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README.md

logo

RevoltFX

Particle and effect system for Pixi.js
Create particle emitters and time based effect sequences. Emitters and sequences can be nested and spawned on different particle events.

Check out the samples
https://samples.revoltfx.electronauts.net

samples

The system has already been stress tested in games like Battleboats.io and Jumbled.io

Editor

To easily create your own effects use the extensive RevoltFX online editor
https://editor.revoltfx.electronauts.net

Fork the editor on Github
https://github.com/bma73/revolt-fx-editor

editor

Install

Via NPM

npm install revolt-fx
import {FX} from 'revolt-fx'
const fx = new FX()

or via script tag

<script src="path/revoltfx.min.js"></script>
const fx = new revolt.FX()

Usage

Loading and initializing

There are different ways to load the needed assets:

Using PIXI Loader (Example)

//Create a RevoltFX instance
const fx = new revolt.FX(); //loaded via the script tag

//Load the assets using PIXI loader...
PIXI.loader
    .add('fx_settings', 'assets/default-bundle.json')
    .add('fx_spritesheet', 'assets/revoltfx-spritesheet.json')
    .add('example_spritesheet', 'assets/rfx-examples.json')
    .load(function (loader, resources) {
		
		//Init the bundle
		fx.initBundle(resources.fx_settings.data);
				
		app.ticker.add(function () {
		    //Update the RevoltFX instance
		    fx.update();
		});

    });

Using FX.loadBundleFiles (Example)

//Create a RevoltFX instance
    const fx = new revolt.FX(); //loaded via the script tag

    const rfxBundleSettings = 'assets/default-bundle.json';
    const rfxSpritesheet = 'assets/revoltfx-spritesheet.json';
    const additionalAssets = ['assets/rfx-examples.json'];

    //Load bundle files and the additional example spritesheet
    fx.loadBundleFiles(rfxBundleSettings, rfxSpritesheet, null, additionalAssets).then(function (data) {

        app.ticker.add(function () {
            //Update the RevoltFX instance
            fx.update();
        });

    }).catch(function (err) {
        console.log('Error', err);
    });

Using FX.loadBundleZip (Example)

You can pass a JSZip instance to the loadBundleZip method to load the bundle zip file exported by the editor.

//Create a RevoltFX instance
const fx = new revolt.FX(); //loaded via the script tag

//Create a JSZip instance and pass it to the "loadBundleZip" method
const zip = new JSZip();

fx.loadBundleZip('assets/default-bundle.zip', zip, ['assets/rfx-examples.json']).then(function (data) {

       app.ticker.add(function () {
        //Update the RevoltFX instance
        fx.update();
    });

}).catch(function (err) {
    console.log('Error', err);
});

Particle Emitters

After the system is initialized you can create particle emitters defined in your bundle by using their names:

//Get the emitter 
const emitter = fx.getParticleEmitter('plasma-corona');

//Inititialize it with the target PIXI container
emitter.init(displayContainer);

You can also change the global scale of an emitter instance

//Get the emitter 
const emitter = fx.getParticleEmitter('plasma-corona');

//Inititialize it with the target PIXI container and a scale of 2
emitter.init(displayContainer, true, 2);

Pause an emitter

emitter.paused = true;

Stop an emitter to be recycled. Pass true (default) to the method, if the system shall wait until all particles have died, before recycling.

emitter.stop();

Set the x/y position and rotation

emitter.x = 100;
emitter.y = 100;
emitter.rotation = Math.PI;

Set a target, so that the emitter will automatically adopt the target's position and rotation

emitter.target = displayObject;

Set a target offset, so that the emitter will automatically offset its position

emitter.targetOffet = 50;

Effect Sequences

After the system is initialized you can create effect sequences defined in your bundle by using their names:

//Get the effect sequence 
const sequence = fx.getEffectSequence('top-big-explosion');

//Inititialize it with the target PIXI container
sequence.init(displayContainer);

Set delay, autostart and scale

//Get the effect sequence 
const sequence = fx.getEffectSequence('top-big-explosion');

const delay = 0.5;
const autostart = true;
const scale = 1.5;
sequence.init(displayContainer, delay, autostart, scale);

Set the x/y position and rotation

sequence.init = 100;
sequence.init = 100;
sequence.init = Math.PI;

Events

ParticleEmitters, Particles and EffectSequences dispatch signals on different events

ParticleEmitter

emitter.on.started.add(emitter => { });
emitter.on.exhausted.add(emitter => { });
emitter.on.completed.add(emitter => { });
emitter.on.particleUpdated.add(particle => { });
emitter.on.particleSpawned.add(particle => { });
emitter.on.particleBounced.add(particle => { });
emitter.on.particleDied.add(particle => { });

Usage (Example)

emitter.on.particleSpawned.add(particle => {
    console.log('Particle spawned:', particle);
});

emitter.on.completed.addOnce(function(emitter) {
    console.log('Done');
});

Particle

particle.on.bounced(particle => { });
particle.on.updated(particle => { });
particle.on.died(particle => { });

Usage

emitter.on.particleSpawned.add(particle => {
    
    //Register for an update signal for that particle
    particle.on.updated.add(particle => {
        //Do something with the particle
        if (particle.x > 200 && particle.time >= 0.5) {
        	particle.stop();
        }
    });

    //Register for a died signal for that particle
    particle.on.died.add(particle => {
        console.log('Particle', particle, 'died');
    });
});

EffectSequence

sequence.on.started(sequence => { });
sequence.on.exhausted(sequence => { });
sequence.on.completed(sequence => { });
sequence.on.effectSpawned((effectType, effect) => { });
sequence.on.triggerActivated(triggerValue => { });

Usage (Example)

sequence.on.effectSpawned.add((type, effect) => {
	console.log('Effect spawned:', type, effect);
});

sequence.on.triggerActivated.add(triggerValue => {
	console.log('Trigger:', triggerValue);
});

Update

Call the update method every frame with the ticker's delta value (optional)

app.ticker.add(function (delta) {
    //Update the RevoltFX instance 
    fx.update(delta);
});

"Add" BlendMode artifacts with WebGL renderer####

If you encounter black artifacts on transparent particle areas which are using the "Add" blendmode (e.g. on mobile), try to hack the blendmode settings of the WebGL renderer instance:

const renderer = app.renderer;
const gl = renderer.gl;
renderer.state.blendModes[PIXI.BLEND_MODES.ADD] = [gl.ONE, gl.ONE];

Build

If you haven't already installed Grunt get it with

npm install -g grunt-cli

Clone the repository and to compile the Typescript sources and create the distribution version run

npm install
npm run dist