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pixi-game-utilities

v4.5.3

Published

A library of helpful functions for making games and applications for Pixi.js.

Downloads

4

Readme

Game Utilities for Pixi.js

npm npm

A library of helpful functions for making games and applications for the Pixi rendering engine.

Table of Contents

Installation Setting up distance: The pixel distance between two sprites followEase: Ease a sprite to another sprite followConstant: Follow a sprite at a constant rate angle: Find the angle in radians between two sprites rotateAroundSprite: Make a sprite rotate around another sprite rotateAroundPoint: Make a point rotate around another point randomInt: Get a random integer randomFloat: Get a random floating point (decimal) number wait: Set a delay before running the next task move: Move a sprite by adding its velocity to its position worldCamera: A camera for following objects around a large game world lineOfSight: tells you whether a sprite is visible to another sprite

Installing Game Utilities

NPM

npm install pixi-game-utilities --save

CDN

<script src="https://unpkg.com/pixi-game-utilities/dist/game-utilities.min.js"></script>

Setting up

Link to the gameUtilities.js file in your HTML document with a <script> tag, then create a new instance of the Game Utilities library in your JavaScript file like this:

let gu = new GameUtilities();

You can now access all the utility methods through the gu object.

Or, just copy and paster the function you need from the source file into your own project code.

distance

Find the distance in pixels between two sprites. Parameters: a. A sprite object. b. A sprite object. The function returns the number of pixels distance between the sprites.

let distanceBetweenSprites = gu.distance(spriteA, spriteB);

If distance is calculated from the sprites' center points, assuming that the x/y anchor point is the sprite's top left corner. However, if a sprite's x/y anchor has been shifted, the distance will be calculated from that anchor point. All the Game Utility methods that depend on a distance calculation work in this same way (followEase, followConstant, rotateAroundSprite and angle).

followEase

Make a sprite ease to the position of another sprite. Parameters: a. A sprite object. This is the follower sprite. b. A sprite object. This is the leader sprite that the follower will chase. c. The easing value, such as 0.3. A higher number makes the follower move faster.

gu.followEase(follower, leader, speed);

Use it inside a game loop.

followConstant

Make a sprite move towards another sprite at a constant speed. Parameters: a. A sprite object. This is the follower sprite. b. A sprite object. This is the leader sprite that the follower will chase. c. The speed value, such as 3. The is the pixels per frame that the sprite will move. A higher number makes the follower move faster.

gu.followConstant(follower, leader, speed);

angle

Return the angle in Radians between two sprites. Parameters: a. A sprite object. b. A sprite object. You can use it to make a sprite rotate towards another sprite like this:

box.rotation = gu.angle(box, pointer);

rotateAroundSprite

Make a sprite rotate around another sprite. Parameters: a. The sprite you want to rotate. b. The sprite around which you want to rotate the first sprite. c. The distance, in pixels, that the rotating sprite should be offset from the center. d. The angle of rotations, in radians.

gu.rotateAroundSprite(orbitingSprite, centerSprite, 50, angleInRadians);

Use it inside a game loop, and make sure you update the angle value (the 4th argument) each frame.

rotateAroundPoint

Make a point rotate around another point. Parameters: a. The point you want to rotate. b. The point around which you want to rotate the first point. c. The distance, in pixels, that the rotating sprite should be offset from the center. d. The angle of rotations, in radians.

gu.rotateAroundPoint(orbitingPoint, centerPoint, 50, angleInRadians);

Use it inside a game loop, and make sure you update the angle value (the 4th argument) each frame.

randomInt

Return a random integer between a minimum and maximum value. Parameters: a. An integer. b. An integer. Here's how you can use it to get a random number between, 1 and 10:

let number = gu.randomInt(1, 10);

randomFloat

Return a random floating point number between a minimum and maximum value. Parameters: a. Any number. b. Any number. Here's how you can use it to get a random floating point number between, 1 and 10:

let number = gu.randomFloat(1, 10);

wait

Lets you wait for a specific number of milliseconds before running the next function.

wait(1000, runThisFunctionNext());

move

Move a sprite by adding it's velocity to it's position. The sprite must have vx and vy values for this to work. You can supply a single sprite, or a list of sprites, separated by commas.

gu.move(anySprite);

You can supply a single sprite, an argument list of sprite, or even a whole array containing sprites you want to move. But, make sure that all those sprites have vx and vy values that have been initialized to 0 somewhere in your code.

To make move work, update it each frame of your game loop, like this:

function gameLoop() {
  requestAnimationFrame(gameLoop);

  //Call `camera.follow` each frame to update the camera's position
  gu.move(anySprite);
}

worldCamera

A "camera" object that you can use to follow game objects around a large scrolling game world. The camera implements all the scrolling for you - you just need to give it a large game world to scroll. You can use any Pixi Container or Sprite as your game world.

Here's how to create a scrolling camera. Use the worldCamera method and supply these 4 things:

  1. The Pixi Container or Sprite you want to control.
  2. The width of the game world.
  3. The height of the game world.
  4. The HTML canvas object that represents your game screen. In Pixi, this is the PIXI.renderer.view object.
let camera = gu.worldCamera(gameWorldContainer, worldWidth, worldHeight, canvas);

Be careful! The width and height values that the camera needs are probably different from the Container width and height that represents your game world. That's because Pixi containers and sprites dynamically change their size and width based on the positions of the child sprites they contain. If any of your game world's child sprites move around to the edges of the game world, they'll cause the width or height of the world to increase and make the camera scroll off the edges of the world. So, you'll probably need to supply some fixed values that define your worldWidth and worldHeight.

Use the camera's centerOver method to center the camera over a sprite.

camera.centerOver(anySprite);

You can use the camera's follow method to make the camera follow a sprite around the world.

camera.follow(anySprite);

Make sure call follow inside your game loop to see the effect!

function gameLoop() {
  requestAnimationFrame(gameLoop);

  //Call `camera.follow` each frame to update the camera's position
  camera.follow(anySprite);
}

The camera will only start following the sprite when the sprite moves to within 25% of the screen edges, which is a very natural looking effect.

Line of sight

The lineOfSight method will return true if there’s clear line of sight between two sprites, and false if there isn’t. Here’s how to use it in your game code:

monster.lineOfSight = gu.lineOfSight(
  monster, //Sprite one
  alien,   //Sprite two
  boxes,   //An array of obstacle sprites
  16       //The distance between each collision point
);

The 4th argument determines the distance between collision points. For better performance, make this a large number, up to the maximum width of your smallest sprite (such as 64 or 32). For greater precision, use a smaller number. You can use the lineOfSight value to decide how to change certain things in your game. For example:

if (monster.lineOfSight) {
  monster.show(monster.states.angry)
} else {
  monster.show(monster.states.normal)
}