The aim of this project is to provide a fast lightweight 2D library that works across all devices. The Pixi renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of WebGL. Also, it's fast. Really fast.
If you want to keep up to date with the latest pixi.js news then feel free to follow us on twitter (@doormat23, and @rolnaaba) and we will keep you posted! You can also check back on our site as any breakthroughs will be posted up there too!
Your support helps us make Pixi.js even better. Make your pledge on Patreon and we'll love you forever!
- WebGL Filters!
- Run pixie run
- Fight for Everyone
- Flash vs HTML
- Bunny Demo
- Storm Brewing
- Filters Demo
- Render Texture Demo
- Primitives Demo
- Masking Demo
- Interaction Demo
- photonstorm's Balls Demo
- photonstorm's Morph Demo
Thanks to @photonstorm for providing those last 2 examples and allowing us to share the source code :)
- API Documentation is here.
- Feature Examples are here.
- The Pixi.js Forum is here.
- Other misc tutorials and resources are on the Wiki.
Want to be part of the pixi.js project? Great! All are welcome! We will get there quicker together :) Whether you find a bug, have a great feature request or you fancy owning a task from the road map above feel free to get in touch.
Make sure to read the Contributing Guide before submitting changes.
- WebGL renderer (with automatic smart batching allowing for REALLY fast performance)
- Canvas renderer (Fastest in town!)
- Full scene graph
- Super easy to use API (similar to the flash display list API)
- Support for texture atlases
- Asset loader / sprite sheet loader
- Auto-detect which renderer should be used
- Full Mouse and Multi-touch Interaction
- Text
- BitmapFont text
- Multiline Text
- Render Texture
- Primitive Drawing
- Masking
- Filters
- User Plugins
// You can use either `new PIXI.WebGLRenderer`, `new PIXI.CanvasRenderer`, or `PIXI.autoDetectRenderer`
// which will try to choose the best renderer for the environment you are in.
var renderer = new PIXI.WebGLRenderer(800, 600);
// The renderer will create a canvas element for you that you can then insert into the DOM.
document.body.appendChild(renderer.view);
// You need to create a root container that will hold the scene you want to draw.
var stage = new PIXI.Container();
// load the texture we need
PIXI.loader.add('bunny', 'bunny.png').load(function (loader, resources) {
// This creates a texture from a 'bunny.png' image.
var bunny = new PIXI.Sprite(resources.bunny.texture);
// Setup the position and scale of the bunny
bunny.position.x = 400;
bunny.position.y = 300;
bunny.scale.x = 2;
bunny.scale.y = 2;
// Add the bunny to the scene we are building.
stage.addChild(bunny);
// kick off the animation loop (defined below)
animate();
});
function animate() {
// start the timer for the next animation loop
requestAnimationFrame(animate);
// each frame we spin the bunny around a bit
bunny.rotation += 0.01;
// this is the main render call that makes pixi draw your container and its children.
renderer.render(stage);
}
Note that for most users you don't need to build this project. If all you want is to use pixi, then just download one of our prebuilt releases. Really the only time you should need to build pixi.js is if you are developing it.
If you don't already have Node.js and NPM, go install them. Once you do, you can then install the gulp executable:
$> npm install -g gulp
Then, in the folder where you have cloned the repository, install the build dependencies using npm:
$> npm install
Then, to build the source, run:
$> gulp build
This will create a minified version at bin/pixi.min.js
and a non-minified version at bin/pixi.js
with all the plugins in the pixi.js project.
If there are specific plugins you don't want, say "interaction" or "extras", you can exclude those:
$> gulp build --exclude extras --exclude interaction
You can also use the short-form -e
:
$> gulp build -e extras -e interaction -e filters
The docs can be generated using npm:
$> npm run docs
There is also a gulp task to generate them if you want to:
$> gulp jsdoc
The documentation uses Jaguar.js and the jsdoc format, the configuration file can be found at gulp/utils/jsdoc.conf.json
This content is released under the (http://opensource.org/licenses/MIT) MIT License.
- Added 'id' property to InteractionData, for easier tracking of distinct touches.
- Added optional outPoint parameters to toLocal() and toGlobal() on DisplayObject.
- Added 'stageout', 'stagein', 'stagedown', 'stagemove', and 'stageup' events to InteractionManager.
- Added 'handleCursorChange' property to InteractionManager as a callback to handle cursor changes instead of modifying the canvas's CSS.
- Added PIXI.utils.useFilenamesForTextures, a boolean to globally use filenames for texture ids instead of the full url. All Texture fetching respects this.
- Destruction of a BaseTexture destroys all Textures in the texture dictionary that reference that BaseTexture.
- Made 'width' and 'height' properties on Container overrideable.