Creates a new composite sprite using the specified options.
The renderer to use.
The options for the render texture. If both width and height has not been set, it will automatically be resized to the renderer size.
The anchor point defines the normalized coordinates in the texture that map to the position of this sprite.
By default, this is (0,0)
(or texture.defaultAnchor
if you have modified that), which means the position
(x,y)
of this Sprite
will be the top-left corner.
Note: Updating texture.defaultAnchor
after
constructing a Sprite
does not update its anchor.
https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html
The bounds object, this is used to calculate and store the bounds of the displayObject.
Flags the cached bounds as dirty.
Cache of this display-object's bounds-rectangle.
Cached tint value so we can tell when the tint is changed. Value is used for 2d CanvasRenderer.
If the object has been destroyed via destroy(). If true, it should not be used.
Currently enabled filters.
The height of the sprite (this is initially set by the texture)
Which index in the children array the display component was before the previous zIndex sort. Used by containers to help sort objects with the same zIndex, by using previous array index as the decider.
Local bounds object, swapped with _bounds
when using getLocalBounds()
.
Cache of this display-object's local-bounds rectangle.
The original, cached mask of the object.
The width of the sprite (this is initially set by the texture).
The zIndex of the displayObject. A higher value will mean it will be rendered on top of other displayObjects within the same container.
The opacity of the object.
The blend mode to be applied to the sprite. Apply a value of PIXI.BLEND_MODES.NORMAL
to reset the blend mode.
The array of children of this container.
If set, this shape is used for culling instead of the bounds of this object. It can improve the culling performance of objects with many children. The culling area is defined in local space.
Should this object be rendered if the bounds of this object are out of frame?
Culling has no effect on whether updateTransform is called.
The area the filter is applied to. This is used as more of an optimization rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.
Also works as an interaction mask.
Sets the filters for the displayObject.
IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
To remove filters simply set this property to 'null'
.
Does any other displayObject use this object as a mask?
Used to fast check if a sprite is.. a sprite!
Plugin that is responsible for rendering this element. Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.
Can this object be rendered, if false the object will not be drawn but the updateTransform methods will still be called.
Only affects recursive calls from parent. You can ask for bounds manually.
Should children be sorted by zIndex at the next updateTransform call.
Will get automatically set to true if a new child is added, or if a child's zIndex changes.
If set to true, the container will sort its children by zIndex value when updateTransform() is called, or manually if sortChildren() is called.
This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as @link https://github.com/pixijs/pixi-display
Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.
World transform and local transform of this object. This will become read-only later, please do not assign anything there unless you know what are you doing.
This is used to store the uvs data of the sprite, assigned at the same time as the vertexData in calculateVertices().
This is used to store the vertex data of the sprite (basically a quad).
The visibility of the object. If false the object will not be drawn, and the updateTransform function will not be called.
Only affects recursive calls from parent. You can ask for bounds or call updateTransform manually.
The multiplied alpha of the displayObject.
The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} and passed to the constructor.
The default is (0,0)
, this means the sprite's origin is the top left.
Setting the anchor to (0.5,0.5)
means the sprite's origin is centered.
Setting the anchor to (1,1)
would mean the sprite's origin point will be the bottom right corner.
If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
The anchor sets the origin point of the sprite. The default value is taken from the {@link PIXI.Texture|Texture} and passed to the constructor.
The default is (0,0)
, this means the sprite's origin is the top left.
Setting the anchor to (0.5,0.5)
means the sprite's origin is centered.
Setting the anchor to (1,1)
would mean the sprite's origin point will be the bottom right corner.
If you pass only single parameter, it will set both x and y to the same value as shown in the example below.
The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
Readonly flag for destroyed display objects.
The height of the sprite, setting this will actually modify the scale to achieve the value set.
The height of the sprite, setting this will actually modify the scale to achieve the value set.
Current transform of the object based on local factors: position, scale, other stuff.
Sets a mask for the displayObject. A mask is an object that limits the visibility of an
object to the shape of the mask applied to it. In PixiJS a regular mask must be a
{@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it
utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.
Otherwise, getLocalBounds
may calculate incorrect bounds, which makes the container's width and height wrong.
To remove a mask, set this property to null
.
For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.
Sets a mask for the displayObject. A mask is an object that limits the visibility of an
object to the shape of the mask applied to it. In PixiJS a regular mask must be a
{@link PIXI.Graphics} or a {@link PIXI.Sprite} object. This allows for much faster masking in canvas as it
utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent.
Otherwise, getLocalBounds
may calculate incorrect bounds, which makes the container's width and height wrong.
To remove a mask, set this property to null
.
For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.
The center of rotation, scaling, and skewing for this display object in its local space. The position
is the projection of pivot
in the parent's local space.
By default, the pivot is the origin (0, 0).
The center of rotation, scaling, and skewing for this display object in its local space. The position
is the projection of pivot
in the parent's local space.
By default, the pivot is the origin (0, 0).
The coordinate of the object relative to the local coordinates of the parent.
The coordinate of the object relative to the local coordinates of the parent.
The render texture.
The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth.
To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.
If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
Advantages can include sharper image quality (like text) and faster rendering on canvas. The main disadvantage is movement of objects may appear less smooth.
To set the global default, change {@link PIXI.settings.ROUND_PIXELS}.
The scale factors of this object along the local coordinate axes.
The default scale is (1, 1).
The scale factors of this object along the local coordinate axes.
The default scale is (1, 1).
The skew factor for the object in radians.
The skew factor for the object in radians.
The texture that the sprite is using.
The texture that the sprite is using.
The tint applied to the sprite. This is a hex value.
A value of 0xFFFFFF will remove any tint effect.
The tint applied to the sprite. This is a hex value.
A value of 0xFFFFFF will remove any tint effect.
The width of the sprite, setting this will actually modify the scale to achieve the value set.
The width of the sprite, setting this will actually modify the scale to achieve the value set.
Current transform of the object based on world (parent) factors.
Indicates if the object is globally visible.
The position of the displayObject on the x axis relative to the local coordinates of the parent. An alias to position.x
The position of the displayObject on the x axis relative to the local coordinates of the parent. An alias to position.x
The position of the displayObject on the y axis relative to the local coordinates of the parent. An alias to position.y
The position of the displayObject on the y axis relative to the local coordinates of the parent. An alias to position.y
The zIndex of the displayObject.
If a container has the sortableChildren property set to true, children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other display objects within the same container.
The zIndex of the displayObject.
If a container has the sortableChildren property set to true, children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other display objects within the same container.
Updates the bounds of the sprite.
When the texture is updated, this event will fire to update the scale and frame.
Recursively updates transform of all objects from the root to this one internal function for toLocal()
Renders the object using the WebGL renderer
The webgl renderer to use.
Renders this object and its children with culling.
The renderer
Adds one or more children to the container.
Multiple items can be added like so: myContainer.addChild(thingOne, thingTwo, thingThree)
The DisplayObject(s) to add to the container
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown
The child to add
The index to place the child in
The child that was added.
Recalculates the bounds of the container.
This implementation will automatically fit the children's bounds into the calculation. Each child's bounds is limited to its mask's bounds or filterArea, if any is applied.
Calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData.
This is used to ensure that the true width and height of a trimmed texture is respected.
Calculates worldTransform * vertices, store it in vertexData.
Tests if a point is inside this sprite
the point to test
The result of the test
Pair method for enableTempParent
Actual parent of element
Calls each of the listeners registered for a given event.
Used in Renderer, cacheAsBitmap and other places where you call an updateTransform
on root
const cacheParent = elem.enableTempParent();
elem.updateTransform();
elem.disableTempParent(cacheParent);
Return an array listing the events for which the emitter has registered listeners.
Calculates and returns the (world) bounds of the display object as a [Rectangle]{@link PIXI.Rectangle}.
This method is expensive on containers with a large subtree (like the stage). This is because the bounds
of a container depend on its children's bounds, which recursively causes all bounds in the subtree to
be recalculated. The upside, however, is that calling getBounds
once on a container will indeed update
the bounds of all children (the whole subtree, in fact). This side effect should be exploited by using
displayObject._bounds.getRectangle()
when traversing through all the bounds in a scene graph. Otherwise,
calling getBounds
on each object in a subtree will cause the total cost to increase quadratically as
its height increases.
The transforms of all objects in a container's subtree and of all ancestors are updated. The world bounds of all display objects in a container's subtree will also be recalculated.
The _bounds
object stores the last calculation of the bounds. You can use to entirely skip bounds
calculation if needed.
const lastCalculatedBounds = displayObject._bounds.getRectangle(optionalRect);
Do know that usage of getLocalBounds
can corrupt the _bounds
of children (the whole subtree, actually). This
is a known issue that has not been solved. See [getLocalBounds]{@link PIXI.DisplayObject#getLocalBounds} for more
details.
getBounds
should be called with skipUpdate
equal to true
in a render() call. This is because the transforms
are guaranteed to be update-to-date. In fact, recalculating inside a render() call may cause corruption in certain
cases.
Setting to true
will stop the transforms of the scene graph from
being updated. This means the calculation returned MAY be out of date BUT will give you a
nice performance boost.
Optional rectangle to store the result of the bounds calculation.
Returns the child at the specified index
The index to get the child at
Returns the index position of a child DisplayObject instance
The DisplayObject instance to identify
Gets the local bounds of the sprite object.
Optional output rectangle.
The bounds.
Return the number of listeners listening to a given event.
Return the listeners registered for a given event.
Add a listener for a given event.
Overridable method that can be used by Container subclasses whenever the children array is modified.
Add a one-time listener for a given event.
Remove all listeners, or those of the specified event.
Removes one or more children from the container.
The DisplayObject(s) to remove
The first child that was removed.
Removes a child from the specified index position.
The index to get the child from
The child that was removed.
Removes all children from this container that are within the begin and end indexes.
The beginning position.
The ending position. Default value is size of the container.
Remove the listeners of a given event.
Renders the object using the WebGL renderer.
The [_render]{@link PIXI.Container#_render} method is be overriden for rendering the contents of the
container itself. This render
method will invoke it, and also invoke the render
methods of all
children afterward.
If renderable
or visible
is false or if worldAlpha
is not positive or if cullable
is true and
the bounds of this object are out of frame, this implementation will entirely skip rendering.
See {@link PIXI.DisplayObject} for choosing between renderable
or visible
. Generally,
setting alpha to zero is not recommended for purely skipping rendering.
When your scene becomes large (especially when it is larger than can be viewed in a single screen), it is advised to employ culling to automatically skip rendering objects outside of the current screen. See [cullable]{@link PIXI.DisplayObject#cullable} and [cullArea]{@link PIXI.DisplayObject#cullArea}. Other culling methods might be better suited for a large number static objects; see @pixi-essentials/cull and pixi-cull.
The [renderAdvanced]{@link PIXI.Container#renderAdvanced} method is internally used when when masking or filtering is applied on a container. This does, however, break batching and can affect performance when masking and filtering is applied extensively throughout the scene graph.
The renderer
Render the object using the WebGL renderer and advanced features.
The renderer
Updates the sprite's texture by rendering the specified object to it.
The object to render.
Changes the position of an existing child in the display object container
The child DisplayObject instance for which you want to change the index number
The resulting index number for the child display object
Set the parent Container of this DisplayObject.
The Container to add this DisplayObject to.
Sets the resolution of the render texture.
The resolution to set.
Convenience function to set the position, scale, skew and pivot at once.
The X position
The Y position
The X scale value
The Y scale value
The rotation
The X skew value
The Y skew value
The X pivot value
The Y pivot value
Sorts children by zIndex. Previous order is maintained for 2 children with the same zIndex.
Swaps the position of 2 Display Objects within this container.
First display object to swap
Second display object to swap
Calculates the global position of the display object.
The world origin to calculate from.
A Point object in which to store the value, optional (otherwise will create a new Point).
Should we skip the update transform.
Calculates the local position of the display object relative to another point.
The world origin to calculate from.
The DisplayObject to calculate the global position from.
A Point object in which to store the value, optional (otherwise will create a new Point).
Should we skip the update transform
Updates the transform on all children of this container for rendering.
Helper function that creates a new sprite based on the source you provide. The source can be - frame id, image url, video url, canvas element, video element, base texture
Source to create texture from
The newly created sprite
Mixes all enumerable properties and methods from a source object to DisplayObject.
The source of properties and methods to mix in.
Generated using TypeDoc
Represents a sprite used for compositing a 3D object as a 2D sprite. Can be used for post processing effects and filters.