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 =...