pixi-particles-cleaned

Particle emitter for Pixi.js

Usage no npm install needed!

<script type="module">
  import pixiParticlesCleaned from 'https://cdn.skypack.dev/pixi-particles-cleaned';
</script>

README

Pixi Particles

Build Status Dependency Status GitHub version

A particle system library for the PixiJS library. Also, we created an interactive particle editor to design and preview custom particle emitters which utilitze PixiParticles.

Breaking changes in v3 from v2

  • On Emitter, playOnce() no longer sets autoUpdate to true. Set it manually before use. playOnceAndDestroy() is unaffected.
  • On Emitter, start* and end* properties for alpha, color, scale, and speed have been replaced by a singly linked list of PropertyNode objects.
  • Dropped support for PIXI v3. Please use v4 or v5.

Sample Usage

Please see the examples for various pre-made particle configurations.

// Create a new emitter
// note: if importing library like "import * as particles from 'pixi-particles'"
// or "const particles = require('pixi-particles')", the PIXI namespace will
// not be modified, and may not exist - use "new particles.Emitter()", or whatever
// your imported namespace is
var emitter = new PIXI.particles.Emitter(

    // The PIXI.Container to put the emitter in
    // if using blend modes, it's important to put this
    // on top of a bitmap, and not use the root stage Container
    container,

    // The collection of particle images to use
    [PIXI.Texture.fromImage('image.jpg')],

    // Emitter configuration, edit this to change the look
    // of the emitter
    {
        alpha: {
            list: [
                {
                    value: 0.8,
                    time: 0
                },
                {
                    value: 0.1,
                    time: 1
                }
            ],
            isStepped: false
        },
        scale: {
            list: [
                {
                    value: 1,
                    time: 0
                },
                {
                    value: 0.3,
                    time: 1
                }
            ],
            isStepped: false
        },
        color: {
            list: [
                {
                    value: "fb1010",
                    time: 0
                },
                {
                    value: "f5b830",
                    time: 1
                }
            ],
            isStepped: false
        },
        speed: {
            list: [
                {
                    value: 200,
                    time: 0
                },
                {
                    value: 100,
                    time: 1
                }
            ],
            isStepped: false
        },
        startRotation: {
            min: 0,
            max: 360
        },
        rotationSpeed: {
            min: 0,
            max: 0
        },
        lifetime: {
            min: 0.5,
            max: 0.5
        },
        frequency: 0.008,
        spawnChance: 1,
        particlesPerWave: 1,
        emitterLifetime: 0.31,
        maxParticles: 1000,
        pos: {
            x: 0,
            y: 0
        },
        addAtBack: false,
        spawnType: "circle",
        spawnCircle: {
            x: 0,
            y: 0,
            r: 10
        }
    }
);

// Calculate the current time
var elapsed = Date.now();

// Update function every frame
var update = function(){

    // Update the next frame
    requestAnimationFrame(update);

    var now = Date.now();

    // The emitter requires the elapsed
    // number of seconds since the last update
    emitter.update((now - elapsed) * 0.001);
    elapsed = now;

    // Should re-render the PIXI Stage
    // renderer.render(stage);
};

// Start emitting
emitter.emit = true;

// Start the update
update();

Note on Emitter Cleanup

When using PixiJS 3 or 4, the SpriteRenderer in WebGL may keep a reference to your particles after you have destroyed your emitter. To ensure that they are garbage collected, in WebGL only, reset the SpriteRenderer's sprite batching with yourRenderer.plugins.sprite.sprites.length = 0;. This is not needed in PixiJS 5.

Documentation

http://pixijs.github.io/pixi-particles/docs/

Installation

PixiParticles can be installed or NPM.

npm install pixi-particles

Examples

Typescript

You can use require to get the namespace for pixi-particles, or use a triple slash reference for using the PIXI.particles namespace.

// Note: Must also include the pixi.js typings globally!
import particles = require('pixi-particles');

let myEmitter:particles.Emitter = new particles.Emitter(myContainer);
// Note: Must also include the pixi.js typings globally!
/// <reference path="node_modules/pixi-particles/ambient.d.ts" />
require('pixi-particles');

let myEmitter:PIXI.particles.Emitter = new PIXI.particles.Emitter(myContainer);

Use in Haxe

Externs for Haxe have been added to adireddy's Pixi externs - these are out of date but may be updated in a fork.

Contributer Note

This project uses yarn rather than npm to take advantage of the workspaces feature for the tests, making it easier to have standalone tests that share dependencies where possible.

License

Copyright (c) 2015 CloudKid

Released under the MIT License.