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@voronianski
Last active August 3, 2016 15:43
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esnextbin sketch
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>ESNextbin Sketch</title>
<!-- put additional styles and scripts here -->
</head>
<body>
<div id="app"></div>
<!-- put markup and other contents here -->
</body>
</html>
// Pixi.js basic usage example
// https://github.com/pixijs/pixi.js#basic-usage-example
import Pixi from 'pixi.js';
// 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.
const renderer = new Pixi.WebGLRenderer(800, 600);
// The renderer will create a canvas element for you that you can then insert into the DOM.
document.getElementById('app').appendChild(renderer.view);
// You need to create a root container that will hold the scene you want to draw.
const stage = new Pixi.Container();
// Declare a global variable for our sprite so that the animate function can access it.
let bunny = null;
// load the texture we need
Pixi.loader.add('bunny', 'https://dl.dropboxusercontent.com/u/100463011/bunny.png').load((loader, resources) => {
// This creates a texture from a 'bunny.png' image.
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);
}
{
"name": "esnextbin-sketch",
"version": "0.0.0",
"dependencies": {
"pixi.js": "3.0.11"
}
}
'use strict';
var _pixi = require('pixi.js');
var _pixi2 = _interopRequireDefault(_pixi);
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
// 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 _pixi2.default.WebGLRenderer(800, 600);
// The renderer will create a canvas element for you that you can then insert into the DOM.
// Pixi.js basic usage example
// https://github.com/pixijs/pixi.js#basic-usage-example
document.getElementById('app').appendChild(renderer.view);
// You need to create a root container that will hold the scene you want to draw.
var stage = new _pixi2.default.Container();
// Declare a global variable for our sprite so that the animate function can access it.
var bunny = null;
// load the texture we need
_pixi2.default.loader.add('bunny', 'https://dl.dropboxusercontent.com/u/100463011/bunny.png').load(function (loader, resources) {
// This creates a texture from a 'bunny.png' image.
bunny = new _pixi2.default.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);
}
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