Javascript PixiJS精灵未加载
我已经看到这个问题在这里被问过很多次了,但是这些帖子的回复都没有帮到我:我正在尝试使用PixiJS引擎加载一个精灵,但是它没有显示出来,尽管它可以通过console.log()识别和记录。我做错了什么 我遵循了此URL中的教程: 我的代码如下: index.htmlJavascript PixiJS精灵未加载,javascript,pixi.js,Javascript,Pixi.js,我已经看到这个问题在这里被问过很多次了,但是这些帖子的回复都没有帮到我:我正在尝试使用PixiJS引擎加载一个精灵,但是它没有显示出来,尽管它可以通过console.log()识别和记录。我做错了什么 我遵循了此URL中的教程: 我的代码如下: index.html <!doctype html> <html> <head> <meta charset="utf-8"> <meta name="vie
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>TITLE HERE</title>
<link rel='stylesheet' type='text/css' href='style/style.css'>'
<script src="js/pixi.min.js"></script>
<script src="js/init.js"></script>
</head>
<body>
<script>
init();
</script>
</body>
</html>
以防万一
style.css
var sprites = {};
var stage = new PIXI.Container();
var renderer;
function init(){
createCanvas(288, 288, true);
}
function createCanvas(width, height, autoResize){
//Create the renderer
renderer = PIXI.autoDetectRenderer(width, height);
renderer.autoResize = autoResize;
renderer.view.setAttribute("id", "canvas");
//Add the canvas to the HTML document
document.body.appendChild(renderer.view);
newSprite("assets/tilesheet.png", "tilesheet");
}
function newSprite(src, name){
var texture = PIXI.Texture.fromImage(src);
var sprite = new PIXI.Sprite(texture);
sprites[name] = sprite;
stage.addChild(sprites["tilesheet"]);
renderer.render(stage);
}
body{
background-color: #a9a9a9;
}
#canvas{
top: 0;
bottom: 0;
left: 0;
right: 0;
padding: 0;
margin: auto;
display: block;
position: absolute;
box-shadow: 0.5em 0.5em 0 0 #777;
}
/* <TABLET> */
@media (min-width: 61.5rem){
#canvas{
width: 25em;
height: 25em;
box-shadow: 1em 1em 0 0 #777;
}
}
/* <DESKTOP/TV> */
@media (min-width: 80.0rem){
}
我希望有人能帮助我
更新
代码现在可以正常工作了。根据Moonrat的反馈(已接受的答案),代码现在如下所示:
var sprites = {};
var masks = {};
var stageWidth = 288;
var stageHeight = 288;
var spriteWidth = 32;
var spriteHeight = 32;
var gridWidth = stageWidth/spriteWidth;
var gridHeight = stageHeight/spriteHeight;
var stage = new PIXI.Container();
var renderer = PIXI.autoDetectRenderer(stageWidth, stageHeight);
function init(){
renderer.view.setAttribute("id", "canvas");
document.body.appendChild(renderer.view);
for(var x = 0; x < gridWidth; x++){
for(var y = 0; y < gridHeight; y++){
newSprite('assets/tilesheet.png', 'tilesheet'+(x+y), x*spriteWidth, y*spriteHeight);
}
}
sprites['tilesheet2'].position.x = 32;
sprites['tilesheet2'].position.y = -32;
console.log(sprites);
// start updating
update();
}
function newSprite(src, name, x, y){
var texture = PIXI.Texture.fromImage(src);
var sprite = new PIXI.Sprite(texture);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite.position.x = x;
sprite.position.y = y;
sprites[name] = sprite;
stage.addChild(sprite);
}
function update() {
requestAnimationFrame(update);
renderer.render(stage);
}
var sprites={};
变量掩码={};
var阶段宽度=288;
var阶段权重=288;
变量spriteWidth=32;
变量spriteHeight=32;
var gridWidth=分段宽度/分段宽度;
var gridHeight=舞台高度/舞台高度;
var stage=new PIXI.Container();
var renderer=PIXI.autodetectedrenderer(stageWidth,stageHeight);
函数init(){
renderer.view.setAttribute(“id”、“canvas”);
document.body.appendChild(renderer.view);
对于(var x=0;x
主要区别在于包含了update()函数。其中,正如Moonrat所建议的那样,requestAnimationFrame()位于您只渲染一次屏幕,使用pixi的方式是让pixi请求加载图像,而不是提供预加载的图像 因此,在创建精灵之后渲染的点,加载图像的请求才刚刚发生。Pixi无法渲染具有未完成加载的纹理的精灵
如果您将渲染部分放在一个名为requestAnimationFrame的内容中,那么图像一加载就会被渲染。谢谢您的评论。我已经设法让它工作了。我将在我原来的帖子中发布新代码。
var sprites = {};
var masks = {};
var stageWidth = 288;
var stageHeight = 288;
var spriteWidth = 32;
var spriteHeight = 32;
var gridWidth = stageWidth/spriteWidth;
var gridHeight = stageHeight/spriteHeight;
var stage = new PIXI.Container();
var renderer = PIXI.autoDetectRenderer(stageWidth, stageHeight);
function init(){
renderer.view.setAttribute("id", "canvas");
document.body.appendChild(renderer.view);
for(var x = 0; x < gridWidth; x++){
for(var y = 0; y < gridHeight; y++){
newSprite('assets/tilesheet.png', 'tilesheet'+(x+y), x*spriteWidth, y*spriteHeight);
}
}
sprites['tilesheet2'].position.x = 32;
sprites['tilesheet2'].position.y = -32;
console.log(sprites);
// start updating
update();
}
function newSprite(src, name, x, y){
var texture = PIXI.Texture.fromImage(src);
var sprite = new PIXI.Sprite(texture);
sprite.anchor.x = 0;
sprite.anchor.y = 0;
sprite.position.x = x;
sprite.position.y = y;
sprites[name] = sprite;
stage.addChild(sprite);
}
function update() {
requestAnimationFrame(update);
renderer.render(stage);
}