balance the needs of various internal operations with servicing any open tabs. All this to say, determining when to draw a frame is a complex issue. In cases where you want to adjust that behavior, you can set the minFPS and maxFPS attributes on a Ticker to give PixiJS hints as to the range of tick speeds you want to support. Just be aware that due to the complex environment, your project cannot guarantee a given FPS. Use the passed ticker.deltaTime value in your ticker callbacks to scale any animations to ensure smooth playback.","s":"Frame Rates","u":"/guides/basics/render-loop","h":"#frame-rates","p":619},{"i":630,"t":"What we've just covered is the default render loop provided out of the box by the Application helper class. There are many other ways of creating a render loop that may be helpful for advanced users looking to solve a given problem. While you're prototyping and learning PixiJS, sticking with the Application's provided system is the recommended approach.","s":"Custom Render Loops","u":"/guides/basics/render-loop","h":"#custom-render-loops","p":619},{"i":632,"t":"While PixiJS can do many things, there are things it can't do, or that require additional tools to accomplish. Newcomers to PixiJS often struggle to identify which tasks PixiJS can solve, and which require outside solutions. If you're about to start a project, it can be helpful to know if PixiJS is a good fit for your needs. The following list is obviously incomplete - PixiJS is also not, for example, a duck - but it includes many common tasks or features that you might expect us to support.","s":"What PixiJS Is Not","u":"/guides/basics/what-pixijs-is-not","h":"","p":631},{"i":634,"t":"PixiJS is a rendering engine, and it supports additional features such as interaction management that are commonly needed when using a render engine. But it is not a framework like Unity or Phaser. Frameworks are designed to do all the things you'd need to do when building a game - user settings management, music playback, object scripting, art pipeline management... the list goes on. PixiJS is designed to do one thing really well - render graphical content. This lets us focus on keeping up with new technology, and makes downloading PixiJS blazingly fast.","s":"PixiJS Is Not ... A Framework","u":"/guides/basics/what-pixijs-is-not","h":"#pixijs-is-not--a-framework","p":631},{"i":636,"t":"PixiJS is built for 2D. Platformers, adventure games, interactive ads, custom data visualization... all good. But if you want to render 3D models, you might want to check out babylon.js or three.js.","s":"... A 3D Renderer","u":"/guides/basics/what-pixijs-is-not","h":"#-a-3d-renderer","p":631},{"i":638,"t":"If you're looking to build mobile games, you can do it with PixiJS, but you'll need to use a deployment system like Apache Cordova if you want access to native bindings. We don't provide access to the camera, location services, notifications, etc.","s":"... A Mobile App","u":"/guides/basics/what-pixijs-is-not","h":"#-a-mobile-app","p":631},{"i":640,"t":"Building a truly generic UI system is a huge challenge, as anyone who has worked with Unity's UI tools can attest. We've chosen to avoid the complexity to stay true to our core focus on speed. While you can certainly build your own UI using PixiJS's scene graph and interaction manager, we don't ship with a UI library out of the box.","s":"... A UI Library","u":"/guides/basics/what-pixijs-is-not","h":"#-a-ui-library","p":631},{"i":642,"t":"There are many techniques and technologies that you can use to store settings, scores, and other data. Cookies, Web Storage, server-based storage... there are many solutions, each with advantages and disadvantages. You can use any of them with PixiJS, but we don't provide tools to do so.","s":"... A Data Store","u":"/guides/basics/what-pixijs-is-not","h":"#-a-data-store","p":631},{"i":644,"t":"At least, not out of the box. Again, web audio technology is a constantly evolving challenge, with constantly changing rules and requirements across many browsers. There are a number of dedicated web audio libraries (such as Howler.js that can be used with PixiJS to play sound effects and music. Alternatively, the PixiJS Sound plugin is designed to work well with PixiJS.","s":"... An Audio Library","u":"/guides/basics/what-pixijs-is-not","h":"#-an-audio-library","p":631},{"i":646,"t":"There are a number of tools that are useful for building 2D art and games that you might expect to be a part of PixiJS, but we're a rendering engine, not a development environment. Packing sprite sheets, processing images, building mipmaps or Retina-ready sprites - there are great standalone tools for this type of tooling. Where appropriate throughout the guides, we'll point you to tools that may be useful.","s":"... A Development Environment","u":"/guides/basics/what-pixijs-is-not","h":"#-a-development-environment","p":631},{"i":648,"t":"Only you know! If you're looking for a tightly focused, fast and efficient rendering engine for your next web-based project, PixiJS is likely a great fit. If you need a full game development framework, with native bindings and a rich UI library, you may want to explore other options. Or you may not. It can be faster and easier to build just the subset of a full framework that your project needs than it can be to digest a monolithic API with bells and whistles you don't need. There are hundreds of complex, rich games and visual projects that use PixiJS for rendering, with plugins or custom code to add the UI and sound effects. There are benefits to both approaches. Regardless, we hope you have a better feel for what PixiJS can (and cannot!) offer your project.","s":"So Is PixiJS Right For Me?","u":"/guides/basics/what-pixijs-is-not","h":"#so-is-pixijs-right-for-me","p":631},{"i":650,"t":"In this section we're going to build the simplest possible PixiJS application. In doing so, we'll walk through the basics of how to build and serve the code.","s":"Getting Started","u":"/guides/basics/getting-started","h":"","p":649},{"i":652,"t":"A quick note before we start: this guide is aimed at beginning PixiJS developers who have minimal experience developing JavaScript-based applications. If you are a coding veteran, you may find that the level of detail here is not helpful. If that's the case, you may want to skim this guide, then jump into how to work with PixiJS and packers like webpack and npm.","s":"Advanced Users","u":"/guides/basics/getting-started","h":"#advanced-users","p":649},{"i":654,"t":"One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor: // ES5 var x = 5; setTimeout(function() { alert(x); }, 1000); // ES6 const x = 5; setTimeout(() => alert(x), 1000); ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn't mean you can't use PixiJS with ES5 programs! Just mentally substitute \"var\" for \"let/const\", expand the shorter function-passing syntax, and everything will run just fine.","s":"A Note About JavaScript","u":"/guides/basics/getting-started","h":"#a-note-about-javascript","p":649},{"i":656,"t":"OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application: Create an HTML file Serve the file with a web server Load the PixiJS library Create an Application Add the generated view to the DOM Add an image to the stage Write an update loop Let's walk through them together.","s":"Components of a PixiJS Application","u":"/guides/basics/getting-started","h":"#components-of-a-pixijs-application","p":649},{"i":658,"t":"PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. In a real PixiJS application, you might want to embed your display within a complex existing page, or you might want your display area to fill the whole page. For this demo, we'll build an empty page to start:

Hello PixiJS

Create a new folder named pixi-test, then copy and paste this HTML into a new file in the pixi-test folder named index.html.","s":"The HTML File","u":"/guides/basics/getting-started","h":"#the-html-file","p":649},{"i":660,"t":"You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage. Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with Mongoose, but you could just as easily use XAMPP or the http-server Node.js package to serve your files. To start serving your page with Mongoose, go to the Mongoose download page and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (pixi-test). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder. Test that everything is working by opening your browser of choice and entering http://127.0.0.1:8080 in the location bar. (Mongoose by default serves files on port 8080.) You should see \"Hello PixiJS\" and nothing else. If you get an error at this step, it means you didn't name your file index.html or you mis-configured your web server.","s":"Serving the File","u":"/guides/basics/getting-started","h":"#serving-the-file","p":649},{"i":662,"t":"OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the Pixi Github repo so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the section of your index.html file: This will include a non-minified version of the latest version of PixiJS when your page loads, ready to be used. We use the non-minified version because we're in development. In production, you'd want to use pixi.min.js instead, which is compressed for faster download and excludes assertions and deprecation warnings that can help when building your project, but take longer to download and run.","s":"Loading PixiJS","u":"/guides/basics/getting-started","h":"#loading-pixijs","p":649},{"i":664,"t":"Loading the library doesn't do much good if we don't use it, so the next step is to start up PixiJS. Start by replacing the line

Hello PixiJS

with a script tag like so: What we're doing here is adding a JavaScript code block, and in that block creating a new PIXI.Application instance. Application is a helper class that simplifies working with PixiJS. It creates the renderer, creates the stage, and starts a ticker for updating. In production, you'll almost certainly want to do these steps yourself for added customization and control - we'll cover doing so in a later guide. For now, the Application class is a perfect way to start playing with PixiJS without worrying about the details. The Application class also has a method init that will initialize the application with the given options. This method is asynchronous, so we use the await keyword to wait for it to complete. This is because PixiJS uses WebGPU or WebGL under the hood, and the former API asynchronous.","s":"Creating an Application","u":"/guides/basics/getting-started","h":"#creating-an-application","p":649},{"i":666,"t":"When the PIXI.Application class creates the renderer, it builds a Canvas element that it will render to. In order to see what we draw with PixiJS, we need to add this Canvas element to the web page's DOM. Append the following line to your page's script block: document.body.appendChild(app.canvas); This takes the canvas created by the application (the Canvas element) and adds it to the body of your page.","s":"Adding the Canvas to the DOM","u":"/guides/basics/getting-started","h":"#adding-the-canvas-to-the-dom","p":649},{"i":668,"t":"So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed. There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of Containers. A Sprite is a type of Container that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth. Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. We'll talk a lot more about resource loading in later guides. For now, we can use a helper method on the PIXI.Sprite class to handle the image loading for us: // Magically load the PNG asynchronously let sprite = PIXI.Sprite.from('sample.png'); Download the sample PNG here, and save it into your pixi-test directory next to your index.html.","s":"Creating a Sprite","u":"/guides/basics/getting-started","h":"#creating-a-sprite","p":649},{"i":670,"t":"Finally, we need to add our new sprite to the stage. The stage is simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it. app.stage.addChild(sprite);","s":"Adding the Sprite to the Stage","u":"/guides/basics/getting-started","h":"#adding-the-sprite-to-the-stage","p":649},{"i":672,"t":"While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block: // Add a variable to count up the seconds our demo has been running let elapsed = 0.0; // Tell our application's ticker to run a new callback every frame, passing // in the amount of time that has passed since the last tick app.ticker.add((ticker) => { // Add the time to our total elapsed time elapsed += ticker.deltaTime; // Update the sprite's X position based on the cosine of our elapsed time. We divide // by 50 to slow the animation down a bit... sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0; }); All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.","s":"Writing an Update Loop","u":"/guides/basics/getting-started","h":"#writing-an-update-loop","p":649},{"i":674,"t":"That's it! The simplest PixiJS project! Here's the whole thing in one place. Check your file and make sure it matches if you're getting errors. Once you have things working, the next thing to do is to read through the rest of the Basics guides to dig into how all this works in much greater depth.","s":"Putting It All Together","u":"/guides/basics/getting-started","h":"#putting-it-all-together","p":649},{"i":676,"t":"The Container class provides a simple display object that does what its name implies - collect a set of child objects together. But beyond grouping objects, containers have a few uses that you should be aware of.","s":"Containers","u":"/guides/components/containers","h":"","p":675},{"i":678,"t":"The most common attributes you'll use when laying out and animating content in PixiJS are provided by the Container class: Property Description position X- and Y-position are given in pixels and change the position of the object relative to its parent, also available directly as object.x / object.y rotation Rotation is specified in radians, and turns an object clockwise (0.0 - 2 * Math.PI) angle Angle is an alias for rotation that is specified in degrees instead of radians (0.0 - 360.0) pivot Point the object rotates around, in pixels - also sets origin for child objects alpha Opacity from 0.0 (fully transparent) to 1.0 (fully opaque), inherited by children scale Scale is specified as a percent with 1.0 being 100% or actual-size, and can be set independently for the x and y axis skew Skew transforms the object in x and y similar to the CSS skew() function, and is specified in radians visible Whether the object is visible or not, as a boolean value - prevents updating and rendering object and children renderable Whether the object should be rendered - when false, object will still be updated, but won't be rendered, doesn't affect children","s":"Commonly Used Attributes","u":"/guides/components/containers","h":"#commonly-used-attributes","p":675},{"i":680,"t":"Almost every type of display object is also derived from Container! This means that in many cases you can create a parent-child hierarchy with the objects you want to render. However, it's a good idea not to do this. Standalone Container objects are very cheap to render, and having a proper hierarchy of Container objects, each containing one or more renderable objects, provides flexibility in rendering order. It also future-proofs your code, as when you need to add an additional object to a branch of the tree, your animation logic doesn't need to change - just drop the new object into the proper Container, and your logic moves the Container with no changes to your code. So that's the primary use for Containers - as groups of renderable objects in a hierarchy. Check out the container example code.","s":"Containers as Groups","u":"/guides/components/containers","h":"#containers-as-groups","p":675},{"i":682,"t":"Another common use for Container objects is as hosts for masked content. \"Masking\" is a technique where parts of your scene graph are only visible within a given area. Think of a pop-up window. It has a frame made of one or more Sprites, then has a scrollable content area that hides content outside the frame. A Container plus a mask makes that scrollable area easy to implement. Add the Container, set its mask property to a Graphics object with a rect, and add the text, image, etc. content you want to display as children of that masked Container. Any content that extends beyond the rectangular mask will simply not be drawn. Move the contents of the Container to scroll as desired. // Create the application helper and add its render target to the page let app = new Application({ width: 640, height: 360 }); document.body.appendChild(app.view); // Create window frame let frame = new Graphics({ x:320 - 104, y:180 - 104 }) .rect(0, 0, 208, 208) .fill(0x666666) .stroke({ color: 0xffffff, width: 4, alignment: 0 }) app.stage.addChild(frame); // Create a graphics object to define our mask let mask = new Graphics() // Add the rectangular area to show .rect(0,0,200,200) .fill(0xffffff); // Add container that will hold our masked content let maskContainer = new Container(); // Set the mask to use our graphics object from above maskContainer.mask = mask; // Add the mask as a child, so that the mask is positioned relative to its parent maskContainer.addChild(mask); // Offset by the window's frame width maskContainer.position.set(4,4); // And add the container to the window! frame.addChild(maskContainer); // Create contents for the masked container let text = new Text({ text:'This text will scroll up and be masked, so you can see how masking works. Lorem ipsum and all that.\\n\\n' + 'You can put anything in the container and it will be masked!', style{ fontSize: 24, fill: 0x1010ff, wordWrap: true, wordWrapWidth: 180 }, x:10 }); maskContainer.addChild(text); // Add a ticker callback to scroll the text up and down let elapsed = 0.0; app.ticker.add(({delta}) => { // Update the text's y coordinate to scroll it elapsed += delta; text.y = 10 + -100.0 + Math.cos(elapsed/50.0) * 100.0; }); There are two types of masks supported by PixiJS: Use a Graphics object to create a mask with an arbitrary shape - powerful, but doesn't support anti-aliasing Sprite: Use the alpha channel from a Sprite as your mask, providing anti-aliased edging - not supported on the Canvas renderer","s":"Masking","u":"/guides/components/containers","h":"#masking","p":675},{"i":684,"t":"Another common use for Container objects is as hosts for filtered content. Filters are an advanced, WebGL/WebGPU-only feature that allows PixiJS to perform per-pixel effects like blurring and displacements. By setting a filter on a Container, the area of the screen the Container encompasses will be processed by the filter after the Container's contents have been rendered. Below are list of filters available by default in PixiJS. There is, however, a community repository with many more filters. Filter Description AlphaFilter Similar to setting alpha property, but flattens the Container instead of applying to children individually. BlurFilter Apply a blur effect ColorMatrixFilter A color matrix is a flexible way to apply more complex tints or color transforms (e.g., sepia tone). DisplacementFilter Displacement maps create visual offset pixels, for instance creating a wavy water effect. NoiseFilter Create random noise (e.g., grain effect). Under the hood, each Filter we offer out of the box is written in both glsl (for WebGL) and wgsl (for WebGPU). This means all filters should work on both renderers. Important: Filters should be use somewhat sparingly. They can slow performance and increase memory if used too often in a scene.","s":"Filtering","u":"/guides/components/containers","h":"#filtering","p":675},{"i":686,"t":"So what exactly is PixiJS? At its heart, PixiJS is a rendering system that uses WebGL (or optionally Canvas) to display images and other 2D visual content. It provides a full scene graph (a hierarchy of objects to render), and provides interaction support to enable handling click and touch events. It is a natural replacement for Flash in the modern HTML5 world, but provides better performance and pixel-level effects that go beyond what Flash could achieve. It is perfect for online games, educational content, interactive ads, data visualization... any web-based application where complex graphics are important. And coupled with technology such as Cordova and Electron, PixiJS apps can be distributed beyond the browser as mobile and desktop applications. Here's what else you get with PixiJS:","s":"What PixiJS Is","u":"/guides/basics/what-pixijs-is","h":"","p":685},{"i":688,"t":"One of the major features that distinguishes PixiJS from other web-based rendering solutions is speed. From the ground up, the render pipeline has been built to get the most performance possible out of your users' browsers. Automatic sprite and geometry batching, careful use of GPU resources, a tight scene graph - no matter your application, speed is valuable, and PixiJS has it to spare.","s":"PixiJS Is ... Fast","u":"/guides/basics/what-pixijs-is","h":"#pixijs-is--fast","p":685},{"i":690,"t":"Drawing images on a page can be handled with HTML5 and the DOM, so why use PixiJS? Beyond performance, the answer is that PixiJS goes well beyond simple images. Draw trails and tracks with MeshRope. Draw polygons, lines, circles and other primitives with Graphics. Text provides full text rendering support that's just as performant as sprites. And even when drawing simple images, PixiJS natively supports spritesheets for efficient loading and ease of development.","s":"... More Than Just Sprites","u":"/guides/basics/what-pixijs-is","h":"#-more-than-just-sprites","p":685},{"i":692,"t":"JavaScript has two APIs for handling hardware acceleration for graphical rendering: WebGL and the more modern WebGPU. Both essentially offer a JavaScript API for accessing users' GPUs for fast rendering and advanced effects. PixiJS leverages them to efficiently display thousands of moving sprites, even on mobile devices. However, using WebGL and WebGPU offers more than just speed. By using the Filter class, you can write shader programs (or use pre-built ones!) to achieve displacement maps, blurring, and other advanced visual effects that cannot be accomplished with just the DOM or Canvas APIs.","s":"... Hardware accelerated","u":"/guides/basics/what-pixijs-is","h":"#-hardware-accelerated","p":685},{"i":694,"t":"Want to understand how the engine works? Trying to track down a bug? Been burned by closed-source projects going dark? With PixiJS, you get a mature project with full source code access. We're MIT licensed for compatibility, and hosted on GitHub for issue tracking and ease of access.","s":"... Open Source","u":"/guides/basics/what-pixijs-is","h":"#-open-source","p":685},{"i":696,"t":"Open source helps. So does being based on JavaScript. But the real reason PixiJS is easy to extend is the clean internal API that underlies every part of the system. After years of development and 5 major releases, PixiJS is ready to make your project a success, no matter what your needs.","s":"... Extensible","u":"/guides/basics/what-pixijs-is","h":"#-extensible","p":685},{"i":698,"t":"Flash required the player. Unity requires an installer or app store. PixiJS requires... a browser. Deploying PixiJS on the web is exactly like deploying a web site. That's all it is - JavaScript + images + audio, like you've done a hundred times. Your users simply visit a URL, and your game or other content is ready to run. But it doesn't stop at the web. If you want to deploy a mobile app, wrap your PixiJS code in Cordova. Want to deploy a standalone desktop program? Build an Electron wrapper, and you're ready to rock.","s":"... Easy to Deploy","u":"/guides/basics/what-pixijs-is","h":"#-easy-to-deploy","p":685},{"i":700,"t":"Every frame, PixiJS is updating and then rendering the scene graph. Let's talk about what's in the scene graph, and how it impacts how you develop your project. If you've built games before, this should all sound very familiar, but if you're coming from HTML and the DOM, it's worth understanding before we get into specific types of objects you can render.","s":"Scene Graph","u":"/guides/basics/scene-graph","h":"","p":699},{"i":702,"t":"The scene graph's root node is a container maintained by the application, and referenced with app.stage. When you add a sprite or other renderable object as a child to the stage, it's added to the scene graph and will be rendered and interactable. PixiJS Containers can also have children, and so as you build more complex scenes, you will end up with a tree of parent-child relationships, rooted at the app's stage. (A helpful tool for exploring your project is the Pixi.js devtools plugin for Chrome, which allows you to view and manipulate the scene graph in real time as it's running!)","s":"The Scene Graph Is a Tree","u":"/guides/basics/scene-graph","h":"#the-scene-graph-is-a-tree","p":699},{"i":704,"t":"When a parent moves, its children move as well. When a parent is rotated, its children are rotated too. Hide a parent, and the children will also be hidden. If you have a game object that's made up of multiple sprites, you can collect them under a container to treat them as a single object in the world, moving and rotating as one. Each frame, PixiJS runs through the scene graph from the root down through all the children to the leaves to calculate each object's final position, rotation, visibility, transparency, etc. If a parent's alpha is set to 0.5 (making it 50% transparent), all its children will start at 50% transparent as well. If a child is then set to 0.5 alpha, it won't be 50% transparent, it will be 0.5 x 0.5 = 0.25 alpha, or 75% transparent. Similarly, an object's position is relative to its parent, so if a parent is set to an x position of 50 pixels, and the child is set to an x position of 100 pixels, it will be drawn at a screen offset of 150 pixels, or 50 + 100. Here's an example. We'll create three sprites, each a child of the last, and animate their position, rotation, scale and alpha. Even though each sprite's properties are set to the same values, the parent-child chain amplifies each change: // Create the application helper and add its render target to the page const app = new Application(); await app.init({ width: 640, height: 360 }) document.body.appendChild(app.canvas); // Add a container to center our sprite stack on the page const container = new Container({ x:app.screen.width / 2, y:app.screen.height / 2; }); app.stage.addChild(container); // load the texture await Assets.load('assets/images/sample.png'); // Create the 3 sprites, each a child of the last const sprites = []; let parent = container; for (let i = 0; i < 3; i++) { let wrapper = new Container(); let sprite = Sprite.from('assets/images/sample.png'); sprite.anchor.set(0.5); wrapper.addChild(sprite); parent.addChild(wrapper); sprites.push(wrapper); parent = wrapper; } // Set all sprite's properties to the same value, animated over time let elapsed = 0.0; app.ticker.add((delta) => { elapsed += delta / 60; const amount = Math.sin(elapsed); const scale = 1.0 + 0.25 * amount; const alpha = 0.75 + 0.25 * amount; const angle = 40 * amount; const x = 75 * amount; for (let i = 0; i < sprites.length; i++) { const sprite = sprites[i]; sprite.scale.set(scale); sprite.alpha = alpha; sprite.angle = angle; sprite.x = x; } }); The cumulative translation, rotation, scale and skew of any given node in the scene graph is stored in the object's worldTransform property. Similarly, the cumulative alpha value is stored in the worldAlpha property.","s":"Parents and Children","u":"/guides/basics/scene-graph","h":"#parents-and-children","p":699},{"i":706,"t":"So we have a tree of things to draw. Who gets drawn first? PixiJS renders the tree from the root down. At each level, the current object is rendered, then each child is rendered in order of insertion. So the second child is rendered on top of the first child, and the third over the second. Check out this example, with two parent objects A & D, and two children B & C under A: // Create the application helper and add its render target to the page const app = new Application(); await app.init({ width: 640, height: 360 }) document.body.appendChild(app.canvas); // Label showing scene graph hierarchy const label = new Text({ text:'Scene Graph:\\n\\napp.stage\\n ┗ A\\n ┗ B\\n ┗ C\\n ┗ D', style:{fill: '#ffffff'}, position: {x: 300, y: 100} }); app.stage.addChild(label); // Helper function to create a block of color with a letter const letters = []; function addLetter(letter, parent, color, pos) { const bg = new Sprite(Texture.WHITE); bg.width = 100; bg.height = 100; bg.tint = color; const text = new Text({ text:letter, style:{fill: \"#ffffff\"} }); text.anchor.set(0.5); text.position = {x: 50, y: 50}; const container = new Container(); container.position = pos; container.visible = false; container.addChild(bg, text); parent.addChild(container); letters.push(container); return container; } // Define 4 letters let a = addLetter('A', app.stage, 0xff0000, {x: 100, y: 100}); let b = addLetter('B', a, 0x00ff00, {x: 20, y: 20}); let c = addLetter('C', a, 0x0000ff, {x: 20, y: 40}); let d = addLetter('D', app.stage, 0xff8800, {x: 140, y: 100}); // Display them over time, in order let elapsed = 0.0; app.ticker.add((delta) => { elapsed += delta / 60.0; if (elapsed >= letters.length) { elapsed = 0.0; } for (let i = 0; i < letters.length; i ++) { letters[i].visible = elapsed >= i; } }); If you'd like to re-order a child object, you can use setChildIndex(). To add a child at a given point in a parent's list, use addChildAt(). Finally, you can enable automatic sorting of an object's children using the sortableChildren option combined with setting the zIndex property on each child.","s":"Render Order","u":"/guides/basics/scene-graph","h":"#render-order","p":699},{"i":708,"t":"As you delve deeper into PixiJS, you'll encounter a powerful feature known as Render Groups. Think of Render Groups as specialized containers within your scene graph that act like mini scene graphs themselves. Here's what you need to know to effectively use Render Groups in your projects. For more info check out the RenderGroups overview","s":"RenderGroups","u":"/guides/basics/scene-graph","h":"#rendergroups","p":699},{"i":710,"t":"If you're building a project where a large proportion of your scene objects are off-screen (say, a side-scrolling game), you will want to cull those objects. Culling is the process of evaluating if an object (or its children!) is on the screen, and if not, turning off rendering for it. If you don't cull off-screen objects, the renderer will still draw them, even though none of their pixels end up on the screen. PixiJS doesn't provide built-in support for viewport culling, but you can find 3rd party plugins that might fit your needs. Alternately, if you'd like to build your own culling system, simply run your objects during each tick and set renderable to false on any object that doesn't need to be drawn.","s":"Culling","u":"/guides/basics/scene-graph","h":"#culling","p":699},{"i":712,"t":"If you add a sprite to the stage, by default it will show up in the top left corner of the screen. That's the origin of the global coordinate space used by PixiJS. If all your objects were children of the stage, that's the only coordinates you'd need to worry about. But once you introduce containers and children, things get more complicated. A child object at [50, 100] is 50 pixels right and 100 pixels down from its parent. We call these two coordinate systems \"global\" and \"local\" coordinates. When you use position.set(x, y) on an object, you're always working in local coordinates, relative to the object's parent. The problem is, there are many times when you want to know the global position of an object. For example, if you want to cull offscreen objects to save render time, you need to know if a given child is outside the view rectangle. To convert from local to global coordinates, you use the toGlobal() function. Here's a sample usage: // Get the global position of an object, relative to the top-left of the screen let globalPos = obj.toGlobal(new Point(0,0)); This snippet will set globalPos to be the global coordinates for the child object, relative to [0, 0] in the global coordinate system.","s":"Local vs Global Coordinates","u":"/guides/basics/scene-graph","h":"#local-vs-global-coordinates","p":699},{"i":714,"t":"When your project is working with the host operating system or browser, there is a third coordinate system that comes into play - \"screen\" coordinates (aka \"viewport\" coordinates). Screen coordinates represent position relative to the top-left of the canvas element that PixiJS is rendering into. Things like the DOM and native mouse click events work in screen space. Now, in many cases, screen space is equivalent to world space. This is the case if the size of the canvas is the same as the size of the render view specified when you create you Application. By default, this will be the case - you'll create for example an 800x600 application window and add it to your HTML page, and it will stay that size. 100 pixels in world coordinates will equal 100 pixels in screen space. BUT! It is common to stretch the rendered view to have it fill the screen, or to render at a lower resolution and up-scale for speed. In that case, the screen size of the canvas element will change (e.g. via CSS), but the underlying render view will not, resulting in a mis-match between world coordinates and screen coordinates.","s":"Global vs Screen Coordinates","u":"/guides/basics/scene-graph","h":"#global-vs-screen-coordinates","p":699},{"i":716,"t":"PixiJS is primarily a rendering system, but it also includes support for interactivity. Adding support for mouse and touch events to your project is simple and consistent.","s":"Interaction","u":"/guides/components/interaction","h":"","p":715},{"i":718,"t":"The new event-based system that replaced InteractionManager from v6 has expanded the definition of what a Container means to be interactive. With this we have introduced eventMode which allows you to control how an object responds to interaction events. This is similar to the interactive property in v6 but with more options. eventMode Description none Ignores all interaction events, similar to CSS's pointer-events: none, good optimization for non-interactive children passive Does not emit events and ignores hit testing on itself but does allow for events and hit testing only its interactive children. This is default eventMode for all containers auto Does not emit events and but is hit tested if parent is interactive. Same as interactive = false in v7 static Emit events and is hit tested. Same as interaction = true in v7, useful for objects like buttons that do not move. dynamic Emits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving. This is useful for elements that independently moving or animating.","s":"Event Modes","u":"/guides/components/interaction","h":"#event-modes","p":715},{"i":720,"t":"PixiJS supports the following event types: Event Type Description pointercancel Fired when a pointer device button is released outside the display object that initially registered a pointerdown. pointerdown Fired when a pointer device button is pressed on the display object. pointerenter Fired when a pointer device enters the display object. pointerleave Fired when a pointer device leaves the display object. pointermove Fired when a pointer device is moved while over the display object. globalpointermove Fired when a pointer device is moved, regardless of hit-testing the current object. pointerout Fired when a pointer device is moved off the display object. pointerover Fired when a pointer device is moved onto the display object. pointertap Fired when a pointer device is tapped twice on the display object. pointerup Fired when a pointer device button is released over the display object. pointerupoutside Fired when a pointer device button is released outside the display object that initially registered a pointerdown. mousedown Fired when a mouse button is pressed on the display object. mouseenter Fired when the mouse cursor enters the display object. mouseleave Fired when the mouse cursor leaves the display object. mousemove Fired when the mouse cursor is moved while over the display object. globalmousemove Fired when a mouse is moved, regardless of hit-testing the current object. mouseout Fired when the mouse cursor is moved off the display object. mouseover Fired when the mouse cursor is moved onto the display object. mouseup Fired when a mouse button is released over the display object. mouseupoutside Fired when a mouse button is released outside the display object that initially registered a mousedown. click Fired when a mouse button is clicked (pressed and released) over the display object. touchcancel Fired when a touch point is removed outside of the display object that initially registered a touchstart. touchend Fired when a touch point is removed from the display object. touchendoutside Fired when a touch point is removed outside of the display object that initially registered a touchstart. touchmove Fired when a touch point is moved along the display object. globaltouchmove Fired when a touch point is moved, regardless of hit-testing the current object. touchstart Fired when a touch point is placed on the display object. tap Fired when a touch point is tapped twice on the display object. wheel Fired when a mouse wheel is spun over the display object. rightclick Fired when a right mouse button is clicked (pressed and released) over the display object. rightdown Fired when a right mouse button is pressed on the display object. rightup Fired when a right mouse button is released over the display object. rightupoutside Fired when a right mouse button is released outside the display object that initially registered a rightdown.","s":"Event Types","u":"/guides/components/interaction","h":"#event-types","p":715},{"i":722,"t":"Any Container-derived object (Sprite, Container, etc.) can become interactive simply by setting its eventMode property to any of the eventModes listed above. Doing so will cause the object to emit interaction events that can be responded to in order to drive your project's behavior. Check out the interaction example code. To respond to clicks and taps, bind to the events fired on the object, like so: let sprite = Sprite.from('/some/texture.png'); sprite.on('pointerdown', (event) => { alert('clicked!'); }); sprite.eventMode = 'static'; Check out the Container for the list of interaction events supported.","s":"Enabling Interaction","u":"/guides/components/interaction","h":"#enabling-interaction","p":715},{"i":724,"t":"You can check if an object is interactive by calling the isInteractive property. This will return true if eventMode is set to static or dynamic. if (sprite.isInteractive()) { // sprite is interactive }","s":"Checking if Object is Interactive","u":"/guides/components/interaction","h":"#checking-if-object-is-interactive","p":715},{"i":726,"t":"PixiJS supports three types of interaction events - mouse, touch and pointer. Mouse events are fired by mouse movement, clicks etc. Touch events are fired for touch-capable devices. And pointer events are fired for both. What this means is that, in many cases, you can write your project to use pointer events and it will just work when used with either mouse or touch input. Given that, the only reason to use non-pointer events is to support different modes of operation based on input type or to support multi-touch interaction. In all other cases, prefer pointer events.","s":"Use Pointer Events","u":"/guides/components/interaction","h":"#use-pointer-events","p":715},{"i":728,"t":"Hit testing requires walking the full object tree, which in complex projects can become an optimization bottleneck. To mitigate this issue, PixiJS Container-derived objects have a property named interactiveChildren. If you have Containers or other objects with complex child trees that you know will never be interactive, you can set this property to false and the hit testing algorithm will skip those children when checking for hover and click events. As an example, if you were building a side-scrolling game, you would probably want to set background.interactiveChildren = false for your background layer with rocks, clouds, flowers, etc. Doing so would speed up hit testing substantially due to the number of unclickable child objects the background layer would contain. The EventSystem can also be customised to be more performant: const app = new Application({ eventMode: 'passive', eventFeatures: { move: true, /** disables the global move events which can be very expensive in large scenes */ globalMove: false, click: true, wheel: true, } });","s":"Optimization","u":"/guides/components/interaction","h":"#optimization","p":715},{"i":731,"t":"The Assets package is a modern replacement for the old Loader class. It is a promise-based resource management solution that will download, cache and parse your assets into something you can use. The downloads can be simultaneous and in the background, meaning faster startup times for your app, the cache ensures that you never download the same asset twice and the extensible parser system allows you to easily extend and customize the process to your needs.","s":"The Assets package","u":"/guides/components/assets","h":"#the-assets-package","p":729},{"i":733,"t":"Assets relies heavily on JavaScript Promises that all modern browsers support, however, if your target browser doesn't support promises you should look into polyfilling them.","s":"Getting started","u":"/guides/components/assets","h":"#getting-started","p":729},{"i":735,"t":"To quickly use the Assets instance, you just need to call Assets.load and pass in an asset. This will return a promise that when resolved will yield the value you seek. In this example, we will load a texture and then turn it into a sprite. import { Application, Assets, Sprite } from 'pixi.js'; // Create a new application const app = new Application(); // Initialize the application await app.init({ background: '#1099bb', resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Start loading right away and create a promise const texturePromise = Assets.load('https://pixijs.com/assets/bunny.png'); // When the promise resolves, we have the texture! texturePromise.then((resolvedTexture) => { // create a new Sprite from the resolved loaded Texture const bunny = Sprite.from(resolvedTexture); // center the sprite's anchor point bunny.anchor.set(0.5); // move the sprite to the center of the screen bunny.x = app.screen.width / 2; bunny.y = app.screen.height / 2; app.stage.addChild(bunny); }); One very important thing to keep in mind while using Assets is that all requests are cached and if the URL is the same, the promise returned will also be the same. To show it in code: promise1 = Assets.load('bunny.png') promise2 = Assets.load('bunny.png') // promise1 === promise2 Out of the box, the following assets types can be loaded without the need for external plugins: Textures (avif, webp, png, jpg, gif) Sprite sheets (json) Bitmap fonts (xml, fnt, txt) Web fonts (ttf, woff, woff2) Json files (json) Text files (txt) More types can be added fairly easily by creating additional loader parsers.","s":"Making our first Assets Promise","u":"/guides/components/assets","h":"#making-our-first-assets-promise","p":729},{"i":737,"t":"When an asset is downloaded, it is cached as a promise inside the Assets instance and if you try to download it again you will get a reference to the already resolved promise. However promise handlers .then(...)/.catch(...)/.finally(...) are always asynchronous, this means that even if a promise was already resolved the code below the .then(...)/.catch(...)/.finally(...) will execute before the code inside them. See this example: console.log(1); alreadyResolvedPromise.then(() => console.log(2)); console.log(3); // Console output: // 1 // 3 // 2 To learn more about why this happens you will need to learn about Microtasks, however, using async functions should mitigate this problem.","s":"Warning about solved promises","u":"/guides/components/assets","h":"#warning-about-solved-promises","p":729},{"i":739,"t":"There is a way to work with promises that is more intuitive and easier to read: async/await. To use it we first need to create a function/method and mark it as async. async function test() { // ... } This function now wraps the return value in a promise and allows us to use the await keyword before a promise to halt the execution of the code until it is resolved and gives us the value. See this example: // Create a new application const app = new Application(); // Initialize the application await app.init({ background: '#1099bb', resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); const texture = await Assets.load('https://pixijs.com/assets/bunny.png'); // Create a new Sprite from the awaited loaded Texture const bunny = Sprite.from(texture); // Center the sprite's anchor point bunny.anchor.set(0.5); // Move the sprite to the center of the screen bunny.x = app.screen.width / 2; bunny.y = app.screen.height / 2; app.stage.addChild(bunny); The texture variable now is not a promise but the resolved texture that resulted after waiting for this promise to resolve. const texture = await Assets.load('examples/assets/bunny.png'); This allows us to write more readable code without falling into callback hell and to better think when our program halts and yields.","s":"Using Async/Await","u":"/guides/components/assets","h":"#using-asyncawait","p":729},{"i":741,"t":"We can add assets to the cache and then load them all simultaneously by using Assets.add(...) and then calling Assets.load(...) with all the keys you want to have loaded. See the following example: // Append the application canvas to the document body document.body.appendChild(app.canvas); // Add the assets to load Assets.add({ alias: 'flowerTop', src: 'https://pixijs.com/assets/flowerTop.png' }); Assets.add({ alias: 'eggHead', src: 'https://pixijs.com/assets/eggHead.png' }); // Load the assets and get a resolved promise once both are loaded const texturesPromise = Assets.load(['flowerTop', 'eggHead']); // => Promise<{flowerTop: Texture, eggHead: Texture}> // When the promise resolves, we have the texture! texturesPromise.then((textures) => { // Create a new Sprite from the resolved loaded Textures const flower = Sprite.from(textures.flowerTop); flower.anchor.set(0.5); flower.x = app.screen.width * 0.25; flower.y = app.screen.height / 2; app.stage.addChild(flower); const egg = Sprite.from(textures.eggHead); egg.anchor.set(0.5); egg.x = app.screen.width * 0.75; egg.y = app.screen.height / 2; app.stage.addChild(egg); }); However, if you want to take full advantage of @pixi/Assets you should use bundles. Bundles are just a way to group assets together and can be added manually by calling Assets.addBundle(...)/Assets.loadBundle(...). Assets.addBundle('animals', { bunny: 'bunny.png', chicken: 'chicken.png', thumper: 'thumper.png', }); const assets = await Assets.loadBundle('animals'); However, the best way to handle bundles is to use a manifest and call Assets.init({manifest}) with said manifest (or even better, an URL pointing to it). Splitting our assets into bundles that correspond to screens or stages of our app will come in handy for loading in the background while the user is using the app instead of locking them in a single monolithic loading screen. { \"bundles\":[ { \"name\":\"load-screen\", \"assets\":[ { \"alias\":\"background\", \"src\":\"sunset.png\" }, { \"alias\":\"bar\", \"src\":\"load-bar.{png,webp}\" } ] }, { \"name\":\"game-screen\", \"assets\":[ { \"alias\":\"character\", \"src\":\"robot.png\" }, { \"alias\":\"enemy\", \"src\":\"bad-guy.png\" } ] } ] } Assets.init({manifest: \"path/manifest.json\"}); Beware that you can only call init once. Remember there is no downside in repeating URLs since they will all be cached, so if you need the same asset in two bundles you can duplicate the request without any extra cost!","s":"Loading multiple assets","u":"/guides/components/assets","h":"#loading-multiple-assets","p":729},{"i":743,"t":"The old approach to loading was to use Loader to load all your assets at the beginning of your app, but users are less patient now and want content to be instantly available so the practices are moving towards loading the bare minimum needed to show the user some content and, while they are interacting with that, we keep loading the following content in the background. Luckily, Assets has us covered with a system that allows us to load everything in the background and in case we need some assets right now, bump them to the top of the queue so we can minimize loading times. To achieve this, we have the methods Assets.backgroundLoad(...) and Assets.backgroundLoadBundle(...) that will passively begin to load these assets in the background. So when you finally come to loading them you will get a promise that resolves to the loaded assets immediately. When you finally need the assets to show, you call the usual Assets.load(...) or Assets.loadBundle(...) and you will get the corresponding promise. The best way to do this is using bundles, see the following example: import { Application, Assets, Sprite } from 'pixi.js'; // Create a new application const app = new Application(); async function init() { // Initialize the application await app.init({ background: '#1099bb', resizeTo: window }); // Append the application canvas to the document body document.body.appendChild(app.canvas); // Manifest example const manifestExample = { bundles: [ { name: 'load-screen', assets: [ { alias: 'flowerTop', src: 'https://pixijs.com/assets/flowerTop.png', }, ], }, { name: 'game-screen', assets: [ { alias: 'eggHead', src: 'https://pixijs.com/assets/eggHead.png', }, ], }, ], }; await Assets.init({ manifest: manifestExample }); // Bundles can be loaded in the background too! Assets.backgroundLoadBundle(['load-screen', 'game-screen']); } init(); We create one bundle for each screen our game will have and set them all to start downloading at the beginning of our app. If the user progresses slowly enough in our app then they should never get to see a loading screen after the first one!","s":"Background loading","u":"/guides/components/assets","h":"#background-loading","p":729},{"i":745,"t":"Now that you understand basic sprites, it's time to talk about a better way to create them - the Spritesheet class. A Spritesheet is a media format for more efficiently downloading and rendering Sprites. While somewhat more complex to create and use, they are a key tool in optimizing your project.","s":"Spritesheets","u":"/guides/components/sprite-sheets","h":"","p":744},{"i":747,"t":"The basic idea of a spritesheet is to pack a series of images together into a single image, track where each source image ends up, and use that combined image as a shared BaseTexture for the resulting Sprites. The first step is to collect the images you want to combine. The sprite packer then collects the images, and creates a new combined image. As this image is being created, the tool building it keeps track of the location of the rectangle where each source image is stored. It then writes out a JSON file with that information. These two files, in combination, can be passed into a SpriteSheet constructor. The SpriteSheet object then parses the JSON, and creates a series of Texture objects, one for each source image, setting the source rectangle for each based on the JSON data. Each texture uses the same shared BaseTexture as its source.","s":"Anatomy of a Spritesheet","u":"/guides/components/sprite-sheets","h":"#anatomy-of-a-spritesheet","p":744},{"i":749,"t":"SpriteSheets help your project in two ways. First, by speeding up the loading process. While downloading a SpriteSheet's texture requires moving the same (or even slightly more!) number of bytes, they're grouped into a single file. This means that the user's browser can request and download far fewer files for the same number of Sprites. The number of files itself is a key driver of download speed, because each request requires a round-trip to the webserver, and browsers are limited to how many files they can download simultaneously. Converting a project from individual source images to shared sprite sheets can cut your download time in half, at no cost in quality. Second, by improving batch rendering. WebGL rendering speed scales roughly with the number of draw calls made. Batching multiple Sprites, etc. into a single draw call is the main secret to how PixiJS can run so blazingly fast. Maximizing batching is a complex topic, but when multiple Sprites all share a common BaseTexture, it makes it more likely that they can be batched together and rendered in a single call.","s":"Doubly Efficient","u":"/guides/components/sprite-sheets","h":"#doubly-efficient","p":744},{"i":751,"t":"You can use a 3rd party tool to assemble your sprite sheet files. Here are two that may fit your needs: ShoeBox: ShoeBox is a free, Adobe AIR-based sprite packing utility that is great for small projects or learning how SpriteSheets work. TexturePacker: TexturePacker is a more polished tool that supports advanced features and workflows. A free version is available which has all the necessary features for packing spritesheets for PixiJS. It's a good fit for larger projects and professional game development, or projects that need more complex tile mapping features. Spritesheet data can also be created manually or programmatically, and supplied to a new AnimatedSprite. This may be an easier option if your sprites are already contained in a single image. // Create object to store sprite sheet data const atlasData = { frames: { enemy1: { frame: { x: 0, y:0, w:32, h:32 }, sourceSize: { w: 32, h: 32 }, spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 } }, enemy2: { frame: { x: 32, y:0, w:32, h:32 }, sourceSize: { w: 32, h: 32 }, spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 } }, }, meta: { image: 'images/spritesheet.png', format: 'RGBA8888', size: { w: 128, h: 32 }, scale: 1 }, animations: { enemy: ['enemy1','enemy2'] //array of frames by name } } // Create the SpriteSheet from data and image const spritesheet = new Spritesheet( Texture.from(atlasData.meta.image), atlasData ); // Generate all the Textures asynchronously await spritesheet.parse(); // spritesheet is ready to use! const anim = new AnimatedSprite(spritesheet.animations.enemy); // set the animation speed anim.animationSpeed = 0.1666; // play the animation on a loop anim.play(); // add it to the stage to render app.stage.addChild(anim);","s":"Creating SpriteSheets","u":"/guides/components/sprite-sheets","h":"#creating-spritesheets","p":744},{"i":753,"t":"Graphics is a complex and much misunderstood tool in the PixiJS toolbox. At first glance, it looks like a tool for drawing shapes. And it is! But it can also be used to generate masks. How does that work? In this guide, we're going to de-mystify the Graphics object, starting with how to think about what it does. Check out the graphics example code.","s":"Graphics","u":"/guides/components/graphics","h":"","p":752},{"i":755,"t":"First-time users of the Graphics class often struggle with how it works. Let's look at an example snippet that creates a Graphics object and draws a rectangle: // Create a Graphics object, draw a rectangle and fill it let obj = new Graphics() .rect(0, 0, 200, 100) .fill(0xff0000); // Add it to the stage to render app.stage.addChild(obj); That code will work - you'll end up with a red rectangle on the screen. But it's pretty confusing when you start to think about it. Why am I drawing a rectangle when constructing the object? Isn't drawing something a one-time action? How does the rectangle get drawn the second frame? And it gets even weirder when you create a Graphics object with a bunch of drawThis and drawThat calls, and then you use it as a mask. What??? The problem is that the function names are centered around drawing, which is an action that puts pixels on the screen. But in spite of that, the Graphics object is really about building. Let's look a bit deeper at that rect() call. When you call rect(), PixiJS doesn't actually draw anything. Instead, it stores the rectangle you \"drew\" into a list of geometry for later use. If you then add the Graphics object to the scene, the renderer will come along, and ask the Graphics object to render itself. At that point, your rectangle actually gets drawn - along with any other shapes, lines, etc. that you've added to the geometry list. Once you understand what's going on, things start to make a lot more sense. When you use a Graphics object as a mask, for example, the masking system uses that list of graphics primitives in the geometry list to constrain which pixels make it to the screen. There's no drawing involved. That's why it helps to think of the Graphics class not as a drawing tool, but as a geometry building tool.","s":"Graphics Is About Building - Not Drawing","u":"/guides/components/graphics","h":"#graphics-is-about-building---not-drawing","p":752},{"i":757,"t":"There are a lot of functions in the Graphics class, but as a quick orientation, here's the list of basic primitives you can add: Line Rect RoundRect Circle Ellipse Arc Bezier and Quadratic Curve In addition, you have access to the following complex primitives: Torus Chamfer Rect Fillet Rect Regular Polygon Star Rounded Polygon There is also support for svg. But due to the nature of how PixiJS renders holes (it favours performance) Some complex hole shapes may render incorrectly. But for the majority of shapes, this will do the trick! let mySvg = new Graphics() .svg('M 100 350 q 150 -300 300 0');","s":"Types of Primitives","u":"/guides/components/graphics","h":"#types-of-primitives","p":752},{"i":759,"t":"Understanding the relationship between Sprites and their shared Texture can help grasp the concept of a GraphicsContext. Just as multiple Sprites can utilize a single Texture, saving memory by not duplicating pixel data, a GraphicsContext can be shared across multiple Graphics objects. This sharing of a GraphicsContext means that the intensive task of converting graphics instructions into GPU-ready geometry is done once, and the results are reused, much like textures. Consider the difference in efficiency between these approaches: Creating individual circles without sharing a context: // Create 5 circles for (let i = 0; i < 5; i++) { let circle = new Graphics() .circle(100, 100, 50) .fill('red'); } Versus sharing a GraphicsContext: // Create a master Graphicscontext let circleContext = new GraphicsContext() .circle(100, 100, 50) .fill('red') // Create 5 duplicate objects for (let i = 0; i < 5; i++) { // Initialize the duplicate using our circleContext let duplicate = new Graphics(circleContext); } Now, this might not be a huge deal for circles and squares, but when you are using SVGs, it becomes quite important to not have to rebuild each time and instead share a GraphicsContext. It's recommended for maximum performance to create your contexts upfront and reuse them, just like textures! let circleContext = new GraphicsContext() .circle(100, 100, 50) .fill('red') let rectangleContext = new GraphicsContext() .rect(0, 0, 50, 50) .fill('red') let frames = [circleContext, rectangleContext]; let frameIndex = 0; const graphics = new Graphics(frames[frameIndex]); // animate from square to circle: function update() { // swap the context - this is a very cheap operation! // much cheaper than clearing it each frame. graphics.context = frames[frameIndex++%frames.length]; } If you don't explicitly pass a GraphicsContext when creating a Graphics object, then internally, it will have its own context, accessible via myGraphics.context. The GraphicsContext class manages the list of geometry primitives created by the Graphics parent object. Graphics functions are literally passed through to the internal contexts: let circleGraphics = new Graphics() .circle(100, 100, 50) .fill('red') same as: let circleGraphics = new Graphics() circleGraphics.context .circle(100, 100, 50) .fill('red') Calling Graphics.destroy() will destroy the graphics. If a context was passed to it via the constructor then it will leave the destruction the that context to you. However if the context is internally created (the default), when destroyed the Graphics object will destroy its internal GraphicsContext.","s":"The GraphicsContext","u":"/guides/components/graphics","h":"#the-graphicscontext","p":752},{"i":761,"t":"OK, so now that we've covered how the Graphics class works, let's look at how you use it. The most obvious use of a Graphics object is to draw dynamically generated shapes to the screen. Doing so is simple. Create the object, call the various builder functions to add your custom primitives, then add the object to the scene graph. Each frame, the renderer will come along, ask the Graphics object to render itself, and each primitive, with associated line and fill styles, will be drawn to the screen.","s":"Graphics For Display","u":"/guides/components/graphics","h":"#graphics-for-display","p":752},{"i":763,"t":"You can also use a Graphics object as a complex mask. To do so, build your object and primitives as usual. Next create a Container object that will contain the masked content, and set its mask property to your Graphics object. The children of the container will now be clipped to only show through inside the geometry you've created. This technique works for both WebGL and Canvas-based rendering. Check out the masking example code.","s":"Graphics as a Mask","u":"/guides/components/graphics","h":"#graphics-as-a-mask","p":752},{"i":765,"t":"The Graphics class is a complex beast, and so there are a number of things to be aware of when using it. Memory Leaks: Call destroy() on any Graphics object you no longer need to avoid memory leaks. Holes: Holes you create have to be completely contained in the shape or else it may not be able to triangulate correctly. Changing Geometry: If you want to change the shape of a Graphics object, you don't need to delete and recreate it. Instead you can use the clear() function to reset the contents of the geometry list, then add new primitives as desired. Be careful of performance when doing this every frame. Performance: Graphics objects are generally quite performant. However, if you build highly complex geometry, you may pass the threshold that permits batching during rendering, which can negatively impact performance. It's better for batching to use many Graphics objects instead of a single Graphics with many shapes. Transparency: Because the Graphics object renders its primitives sequentially, be careful when using blend modes or partial transparency with overlapping geometry. Blend modes like ADD and MULTIPLY will work on each primitive, not on the final composite image. Similarly, partially transparent Graphics objects will show primitives overlapping. To apply transparency or blend modes to a single flattened surface, consider using AlphaFilter or RenderTexture.","s":"Caveats and Gotchas","u":"/guides/components/graphics","h":"#caveats-and-gotchas","p":752},{"i":767,"t":"Sprites are the simplest and most common renderable object in PixiJS. They represent a single image to be displayed on the screen. Each Sprite contains a Texture to be drawn, along with all the transformation and display state required to function in the scene graph.","s":"Sprites","u":"/guides/components/sprites","h":"","p":766},{"i":769,"t":"To create a Sprite, all you need is a Texture (check out the Texture guide). Load a PNG's URL using the Assets class, then call Sprite.from(url) and you're all set. Unlike v7 you now must load your texture before using it, this is to ensure best practices. Check out the sprite example code.","s":"Creating Sprites","u":"/guides/components/sprites","h":"#creating-sprites","p":766},{"i":771,"t":"In our Container guide, we learned about the Container class and the various properties it defines. Since Sprite objects are also containers, you can move a sprite, rotate it, and update any other display property.","s":"Using Sprites","u":"/guides/components/sprites","h":"#using-sprites","p":766},{"i":773,"t":"Alpha is a standard display object property. You can use it to fade sprites into the scene by animating each sprite's alpha from 0.0 to 1.0 over a period of time. Tinting allows you multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting obj.tint = 0x00FF00, which would give a green tint to the character. Blend modes change how pixel colors are added to the screen when rendering. The three main modes are add, which adds each pixel's RGB channels to whatever is under your sprite (useful for glows and lighting), multiply which works like tint, but on a per-pixel basis, and screen, which overlays the pixels, brightening whatever is underneath them.","s":"Alpha, Tint and Blend Modes","u":"/guides/components/sprites","h":"#alpha-tint-and-blend-modes","p":766},{"i":775,"t":"One common area of confusion when working with sprites lies in scaling and dimensions. The Container class allows you to set the x and y scale for any object. Sprites, being Containers, also support scaling. In addition, however, Sprites support explicit width and height attributes that can be used to achieve the same effect, but are in pixels instead of a percentage. This works because a Sprite object owns a Texture, which has an explicit width and height. When you set a Sprite's width, internally PixiJS converts that width into a percentage of the underlying texture's width and updates the object's x-scale. So width and height are really just convenience methods for changing scale, based on pixel dimensions rather than percentages.","s":"Scale vs Width & Height","u":"/guides/components/sprites","h":"#scale-vs-width--height","p":766},{"i":777,"t":"If you add a sprite to your stage and rotate it, it will by default rotate around the top-left corner of the image. In some cases, this is what you want. In many cases, however, what you want is for the sprite to rotate around the center of the image it contains, or around an arbitrary point. There are two ways to achieve this: pivots and anchors An object's pivot is an offset, expressed in pixels, from the top-left corner of the Sprite. It defaults to (0, 0). If you have a Sprite whose texture is 100px x 50px, and want to set the pivot point to the center of the image, you'd set your pivot to (50, 25) - half the width, and half the height. Note that pivots can be set outside of the image, meaning the pivot may be less than zero or greater than the width/height. This can be useful in setting up complex animation hierarchies, for example. Every Container has a pivot. An anchor, in contrast, is only available for Sprites. Anchors are specified in percentages, from 0.0 to 1.0, in each dimension. To rotate around the center point of a texture using anchors, you'd set your Sprite's anchor to (0.5, 0.5) - 50% in width and height. While less common, anchors can also be outside the standard 0.0 - 1.0 range. The nice thing about anchors is that they are resolution and dimension agnostic. If you set your Sprite to be anchored in the middle then later change the size of the texture, your object will still rotate correctly. If you had instead set a pivot using pixel-based calculations, changing the texture size would require changing your pivot point. So, generally speaking, you'll want to use anchors when working with Sprites. One final note: unlike CSS, where setting the transform-origin of the image doesn't move it, in PixiJS setting an anchor or pivot will move your object on the screen. In other words, setting an anchor or pivot affects not just the rotation origin, but also the position of the sprite relative to its parent.","s":"Pivot vs Anchor","u":"/guides/components/sprites","h":"#pivot-vs-anchor","p":766},{"i":779,"t":"Whether it's a high score or a diagram label, text is often the best way to convey information in your projects. Surprisingly, drawing text to the screen with WebGL is a very complex process - there's no built in support for it at all. One of the values PixiJS provides is in hiding this complexity to allow you to draw text in diverse styles, fonts and colors with a few lines of code. In addition, these bits of text are just as much scene objects as sprites - you can tint text, rotate it, alpha-blend it, and otherwise treat it like any other graphical object. Let's dig into how this works.","s":"Text","u":"/guides/components/text","h":"","p":778},{"i":781,"t":"Because of the challenges of working with text in WebGL, PixiJS provides three very different solutions. In this guide, we're going to go over both methods in some detail to help you make the right choice for your project's needs. Selecting the wrong text type can have a large negative impact on your project's performance and appearance.","s":"There Are Three Kinds of Text","u":"/guides/components/text","h":"#there-are-three-kinds-of-text","p":778},{"i":783,"t":"In order to draw text to the screen, you use a Text object. Under the hood, this class draws text to an off-screen buffer using the browser's normal text rendering, then uses that offscreen buffer as the source for drawing the text object. Effectively what this means is that whenever you create or change text, PixiJS creates a new rasterized image of that text, and then treats it like a sprite. This approach allows truly rich text display while keeping rendering speed high. So when working with Text objects, there are two sets of options - standard display object options like position, rotation, etc that work after the text is rasterized internally, and text style options that are used while rasterizing. Because text once rendered is basically just a sprite, there's no need to review the standard options. Instead, let's focus on how text is styled. Check out the text example code.","s":"The Text Object","u":"/guides/components/text","h":"#the-text-object","p":778},{"i":785,"t":"There are a lot of text style options available (see TextStyle), but they break down into 5 main groups: Font: fontFamily to select the webfont to use, fontSize to specify the size of the text to draw, along with options for font weight, style and variant. Appearance: Set the color with fill or add a stroke outline, including options for gradient fills. Drop-Shadows: Set a drop-shadow with dropShadow, with a host of related options to specify offset, blur, opacity, etc. Layout: Enable with wordWrap and wordWrapWidth, and then customize the lineHeight and align or letterSpacing Utilities: Add padding or trim extra space to deal with funky font families if needed. To interactively test out feature of Text Style, check out this tool.","s":"Text Styles","u":"/guides/components/text","h":"#text-styles","p":778},{"i":787,"t":"In order for PixiJS to build a Text object, you'll need to make sure that the font you want to use is loaded by the browser. This can be easily accomplished with our good friends Assets // load the fonts await Assets.load('short-stack.woff2'); // now they can be used! const text = new Text({ text:'hello', style:{ fontFamily:'short-stack' } })","s":"Loading and Using Fonts","u":"/guides/components/text","h":"#loading-and-using-fonts","p":778},{"i":789,"t":"While PixiJS does make working with text easy, there are a few things you need to watch out for. First, changing an existing text string requires re-generating the internal render of that text, which is a slow operation that can impact performance if you change many text objects each frame. If your project requires lots of frequently changing text on the screen at once, consider using a BitmapText object (explained below) which uses a fixed bitmap font that doesn't require re-generation when text changes. Second, be careful when scaling text. Setting a text object's scale to > 1.0 will result in blurry/pixely display, because the text is not re-rendered at the higher resolution needed to look sharp - it's still the same resolution it was when generated. To deal with this, you can render at a higher initial size and down-scale, instead. This will use more memory, but will allow your text to always look clear and crisp.","s":"Caveats and Gotchas","u":"/guides/components/text","h":"#caveats-and-gotchas","p":778},{"i":791,"t":"In addition to the standard Text approach to adding text to your project, PixiJS also supports bitmap fonts. Bitmap fonts are very different from TrueType or other general purpose fonts, in that they consist of a single image containing pre-rendered versions of every letter you want to use. When drawing text with a bitmap font, PixiJS doesn't need to render the font glyphs into a temporary buffer - it can simply copy and stamp out each character of a string from the master font image. The primary advantage of this approach is speed - changing text frequently is much cheaper and rendering each additional piece of text is much faster due to the shared source texture. Check out the bitmap text example code.","s":"BitmapText","u":"/guides/components/text","h":"#bitmaptext","p":778},{"i":793,"t":"3rd party solutions BitmapFont.from auto-generation","s":"BitmapFont","u":"/guides/components/text","h":"#bitmapfont","p":778},{"i":795,"t":"Text Static text Small number of text objects High fidelity text rendering (kerning e.g.) Text layout (line & letter spacing) BitmapText Dynamic text Large number of text objects Lower memory HTMLText Static text Need that HTML formatting","s":"Selecting the Right Approach","u":"/guides/components/text","h":"#selecting-the-right-approach","p":778},{"i":797,"t":"We're slowly working our way down from the high level to the low. We've talked about the scene graph, and in general about display objects that live in it. We're about to get to sprites and other simple display objects. But before we do, we need to talk about textures. In PixiJS, textures are one of the core resources used by display objects. A texture, broadly speaking, represents a source of pixels to be used to fill in an area on the screen. The simplest example is a sprite - a rectangle that is completely filled with a single texture. But things can get much more complex.","s":"Textures","u":"/guides/components/textures","h":"","p":796},{"i":799,"t":"Let's examine how textures really work, by following the path your image data travels on its way to the screen. Here's the flow we're going to follow: Source Image > Loader > BaseTexture > Texture","s":"Life-cycle of a Texture","u":"/guides/components/textures","h":"#life-cycle-of-a-texture","p":796},{"i":801,"t":"To start with, you have the image you want to display. The first step is to make it available on your server. This may seem obvious, but if you're coming to PixiJS from other game development systems, it's worth remembering that everything has to be loaded over the network. If you're developing locally, please be aware that you must use a webserver to test, or your images won't load due to how browsers treat local file security.","s":"Serving the Image","u":"/guides/components/textures","h":"#serving-the-image","p":796},{"i":803,"t":"To work with the image, the first step is to pull the image file from your webserver into the user's web browser. To do this, we can use Assets.load('myTexture.png'). Assets wraps and deals with telling the browser to fetch the image, convert it and then let you when that has been completed. This process is asynchronous - you request the load, then time passes, then a proimise completes to let you know the load is completed. We'll go into the loader in a lot more depth in a later guide. const texture = await Assets.load('myTexture.png'); // pass a texture explicitly const sprite = new Sprite(texture); // as options const sprite2 = new Sprite({texture}); // from the cache as the texture is loaded const sprite3 = Sprite.from('myTexture.png')","s":"Loading the Image","u":"/guides/components/textures","h":"#loading-the-image","p":796},{"i":805,"t":"Once the texture has loaded, the loaded element contains the pixel data we need. But to use it to render something, PixiJS has to take that raw image file and upload it to the GPU. This brings us to the real workhorse of the texture system - the TextureSource class. Each TextureSource manages a single pixel source - usually an image, but can also be a Canvas or Video element. TextureSources allow PixiJS to convert the image to pixels and use those pixels in rendering. In addition, it also contains settings that control how the texture data is rendered, such as the wrap mode (for UV coordinates outside the 0.0-1.0 range) and scale mode (used when scaling a texture). TextureSource are automatically cached, so that calling Texture.from() repeatedly for the same URL returns the same TextureSource each time. Destroying a TextureSource frees the image data associated with it.","s":"TextureSources Own the Data","u":"/guides/components/textures","h":"#texturesources-own-the-data","p":796},{"i":807,"t":"So finally, we get to the Texture class itself! At this point, you may be wondering what the Texture object does. After all, the BaseTexture manages the pixels and render settings. And the answer is, it doesn't do very much. Textures are light-weight views on an underlying BaseTexture. Their main attribute is the source rectangle within the TextureSource from which to pull. If all PixiJS drew were sprites, that would be pretty redundant. But consider SpriteSheets. A SpriteSheet is a single image that contains multiple sprite images arranged within. In a Spritesheet object, a single TextureSource is referenced by a set of Textures, one for each source image in the original sprite sheet. By sharing a single TextureSource, the browser only downloads one file, and our batching renderer can blaze through drawing sprites since they all share the same underlying pixel data. The SpriteSheet's Textures pull out just the rectangle of pixels needed by each sprite. That is why we have both Textures and TextureSource - to allow sprite sheets, animations, button states, etc to be loaded as a single image, while only displaying the part of the master image that is needed.","s":"Textures are a View on BaseTextures","u":"/guides/components/textures","h":"#textures-are-a-view-on-basetextures","p":796},{"i":809,"t":"We will discuss resource loading in a later guide, but one of the most common issues new users face when building a PixiJS project is how best to load their textures. here's a quick cheat sheet of one good solution: Show a loading image Use Assets to ensure that all textures are loaded optionally update your loading image based on progress callbacks On loader completion, run all objects and use Texture.from() to pull the loaded textures out of the texture cache Prepare your textures (optional - see below) Hide your loading image, start rendering your scene graph Using this workflow ensures that your textures are pre-loaded, to prevent pop-in, and is relatively easy to code. Regarding preparing textures: Even after you've loaded your textures, the images still need to be pushed to the GPU and decoded. Doing this for a large number of source images can be slow and cause lag spikes when your project first loads. To solve this, you can use the Prepare plugin, which allows you to pre-load textures in a final step before displaying your project.","s":"Loading Textures","u":"/guides/components/textures","h":"#loading-textures","p":796},{"i":811,"t":"Once you're done with a Texture, you may wish to free up the memory (both WebGL-managed buffers and browser-based) that it uses. To do so, you should call destroy() on the BaseTexture that owns the data. Remember that Textures don't manage pixel data! This is a particularly good idea for short-lived imagery like cut-scenes that are large and will only be used once. If a texture is destroyed that was loaded via Assets then the assets class will automatically remove it from the cache for you.","s":"Unloading Textures","u":"/guides/components/textures","h":"#unloading-textures","p":796},{"i":813,"t":"As we alluded to above, you can make a Texture out of more than just images: Video: Pass an HTML5