Last week I started a prototype gamedev project where players can join a game using the mobile phones but only see the action on a shared screen. Think hot-seat where the controllers are the mobile phones.
I decided that I wanted to write an 2D HTML5 game in the browser using Canvas. But before utilizing my HTML5 Canvas skills I looked at what libraries might be able to help me in the endeavor.
It turns out that there are alot of libraries that can take care of basic sprite and tile rendering. PixiJS is such a library, providing a nice deferred renderer using hierarchical stage abstraction.
What I really fell in love with regarding PixiJS is the fact that it both support WebGL and Canvas rendering. This means that if the browser supports WebGL, it will utilize WebGL or else it will fallback to Canvas - nice, although not sure how this translates in a real world scenario where the Canvas typical is so much slower compared to the hardware accelerated rendering provided by OpenGL.
Rendering stuff with PixiJS is done by setting up some container in which one can put DisplayObjects:
let stage = new PIXI.Container(); Sprites can be created and added to the container: let launcherTex = PIXI.Texture.fromImage('images/sprites/launcher.png'); let sprite = new PIXI.Sprite(launcherTex); sprite.x = 123; sprite.y = 123; sprite.anchor.x = 0.5; sprite.anchor.y = 0.5; stage.addChild(sprite);
When done setting up the stage object, it can be send to the renderer for rendering:
renderer.render(stage); PIXI.Containers are also DisplayObjects, and can be added to other containers, e.g. this is possible: let stage1 = new PIXI.Container(); let stage2 = new PIXI.Container(); let final = new PIXI.Container(); final.addChild(stage1); final.addChild(stage2); renderer.render(final);
A Sprite is just a Container and can contain other sprites/other Display-objects, making it possible to hierarchical subdivide a scene into smaller and smaller components.
The GIF shows my prototype in action using PixiJS.
Scorched Earth / Worms inspired but currently with a lack of terrain destruction and pretty graphics :-)