pixijs | HTML5 Creation Engine : Create beautiful digital content | Graphics library

 by   pixijs TypeScript Version: 7.1.3 License: MIT

kandi X-RAY | pixijs Summary

kandi X-RAY | pixijs Summary

pixijs is a TypeScript library typically used in User Interface, Graphics, WebGL applications. pixijs has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

PixiJS — The HTML5 Creation Engine.

            kandi-support Support

              pixijs has a medium active ecosystem.
              It has 40188 star(s) with 4757 fork(s). There are 1016 watchers for this library.
              It had no major release in the last 12 months.
              There are 138 open issues and 5044 have been closed. On average issues are closed in 45 days. There are 22 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of pixijs is 7.1.3

            kandi-Quality Quality

              pixijs has 0 bugs and 0 code smells.

            kandi-Security Security

              pixijs has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              pixijs code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              pixijs is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              pixijs releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of pixijs
            Get all kandi verified functions for this library.

            pixijs Key Features

            No Key Features are available at this moment for pixijs.

            pixijs Examples and Code Snippets

            Scene 场景
            TypeScriptdot img1Lines of Code : 72dot img1no licencesLicense : No License
            copy iconCopy
            // @scenes/home/index.ts
            import { Sprite } from 'pixi.js'
            import { Scene, Resource, Route } from '@amoy/scene'
            // Resource.use 接受一个对象为参数,对象的 key 值为资源的 key 值(该 key 值可直接用于 Sprite.from, Texture.from 等 api),value 值为资源的 path
            // eg: src/images/key.png
            hydux-pixi,Usage,Use the vdom directly
            TypeScriptdot img2Lines of Code : 55dot img2License : Permissive (MIT)
            copy iconCopy
            import { PIXIComponent, render } from 'hydux-pixi/lib/vdom/pixi/index'
            class App extends PIXIComponent {
              onDidMount(): void
              shouldUpdate(nextProps: P, nextState: S): boolean
              setState(s: Partial): void
              forceUpdate(): void
              render(): void
            JavaScriptdot img3Lines of Code : 55dot img3no licencesLicense : No License
            copy iconCopy
            requirejs(["game"], function (Game) {
            // Where the game begins!
            var start = function () {
                    .add("background", "/assets/e2m2.png")
                    .add("soldier", "/assets/enemy.png")
            How to draw svg markers on PixiOverlay?
            Lines of Code : 139dot img4License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
                Leaflet.PixiOverlay example
            NPM installs different version from package.json
            Lines of Code : 69dot img5License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            "dependencies": {
              "@pixi/core": "5.0.0-rc.3",
              ... (all other pixi submodules here) ...
              "pixi.js": "5.0.0-rc.3"
            npm init -y                             ## Create empty npm module
            npm install pixi.js@5.0.0-rc

            Community Discussions


            Pixi.js how to mask one image with other image
            Asked 2022-Mar-27 at 17:25

            sorry for the amatuer question, I'm really new to Pixi.js

            Well, I'm trying to make a scratch card.

            There will be two image, one for background("A"), and one for hidden background( "B" , I think this is mask, but I'm not sure about this terminology , so to avoid confusion I'll describe as hidden background)

            So, image 'A' will cover up image 'B'.

            Then, I'will use bristle image for the brush.

            When I execute dragging event on Image "A" , I want to show up image 'B" along path mouse moved.

            Sorry , for my terrible description. Think I'm cloning this website ( https://art4globalgoals.com/en )

            I followed this example( https://pixijs.io/examples/#/demos-advanced/scratchcard.js ), and succeed to make a brush effect, with only 1 image. But couldn't implement it with two image.

            Precisely speaking , when I run my app, there is black screen rendered , and if I scratch screen, the hidden Image appears. but the problem is that, I want to set other Image instead of black screen.

            below image is my current status , which will happen when running below code



            Answered 2022-Mar-27 at 17:25

            I guess the problem is that you haven't added background to the stage, because you commented it.

            Source https://stackoverflow.com/questions/71630039


            render a canvas in mithril
            Asked 2022-Mar-11 at 08:23

            how can i render a canvas inside mithril ?

            here is my typescript code :



            Answered 2022-Mar-11 at 08:23

            You have to create a container to attach the pixi canvas to

            Source https://stackoverflow.com/questions/71434554


            Conditional math and GLSL
            Asked 2022-Feb-22 at 18:50

            I'm currently learning GLSL with pixijs, and I'm seeing strange behavior with this simple conditional in a super simple script. Basically, the code asks if the absolute value of x-coordinate is <= 1, greater than 1, or something else.... and the "something else" branch fires!

            To clarify, a number will be less than or equal to 1, or greater than 1, there should be no other possibility (unless I'm having a brain fart :-) )

            More context: resolution is a uniform with a value of [10.0,10.0].

            Can someone explain how this could be possible? The only thing I can think of is that the x-coordinate isn't a float. Is that possible?



            Answered 2022-Feb-22 at 17:43

            It looks like pixi.js doesn't like the resolution as the name of a uniform. When I changed the name to u_resolution, it started to work. :shrug:

            Source https://stackoverflow.com/questions/71216349


            Pixi.js in SvelteKit gives a 'self is not defined' error only while building
            Asked 2022-Feb-10 at 20:50

            As the title states, when using Pixi.js in SvelteKit, ONLY and ONLY while building the application, it will spit out a "self is not defined" error, and it traces back to the @pixi/settings module. I have tried every possible way that I know to fix this. First I used a shim to give it some dummy information, but that didn't work:



            Answered 2022-Feb-03 at 10:18

            Not sure if this is related but I added Pixi to my Svelte project (based on the official Svelte starter template using rollup) and I started to get this error:

            Source https://stackoverflow.com/questions/70349328


            PixiJs mask filter with background image
            Asked 2021-Dec-23 at 12:36

            How can I create effect like on this site (work links)


            I was trying implement this example, but can't change black background with another image.


            Please, HELP!



            Answered 2021-Dec-23 at 12:36

            Try simply adding some other Sprite to stage - before grass is added - like this:

            • look at usage of some_bg

            Source https://stackoverflow.com/questions/70438296


            Loading a spritesheet in Pixijs does not work
            Asked 2021-Dec-22 at 13:34

            Im trying to load a spritesheet in pixijs according to the official documentation: http://pixijs.download/release/docs/PIXI.Spritesheet.html

            The following is my code:



            Answered 2021-Dec-22 at 13:34

            I had the same problem. The solution is to move spriteSheet.json with spriteSheet.png from assets to public folder.

            And set path images/spriteSheet.json (in public/images/spriteSheet.json) according to the official documentation.

            Source https://stackoverflow.com/questions/70087174


            Pixi js two rotations to one element (how to add something like wrapper)
            Asked 2021-Nov-02 at 16:28

            how can i wrap sprite in something like container Something like in HTML:



            Answered 2021-Oct-28 at 15:01


            With ExpressJS, how can I utilize an NPM package on the client-side?
            Asked 2021-Aug-08 at 22:07

            I've been exploring JavaScript game development utilizing the HTML canvas and Socket.io, and I just came across the canvas framework PixiJS.

            I decided to try it out, so I started a new project and npm install-ed express, socket.io and pixi.js. I did a typical express and socketio static server, serving '/public'




            Answered 2021-Aug-08 at 22:07

            You'll have to use a bundler such as Webpack, Parcel, Rollup, ...

            These basically compile your code and dependencies (usually to an older version of JS for browser-compatibility) and bundles them together, giving you (by default) a single .js file that includes your (used) dependencies. This works for most modules.

            The GitHub for pixi.js also specifies a CDN install you can use instead. If this is the only dependency you care about, that would be an easier approach.

            Source https://stackoverflow.com/questions/68705074


            Typescript variadic generic class, accepting a variable number of class objects which extend a common base?
            Asked 2021-Jul-18 at 19:16

            I am trying to design an entity-component system in typescript. My goal is to create a variadic generic abstract System class that takes component classes as generic arguments.

            The idea is that derived System classes can be declared with the components they use. They can then use this information (the component class objects) to pull the subset of entities they operate on from the list of all entities. This subset is the set of entities that have the required components.

            For context, I have included the component and the entity code first:



            Answered 2021-Jul-18 at 15:27

            TypeScript has no "variadic generic", but it has Tuple types

            So your System class can be

            Source https://stackoverflow.com/questions/68429500


            Can't seem to multiply something in fragment shader...precision issue?
            Asked 2021-Jun-03 at 11:28

            I'm trying to unravel a bit of the dark unknown that is webgl via PixiJS library. At this point, it probably should be noted that I haven't used PixiJS for awhile either, but it seemed to be a much more preferable approach than to manipulate the lower level underlying webgl state.

            My logic is currently this: I create two buffers ("current" and "previous") with the same fragment shader as well as a render buffer and a "render" fragment shader. Both buffers start off with the same content: a fill that is rgb(255, 10, 0) for every pixel.

            Right now, the fragment shader does this:



            Answered 2021-Jun-03 at 11:28

            The problem is related to the texture format. The color channels are stored in a single byte using a normalized floating point format. The floating point values in range [0.0, 1.0] are mapped to the integral values in range [0, 255].

            The start value of the green color channel is 10. 10 * 1.05 is 10.5. Since the value is truncated when stored in the texture, the result is 10.

            The simples solution is to change the factor:

            pixel.y = pixel.y * 1.05; // increase green a bit

            Source https://stackoverflow.com/questions/67817626

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install pixijs

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            npm i pixijs

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            gh repo clone pixijs/pixijs

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