How to use the @pixi/sprite.Sprite function in @pixi/sprite

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github pixijs / pixi.js / packages / mixin-cache-as-bitmap / src / index.js View on Github external
renderer.render(this, renderTexture, true, m, false);

    // now restore the state be setting the new properties
    renderer.context = cachedRenderTarget;

    this.renderCanvas = this._renderCachedCanvas;
    // the rest is the same as for WebGL
    this.updateTransform = this.displayObjectUpdateTransform;
    this.calculateBounds = this._calculateCachedBounds;
    this.getLocalBounds = this._getCachedLocalBounds;

    this._mask = null;
    this.filterArea = null;

    // create our cached sprite
    const cachedSprite = new Sprite(renderTexture);

    cachedSprite.transform.worldTransform = this.transform.worldTransform;
    cachedSprite.anchor.x = -(bounds.x / bounds.width);
    cachedSprite.anchor.y = -(bounds.y / bounds.height);
    cachedSprite.alpha = cacheAlpha;
    cachedSprite._bounds = this._bounds;

    this._cacheData.sprite = cachedSprite;

    this.transform._parentID = -1;
    // restore the transform of the cached sprite to avoid the nasty flicker..
    if (!this.parent)
    {
        this.parent = renderer._tempDisplayObjectParent;
        this.updateTransform();
        this.parent = null;
github pixijs / pixi.js / packages / text-bitmap / src / BitmapText.js View on Github external
}

        const lenChars = chars.length;
        const tint = this.tint;

        for (let i = 0; i < lenChars; i++)
        {
            let c = this._glyphs[i]; // get the next glyph sprite

            if (c)
            {
                c.texture = chars[i].texture;
            }
            else
            {
                c = new Sprite(chars[i].texture);
                this._glyphs.push(c);
            }

            c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
            c.position.y = chars[i].position.y * scale;
            c.scale.x = c.scale.y = scale;
            c.tint = tint;

            if (!c.parent)
            {
                this.addChild(c);
            }
        }

        // remove unnecessary children.
        for (let i = lenChars; i < this._glyphs.length; ++i)
github pixijs / pixi.js / packages / text-bitmap / src / BitmapText.js View on Github external
}

        const lenChars = chars.length;
        const tint = this.tint;

        for (let i = 0; i < lenChars; i++)
        {
            let c = this._glyphs[i]; // get the next glyph sprite

            if (c)
            {
                c.texture = chars[i].texture;
            }
            else
            {
                c = new Sprite(chars[i].texture);
                c.roundPixels = this.roundPixels;
                this._glyphs.push(c);
            }

            c.position.x = (chars[i].position.x + lineAlignOffsets[chars[i].line]) * scale;
            c.position.y = chars[i].position.y * scale;
            c.scale.x = c.scale.y = scale;
            c.tint = tint;

            if (!c.parent)
            {
                this.addChild(c);
            }
        }

        // remove unnecessary children.
github pixijs / pixi.js / packages / mixin-cache-as-bitmap / src / index.js View on Github external
renderer.renderTexture.bind(cachedRenderTarget);

    // renderer.filterManager.filterStack = stack;

    this.render = this._renderCached;
    // the rest is the same as for Canvas
    this.updateTransform = this.displayObjectUpdateTransform;
    this.calculateBounds = this._calculateCachedBounds;
    this.getLocalBounds = this._getCachedLocalBounds;

    this._mask = null;
    this.filterArea = null;

    // create our cached sprite
    const cachedSprite = new Sprite(renderTexture);

    cachedSprite.transform.worldTransform = this.transform.worldTransform;
    cachedSprite.anchor.x = -(bounds.x / bounds.width);
    cachedSprite.anchor.y = -(bounds.y / bounds.height);
    cachedSprite.alpha = cacheAlpha;
    cachedSprite._bounds = this._bounds;

    this._cacheData.sprite = cachedSprite;

    this.transform._parentID = -1;
    // restore the transform of the cached sprite to avoid the nasty flicker..
    if (!this.parent)
    {
        this.parent = renderer._tempDisplayObjectParent;
        this.updateTransform();
        this.parent = null;
github pixijs / pixi.js / packages / graphics / src / Graphics.js View on Github external
_renderSpriteRect(renderer)
    {
        const rect = this.graphicsData[0].shape;

        if (!this._spriteRect)
        {
            this._spriteRect = new Sprite(new Texture(Texture.WHITE));
        }

        const sprite = this._spriteRect;
        const fillColor = this.graphicsData[0].fillColor;

        if (this.tint === 0xffffff)
        {
            sprite.tint = fillColor;
        }
        else if (this.tint !== this._prevRectTint || fillColor !== this._prevRectFillColor)
        {
            const t1 = tempColor1;
            const t2 = tempColor2;

            hex2rgb(fillColor, t1);
            hex2rgb(this.tint, t2);

@pixi/sprite

Base object for textured objects rendered to the screen

MIT
Latest version published 4 months ago

Package Health Score

94 / 100
Full package analysis