The texture of the sprite, can be its name or itself.
The anchor sets the origin point of the sprite. The default value is taken from the 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 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.
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
Returns a readonly Rectangle with the coordinates of the sprite and the width/height of the sprite.
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
PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it
utilities shape clipping. 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
PIXI.Graphics or a PIXI.Sprite object. This allows for much faster masking in canvas as it
utilities shape clipping. 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 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 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.
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
The first child that was added.
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
Test if this sprite collides with another sprite.
The other sprite.
Tests if a point is inside this sprite
the point to test
the result of the test
Destroys this sprite and optionally its texture and children
Pair method for enableTempParent
Actual parent of element
Used in Renderer, cacheAsBitmap and other places where you call an updateTransform
on root
const cacheParent = elem.enableTempParent();
elem.updateTransform();
elem.disableTempParent(cacheParent);
current parent
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.
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 _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.
The minimum axis-aligned rectangle in world space that fits around this object.
Returns the child at the specified index
The index to get the child at
The child at the given index, if any.
Returns the index position of a child DisplayObject instance
The DisplayObject instance to identify
The index position of the child display object to identify
Return the number of listeners listening to a given event.
Return the listeners registered for a given event.
Overridable method that can be used by Container subclasses whenever the children array is modified
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.
List of removed children
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, this implementation will entirely
skip rendering. See 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. The @pixi-essentials/cull and pixi-cull packages do this out of the box.
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
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 position of the sprite from quotients.
The quotient in the X axis, from 0 up to 1.
The quotient in the Y axis, from 0 up to 1.
Convenience function to set the position, scale, skew and pivot at once.
The DisplayObject instance
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 representing the position of this object.
Calculates the local position of the display object relative to another point.
The world origin to calculate from.
A point object representing the position of this object
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
Creates a new Sprite.
If a string is passed for the texture argument, it will search in the loadedTexturesNames and throw an error if not found.