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Updated pixi.js to v3

This commit is contained in:
upisfree 2015-05-20 01:07:04 +06:00
parent 95ae911ed6
commit 419d2addca
2 changed files with 25930 additions and 12939 deletions

File diff suppressed because it is too large Load diff

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@ -46,11 +46,15 @@ var RenderPixi = {};
transparent = !render.options.wireframes && render.options.background === 'transparent';
// init pixi
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, render.canvas, transparent, true);
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, {
view: render.canvas,
autoResize: true,
transparent: transparent,
antialias: true,
backgroundColor: options.background
});
render.canvas = render.context.view;
render.container = new PIXI.DisplayObjectContainer();
render.stage = new PIXI.Stage();
render.stage.addChild(render.container);
render.container = new PIXI.Container();
render.bounds = render.bounds || {
min: {
x: 0,
@ -68,8 +72,8 @@ var RenderPixi = {};
render.primitives = {};
// use a sprite batch for performance
render.spriteBatch = new PIXI.SpriteBatch();
render.container.addChild(render.spriteBatch);
render.bodies = new PIXI.Container();
render.container.addChild(render.bodies);
// insert canvas
if (Common.isElement(render.element)) {
@ -92,7 +96,7 @@ var RenderPixi = {};
*/
RenderPixi.clear = function(render) {
var container = render.container,
spriteBatch = render.spriteBatch;
bodies = render.bodies;
// clear stage container
while (container.children[0]) {
@ -100,8 +104,8 @@ var RenderPixi = {};
}
// clear sprite batch
while (spriteBatch.children[0]) {
spriteBatch.removeChild(spriteBatch.children[0]);
while (bodies.children[0]) {
bodies.removeChild(bodies.children[0]);
}
var bgSprite = render.sprites['bg-0'];
@ -114,10 +118,10 @@ var RenderPixi = {};
// set background sprite
render.sprites['bg-0'] = bgSprite;
if (bgSprite)
spriteBatch.addChildAt(bgSprite, 0);
container.addChildAt(bgSprite, 0);
// add sprite batch back into container
render.container.addChild(render.spriteBatch);
render.container.addChild(render.bodies);
// reset background state
render.currentBackground = null;
@ -141,11 +145,11 @@ var RenderPixi = {};
if (isColor) {
// if solid background color
var color = Common.colorToNumber(background);
render.stage.setBackgroundColor(color);
render.context.backgroundColor = color;
// remove background sprite if existing
if (bgSprite)
render.spriteBatch.removeChild(bgSprite);
render.container.removeChild(bgSprite);
} else {
// initialise background sprite if needed
if (!bgSprite) {
@ -154,7 +158,7 @@ var RenderPixi = {};
bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
bgSprite.position.x = 0;
bgSprite.position.y = 0;
render.spriteBatch.addChildAt(bgSprite, 0);
render.container.addChildAt(bgSprite, 0);
}
}
@ -171,7 +175,6 @@ var RenderPixi = {};
var render = engine.render,
world = engine.world,
context = render.context,
stage = render.stage,
container = render.container,
options = render.options,
bodies = Composite.allBodies(world),
@ -229,7 +232,7 @@ var RenderPixi = {};
for (i = 0; i < constraints.length; i++)
RenderPixi.constraint(engine, constraints[i]);
context.render(stage);
context.render(container); // render just render.bodies?
};
@ -300,15 +303,15 @@ var RenderPixi = {};
if (bodyRender.sprite && bodyRender.sprite.texture) {
var spriteId = 'b-' + body.id,
sprite = render.sprites[spriteId],
spriteBatch = render.spriteBatch;
bodies = render.bodies;
// initialise body sprite if not existing
if (!sprite)
sprite = render.sprites[spriteId] = _createBodySprite(render, body);
// add to scene graph if not already there
if (Common.indexOf(spriteBatch.children, sprite) === -1)
spriteBatch.addChild(sprite);
if (Common.indexOf(bodies.children, sprite) === -1)
bodies.addChild(sprite);
// update body sprite
sprite.position.x = body.position.x;
@ -366,7 +369,7 @@ var RenderPixi = {};
* @param {body} body
* @return {PIXI.Graphics} graphics
*/
var _createBodyPrimitive = function(render, body) {
var _createBodyPrimitive = function(render, body) { // TODO: use canvas to create sprite, not PIXI.Graphics
var bodyRender = body.render,
options = render.options,
primitive = new PIXI.Graphics(),