This is heaven for sprites. Want to color them better? Wanna use advanced colors? Its all here!
Works with PixiJS v7
For v6 please see v6.x branch, npm version 0.3.3
For v5 please see v5.x branch, npm version 0.2.3
For v4 please see v4.x branch, npm version 0.1.21
Done:
- Advanced color modes
- Polygon packing
- Mesh with trimmed textures
To use es6 modules in IDE, its better to have distinct class names. That's why PIXI.heaven.Sprite
is now SpriteH
, same with SimpleMeshH
and BitmapTextH
Just add pixi-heaven.js
file in your build.
import { SpriteH } from 'pixi-heaven';
var sprite = new SpriteH();
// 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. In that case, make sure that you actually use heaven Sprite somewhere, or it'll be tree-shaken away.
import { Sprite } from 'pixi.js';
var sprite = new Sprite(someTexture);
// pixi vanilla way, optional
sprite.tint = 0x80ff80;
// activate the plugin!
sprite.convertToHeaven();
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 SimpleMeshH
can be used with trimmed textures.
Unfortunately, meshes cant be converted, you have to create mesh instead of PIXI.SimpleMesh
That adds extra shader switched, and disables batching, but it shows correct result!
To switch it off, set
import {settings, CLAMP_OPTIONS} from 'pixi-heaven';
// Default, PixiJS vanilla mode
settings.MESH_CLAMP = heaven.CLAMP_OPTIONS.NEVER;
To always use the trimmed texture shader, set
import {settings, CLAMP_OPTIONS} from 'pixi-heaven';
// Default, PixiJS vanilla mode
settings.MESH_CLAMP = CLAMP_OPTIONS.ALWAYS;
Mesh batching works the same way as in pixi.
PIXI.Mesh.BATCHABLE_SIZE = 1000; // bigger meshes now are batched too!
PIXI.Mesh.BATCHABLE_SIZE = 1; // or not.
This plugin enables light-dark tint of spine >= 3.6
.
Mixin can be applied to any spine prototype class: SpineBase, Spine or your own extended class. Usually its applied to SpineBase.
Light-dark tint works like in sprites.
import {SpineBase} from '@pixi-spine/base';
import {applySpineMixin} from 'pixi-heaven';
applySpineMixin(SpineBase.prototype);
spine = new Spine();
spine.color.setLight(0.5, 1.0, 0.5);
spine.color.setDark(0.2, 0.2, 0.2);
This feature comes from unity spine runtime - ADD can be emulated by NORMAL with zero tint alpha. It reduces number of batches and drawcalls.
import {settings} from 'pixi-heaven';
settings.BLEND_ADD_UNITY = true;
Thanks to @finscn, unlike pixiJS vanilla AnimatedSprite
, here animation is a component:
import {AnimationState} from 'pixi-heaven';
new AnimationState(frames).bind(sprite);
sprite.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.
Plugin adds special renderer that has faster masks than just sprite.mask
. It also works on heaven meshes.
import {SpriteH} from 'pixi-heaven';
sprite = new SpriteH();
sprite.maskSprite = sprite2; //set it
sprite.pluginName = 'batchMasked'; //enable special plugin rendering
sprite2.renderable = false; //turn off rendering
Batching works with spine, just enable maskSprite in any sprite or mesh of spine instance,
all pluginName
's will be adjusted automagically.
Look at Spine file to see how it actually works.
All pixiJS v6 plugins has special umd
build suited for vanilla.
Navigate pixi-heaven
npm package, take dist/pixi-heaven.umd.js
file.
<script src='lib/pixi.js'></script>
<script src='lib/pixi-heaven.umd.js'></script>
all classes can be accessed through PIXI.heaven
package.
You will need to have node setup on your machine.
Then you can install dependencies and build:
npm i
npm run build
That will output the built distributables to ./dist
.