This is heaven for sprites. Want to color them better? Wanna use advanced colors? Its all here!
Examples are in their own repo.
Done:
- Advanced color modes
- Polygon packing
- Mesh batching
It can affect performance. Though what is performance, when you game looks like s@#$? Spawn fewer objects but make it prettier!
pixi-spine is optional, however it is REQUIRED by typescript definitions.
Two ways:
<///reference types="pixi-spine.d.ts"/>
- Use
pixi-spine.d.ts
file fromstubs
folder.
In any case, put both pixi.js
and pixi-spine.js
before you include heaven in your build.
Just add pixi-heaven.js
file in your build.
var sprite = new PIXI.heaven.Sprite();
// good old sprite tint
sprite.color.setLight(0.5, 1.0, 0.5);
// dark tint - new feature
sprite.color.setDark(0.2, 0.2, 0.2);
// change single component, useful for tweening
sprite.color.darkG = 0.1;
Or convert PIXI sprite
var sprite = new PIXI.Sprite(someTexture);
// pixi vanilla way, optional
sprite.tint = 0x80ff80;
// activate the plugin!
sprite.convertToHeaven();
Note that if you are using TS, sprite type will be changed
let coloredSprite : PIXI.heaven.Sprite = sprite.convertColors();
Useful example: invert the colors
sprite.color.setLight(0, 0, 0);
sprite.color.setDark(1, 1, 1);
Make whole sprite of one color:
sprite.tint = 0xffaacc;
sprite.color.dark[0] = sprite.color.light[0];
sprite.color.dark[1] = sprite.color.light[1];
sprite.color.dark[2] = sprite.color.light[2];
//dont forget to invalidate, after you changed dark DIRECTLY
sprite.color.invalidate();
Heaven meshes can be batched with heaven sprites,
and that significantly reduces number of Draw Calls but it eats CPU resources and doesn't work
with advanced modes like uploadUvTransform
// Default, PixiJS vanilla mode
PIXI.heaven.settings.MESH_PLUGIN = 'meshHeaven';
// New mode, meshes batched as sprites
PIXI.heaven.settings.SPINE_MESH_PLUGIN = 'spriteHeaven';
// manually set one mesh to be batched with sprites
mesh.plugin = 'spriteHeaven';
This plugin enables light-dark tint of spine 3.6.
Dark-light tint works like in sprites.
spine = new PIXI.heaven.spine.Spine();
spine.color.setLight(0.5, 1.0, 0.5);
spine.color.setDark(0.2, 0.2, 0.2);
Plugin adds special renderer that has faster masks than just sprite.mask
. It also works on heaven meshes.
sprite = new PIXI.heaven.Sprite();
sprite.maskSprite = sprite2; //set it
sprite.pluginName = 'spriteMasked'; //enable special plugin rendering
sprite2.renderable = false; //turn off rendering
Batching works with spine, just enable maskSprite in any sprite of spine instance.
The best practice for spine meshes is to batch them with sprites. It eats some CPU resources.
// Default mode, meshes are rendered as sprites
PIXI.heaven.settings.SPINE_MESH_PLUGIN = 'spriteHeaven';
// PixiJS vanilla mode
PIXI.heaven.settings.SPINE_MESH_PLUGIN = 'meshHeaven';
Look at Spine file to see how it actually works.
Please make sure everything is initialized, i didnt hook it up in refresh!!! see errors in console? make sure texture is initialized
Look in the code for details.
var strip = new PIXI.heaven.mesh.Rope(PIXI.Texture.fromImage('required/assets/snake.png'), 25, 2, 0);
strip.enableColors();
//lets make it randomy!
var len = strip.vertices.length / 2;
var rgb = new Float32Array(len*3);
//set light
for (var i=0;i<len*3;i++) rgb[i] = 0.5 + Math.random() * 0.5;
strip.setRGB(rgb);
//set dark
for (var i=0;i<len*3;i++) rgb[i] = Math.random() * 0.5;
strip.setRGB(rgb, true);
Unlike pixiJS vanilla AnimatedSprite
, here animation is a component:
new PIXI.heaven.AnimationState(frames).bind(rope);
rope.animState.gotoAndStop(2);
It still uses PIXI.ticker.shared
if you dont specify autoUpdate=false
.
It will be stopped and destroyed with the bound element.
You will need to have node setup on your machine.
Make sure you have yarn installed:
npm install -g yarn
Then you can install dependencies and build:
yarn
yarn build
That will output the built distributables to ./dist
.