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canvas elements
Pixi’VN provides a set of canvas elements. These elements are based on Pixi.js, a modern 2D rendering engine with additional features to perform save and load operations.
Currently the base canvas elements are:
-
CanvasSprite
is a class that extends the PIXI.Sprite class. -
CanvasContainer
is a class that extends the PIXI.Container class. -
CanvasText
is a class that extends the PIXI.Text class.
Other elements are added by Pixi’VN, such as:
-
CanvasImage is a class that extends the
CanvasSprite
class. -
CanvasVideo is a class that extends the
CanvasImage
class.
To add a canvas element to the game window, you can use the canvas.add
.
The add
method have the following parameters:
-
alias
: Is a alias (or id) for the canvas element. There can only be one item in the canvas with that id, if you add an canvas element with the same alias, the previous canvas element will be removed. -
element
: The canvas element to add.
import { canvas, CanvasSprite, Assets } from '@drincs/pixi-vn'
const sprite = new CanvasSprite()
const texture = await Assets.load("path/to/image.png")
sprite.texture = texture
canvas.add('sprite1', sprite)
To get a canvas element from the game window, you can use the canvas.find
, if the element does not exist, it will return undefined
.
The find
method have the following parameters:
-
alias
: The alias of the element to get.
import { canvas } from '@drincs/pixi-vn'
const sprite = canvas.find<CanvasSprite>('sprite1')
To remove a canvas element from the game window, you can use the canvas.remove
.
The remove
method have the following parameters:
-
alias
: The alias of the element to remove.
import { canvas } from '@drincs/pixi-vn'
canvas.remove('sprite1')
To remove all canvas elements from the game window, you can use the canvas.remove
.
import { canvas } from '@drincs/pixi-vn'
canvas.removeAll()
To edit the alias of a canvas element, you can use the canvas.editAlias
.
The editAlias
method have the following parameters:
-
oldAlias
: The old alias of the element to edit. -
newAlias
: The new alias of the element.
import { canvas } from '@drincs/pixi-vn'
canvas.editAlias('sprite1', 'sprite2')
Note that: It is suggested to try to add events to the UI and not add it to the canvas elements.
In Pixi’VN compared to PixiJS you can't set a listener with the on
method, because it is not possible to save the listeners in the memory for the save and load operations.
But you can use onEvent
, it is a same method that on
but you can't pass a lambda function, you must pass a Class.
The class that is passed must have the following characteristics:
- extends the
CanvasEvent
class - override the
fn
method. This method will be executed when the event is triggered. - have the decorator
@eventDecorator
.@eventDecorator
is a decorator that save the event in memory. It have a optional parameter that is the id of the event (must be unique). If you don't pass the id, the event will be saved with the class name. ( How enable the decorators in TypeScript? )
@eventDecorator()
export class EventTest2 extends CanvasEvent<CanvasSprite> {
textureButtonDown = Texture.from('https://pixijs.com/assets/button_down.png');
textureButtonOver = Texture.from('https://pixijs.com/assets/button_over.png');
textureButton = Texture.from('https://pixijs.com/assets/button.png');
override fn(event: CanvasEventNamesType, sprite: CanvasSprite): void {
if (event === 'pointerdown') {
(sprite as any).isdown = true;
sprite.texture = this.textureButtonDown;
sprite.alpha = 1;
}
else if (event === 'pointerup' || event === 'pointerupoutside') {
(sprite as any).isdown = false;
if ((sprite as any).isOver) {
sprite.texture = this.textureButtonOver;
}
else {
sprite.texture = this.textureButton;
}
}
else if (event === 'pointerover') {
(sprite as any).isOver = true;
if ((sprite as any).isdown) {
return;
}
sprite.texture = this.textureButtonOver;
}
else if (event === 'pointerout') {
(sprite as any).isOver = false;
if ((sprite as any).isdown) {
return;
}
sprite.texture = this.textureButton;
}
}
}
const button = new CanvasSprite(textureButton);
button.anchor.set(0.5);
button.x = buttonPositions[i * 2];
button.y = buttonPositions[i * 2 + 1];
// Make the button interactive...
button.eventMode = 'static';
button.cursor = 'pointer';
button
// Mouse & touch events are normalized into
// the pointer* events for handling different
// button events.
.onEvent('pointerdown', EventTest2)
.onEvent('pointerup', EventTest2)
.onEvent('pointerupoutside', EventTest2)
.onEvent('pointerover', EventTest2)
.onEvent('pointerout', EventTest2);
// Add it to the stage
canvas.add("button", button);
You can create custom elements by extending the base elements. It is necessary use the decorator @canvasElementDecorator
.
@canvasElementDecorator
is a decorator that save the canvas element in memory. It have a optional parameter that is the id of the canvas element (must be unique). If you don't pass the id, the canvas element will be saved with the class name. ( How enable the decorators in TypeScript? )
And is necessary to override the memory
property to store the custom element properties.
In get memory()
is very important to return the className
property, this property must equal to the decorator parameter or the class name if the decorator parameter is not passed.
For example, you can create a AlienTinting
class that extends the CanvasSprite
class to manage character sprites.
@canvasElementDecorator() // or @canvasElementDecorator("AlienTintingTest")
class AlienTintingTest extends CanvasSprite<IAlienTintingMemory> {
override get memory() {
return {
...super.memory,
direction: this.direction,
turningSpeed: this.turningSpeed,
speed: this.speed,
className: "AlienTintingTest",
}
}
override set memory(memory: IAlienTintingMemory) {
super.memory = memory as ICanvasSpriteMemory
this.direction = memory.direction
this.turningSpeed = memory.turningSpeed
this.speed = memory.speed
}
direction: number = 0
turningSpeed: number = 0
speed: number = 0
static override from(source: Texture | TextureSourceLike, skipCache?: boolean) {
let sprite = Sprite.from(source, skipCache)
let mySprite = new AlienTintingTest()
mySprite.texture = sprite.texture
return mySprite
}
}