Pixi.js Test
by realhunts
HTML
<script src="http://pastebin.com/raw.php?i=LFeWRva6"></script>
<canvas width="800" height="494" style="position: absolute; left: 319.5px; top: 0px; cursor: inherit;"></canvas>
JavaScript
$(document).ready(onReady)
$(window).resize(resize)
window.onorientationchange = resize;
var width = 480;
var height = 320;
var wabbitTexture;
var pirateTexture;
var bunnys = [];
var gravity = 0.75//1.5 ;
var maxX = width;
var minX = 0;
var maxY = height;
var minY = 0;
var startBunnyCount =2// 10;
var isAdding = false;
var count = 0;
var container;
var pixiLogo;
var clickImage;
var amount = 100;
var canvas = document.createElement( 'canvas' );
canvas.width = this.width;
canvas.height = this.height;
PIXI.Texture.fromCanvas = function(canvas)
{
// give the canvas an id?
var texture = PIXI.TextureCache[canvas];
if(!texture)
{
var baseTexture = PIXI.BaseTextureCache[canvas];
if(!baseTexture) baseTexture = new PIXI.BaseTexture(canvas);
texture = new PIXI.Texture(baseTexture);
PIXI.TextureCache[canvas] = texture;
}
return texture;
}
function onReady()
{
renderer = PIXI.autoDetectRenderer(800, 600);
stage = new PIXI.Stage(0xFFFFFF);
amount = (renderer instanceof PIXI.WebGLRenderer) ? 50 : 5;
if(amount == 5)
{
renderer.context.mozImageSmoothingEnabled = false
renderer.context.webkitImageSmoothingEnabled = false;
}
//renderer.view.style["transform"] = "translatez(0)";
//alert(amount)
document.body.appendChild(renderer.view);
renderer.view.style.position = "absolute";
requestAnimFrame(update);
wabbitTexture = new PIXI.Texture.fromImage("http://i.imgur.com/oUAGxwH.png")
counter = document.createElement("div");
counter.className = "counter";
document.body.appendChild( counter);
pixiLogo = document.getElementById("pixi");
clickImage = document.getElementById("clickImage");
count = startBunnyCount;
counter.innerHTML = count + " BUNNIES";
// container = new PIXI.DisplayObjectContainer();
container = new PIXI.SpriteBatch();
stage.addChild(container);
for (var i = 0; i < startBunnyCount; i++)
{
var bunny = new PIXI.Sprite(wabbitTexture);
bunny.speedX = Math.random() * 10;
bunny.speedY =...