Provides a minimal engine-like structure for developing games with PixiJS.
Also, consider using other packages such as @gamestdio/mathf and @gamestdio/keycode.
A singleton that extends from PIXI.Application
. You might not need to use it directly. When switching scenes using SceneManager, the Application
is used under the hood.
Mediators are meant for handling business logic in your game.
import { Mediator } from "pixi-engine";
class MenuMediator extends Mediator<MenuView> {
initialize () {
console.log(this.view, "has been added.");
}
destroy () {
console.log(this.view, "has been removed.");
}
onButtonClick () {
console.log("Let's handle the click action here!");
}
}
import { mediate, action } from "pixi-engine";
@mediate(MenuMediator)
class MenuView extends PIXI.Container {
button: PIXI.Sprite = PIXI.Sprite.fromFrame("my-button.png");
@action("onButtonClick")
handleClick () {
// handles the animation of this.button
}
// pixi-engine will call `update` method at every frame
update () {
}
// pixi-engine will call `resize` automatically when the window is resized
resize () {
}
}
Inspired by Unity, SceneManager
handles switching the current active scene. Scenes are instances of PIXI.Container
.
import { SceneManager } from "pixi-engine";
class MyScene extends PIXI.Container {
// definition of your scene
}
// Go-to target scene.
SceneManager.goTo(MyScene);
Inspired by Unity, PlayerPrefs
are meant for storing and retrieving data locally. Currently, it's just a wrapper for localStorage
. In the future more adapters might be implemented to handle another storage option.
import { PlayerPrefs } from "pixi-engine";
// Key-value usage
PlayerPrefs.set("name", "Player Name");
PlayerPrefs.set("accessToken", "1f92h3f928h39f8h2");
// Object usage
PlayerPrefs.set({
name: "Player Name",
accessToken: "1f92h3f928h39f8h2"
});
// Retrieving data
console.log(PlayerPrefs.get("name"));
MIT