146 lines
3.8 KiB
HTML
146 lines
3.8 KiB
HTML
<!DOCTYPE HTML>
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<html>
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<head>
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<title>Sprite Batch</title>
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<style>
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body {
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margin: 0;
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padding: 0;
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background-color: #000000;
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}
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.rendererView {
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position: absolute;
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display: block;
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width: 100%;
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height: 100%;
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}
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</style>
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<script src="pixi.js"></script>
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<script src="../../bin/pixi.dev.js"></script>
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</head>
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<body>
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<script>
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var viewWidth = 800;
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var viewHeight = 600;
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// Create a pixi renderer
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var renderer = PIXI.autoDetectRenderer(viewWidth, viewHeight);
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renderer.view.className = "rendererView";
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// add render view to DOM
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document.body.appendChild(renderer.view);
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// create an new instance of a pixi stage
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var stage = new PIXI.Stage(0xFFFFFF);
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var particles = new PIXI.SpriteBatch(PIXI.Texture.fromImage("eggHead.png"));
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stage.addChild(particles);
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// create an array to store a refference to the fish in the pond
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var dudeArray = [];
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var totalDudes = renderer instanceof PIXI.WebGLRenderer ? 10000 : 100//.view.className = "rendererView";
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var tints = [0xFFFFFF,
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0xfffbee,
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0xffeeee,
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0xfadeed,
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0xe8d4cd];
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for (var i = 0; i < totalDudes; i++)
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{
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// create a new Sprite that uses the image name that we just generated as its source
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var dude = PIXI.Sprite.fromImage("tinyMaggot.png");
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dude.tint = Math.random() * 0xe8d4cd;
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// set the anchor point so the the dude texture is centerd on the sprite
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dude.anchor.x = dude.anchor.y = 0.5;
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// set a random scale for the dude - no point them all being the same size!
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dude.scale.x = dude.scale.y = 0.8 + Math.random() * 0.3;
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// finally lets set the dude to be a random position..
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dude.x = Math.random() * viewWidth;
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dude.y = Math.random() * viewHeight;
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// create some extra properties that will control movement
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dude.tint = Math.random() * 0x808080;
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//dude.tint = i > 3000 ? 0x977d76 : tints[i % tints.length];//Math.random() * 0xFFFFFF;
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// create a random direction in radians. This is a number between 0 and PI*2 which is the equivalent of 0 - 360 degrees
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dude.direction = Math.random() * Math.PI * 2;
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// this number will be used to modify the direction of the dude over time
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dude.turningSpeed = Math.random() - 0.8;
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// create a random speed for the dude between 0 - 2
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dude.speed = (2 + Math.random() * 2) * 0.2;
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dude.offset = Math.random() * 100;
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// finally we push the dude into the dudeArray so it it can be easily accessed later
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dudeArray.push(dude);
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particles.addChild(dude);
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}
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// create a bounding box box for the little dudes
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var dudeBoundsPadding = 100;
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var dudeBounds = new PIXI.Rectangle(-dudeBoundsPadding,
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-dudeBoundsPadding,
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viewWidth + dudeBoundsPadding * 2,
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viewHeight + dudeBoundsPadding * 2);
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var tick = 0;
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requestAnimationFrame(animate);
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function animate()
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{
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// iterate through the dude and update the positiond
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for (var i = 0; i < dudeArray.length; i++)
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{
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var dude = dudeArray[i];
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dude.scale.y = 0.95 + Math.sin(tick + dude.offset) * 0.05
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dude.direction += dude.turningSpeed * 0.01;
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dude.position.x += Math.sin(dude.direction) * (dude.speed * dude.scale.y);
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dude.position.y += Math.cos(dude.direction) * (dude.speed *dude.scale.y );
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dude.rotation = -dude.direction + Math.PI;
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// wrap the dudes by testing their bounds..
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if(dude.position.x < dudeBounds.x)dude.position.x += dudeBounds.width;
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else if(dude.position.x > dudeBounds.x + dudeBounds.width)dude.position.x -= dudeBounds.width
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if(dude.position.y < dudeBounds.y)dude.position.y += dudeBounds.height;
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else if(dude.position.y > dudeBounds.y + dudeBounds.height)dude.position.y -= dudeBounds.height
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}
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// increment the ticker
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tick += 0.1;
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// time to render the stage !
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renderer.render(stage);
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// request another animation frame..
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requestAnimationFrame( animate );
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}
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</script>
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</body>
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</html>
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