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@pixi/particles

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@pixi/particles - npm Package Compare versions

Comparing version 5.0.0-alpha.3 to 5.0.0-rc

106

lib/particles.es.js
/*!
* @pixi/particles - v5.0.0-alpha.3
* Compiled Tue, 03 Jul 2018 04:08:21 UTC
* @pixi/particles - v5.0.0-rc
* Compiled Fri, 01 Feb 2019 04:50:10 UTC
*

@@ -9,5 +9,5 @@ * @pixi/particles is licensed under the MIT License.

import { BLEND_MODES, TYPES } from '@pixi/constants';
import { correctBlendMode, createIndicesForQuads, hex2rgb, premultiplyRgba, premultiplyTint } from '@pixi/utils';
import { hex2rgb, createIndicesForQuads, correctBlendMode, premultiplyRgba, premultiplyTint } from '@pixi/utils';
import { Container } from '@pixi/display';
import { Buffer, Geometry, ObjectRenderer, Shader } from '@pixi/core';
import { Geometry, Buffer, ObjectRenderer, Shader } from '@pixi/core';
import { Matrix } from '@pixi/math';

@@ -17,9 +17,11 @@

* The ParticleContainer class is a really fast version of the Container built solely for speed,
* so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that most advanced
* functionality will not work. ParticleContainer implements the basic object transform (position, scale, rotation)
* so use when you need a lot of sprites or particles.
*
* The tradeoff of the ParticleContainer is that most advanced functionality will not work.
* ParticleContainer implements the basic object transform (position, scale, rotation)
* and some advanced functionality like tint (as of v4.5.6).
*
* Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.
*
* It's extremely easy to use :
*
* It's extremely easy to use:
* ```js

@@ -41,3 +43,3 @@ * let container = new ParticleContainer();

*/
var ParticleContainer = (function (Container$$1) {
var ParticleContainer = /*@__PURE__*/(function (Container$$1) {
function ParticleContainer(maxSize, properties, batchSize, autoResize)

@@ -130,7 +132,9 @@ {

/**
* Used for canvas rendering. If true then the elements will be positioned at the
* nearest pixel. This provides a nice speed boost.
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true;
* @default true
*/

@@ -202,3 +206,3 @@ this.roundPixels = true;

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}

@@ -254,4 +258,2 @@ * @default 0xFFFFFF

{
var this$1 = this;
var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);

@@ -261,3 +263,3 @@

{
this$1._bufferUpdateIDs.push(0);
this._bufferUpdateIDs.push(0);
}

@@ -269,4 +271,2 @@ this._bufferUpdateIDs[bufferIndex] = ++this._updateID;

{
var this$1 = this;
if (this._buffers)

@@ -276,3 +276,3 @@ {

{
this$1._buffers[i].destroy();
this._buffers[i].destroy();
}

@@ -333,4 +333,2 @@

{
var this$1 = this;
this.geometry = new Geometry();

@@ -343,2 +341,3 @@

*
* @private
* @member {number}

@@ -351,2 +350,3 @@ */

*
* @private
* @member {object[]}

@@ -359,2 +359,3 @@ */

*
* @private
* @member {object[]}

@@ -380,7 +381,7 @@ */

{
this$1.dynamicProperties.push(property);
this.dynamicProperties.push(property);
}
else
{
this$1.staticProperties.push(property);
this.staticProperties.push(property);
}

@@ -411,4 +412,2 @@ }

{
var this$1 = this;
var geometry = this.geometry;

@@ -422,2 +421,3 @@

* @member {Uint16Array}
* @private
*/

@@ -431,7 +431,7 @@ this.indexBuffer = new Buffer(createIndicesForQuads(this.size), true, true);

{
var property = this$1.dynamicProperties[i];
var property = this.dynamicProperties[i];
property.offset = dynamicOffset;
dynamicOffset += property.size;
this$1.dynamicStride += property.size;
this.dynamicStride += property.size;
}

@@ -452,7 +452,7 @@

{
var property$1 = this$1.staticProperties[i$1];
var property$1 = this.staticProperties[i$1];
property$1.offset = staticOffset;
staticOffset += property$1.size;
this$1.staticStride += property$1.size;
this.staticStride += property$1.size;
}

@@ -468,11 +468,11 @@

{
var property$2 = this$1.dynamicProperties[i$2];
var property$2 = this.dynamicProperties[i$2];
geometry.addAttribute(
property$2.attributeName,
this$1.dynamicBuffer,
this.dynamicBuffer,
0,
property$2.type === TYPES.UNSIGNED_BYTE,
property$2.type,
this$1.dynamicStride * 4,
this.dynamicStride * 4,
property$2.offset * 4

@@ -484,11 +484,11 @@ );

{
var property$3 = this$1.staticProperties[i$3];
var property$3 = this.staticProperties[i$3];
geometry.addAttribute(
property$3.attributeName,
this$1.staticBuffer,
this.staticBuffer,
0,
property$3.type === TYPES.UNSIGNED_BYTE,
property$3.type,
this$1.staticStride * 4,
this.staticStride * 4,
property$3.offset * 4

@@ -502,2 +502,3 @@ );

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.

@@ -509,11 +510,9 @@ * @param {number} startIndex - The index to start at.

{
var this$1 = this;
for (var i = 0; i < this.dynamicProperties.length; i++)
{
var property = this$1.dynamicProperties[i];
var property = this.dynamicProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === TYPES.UNSIGNED_BYTE ? this$1.dynamicDataUint32 : this$1.dynamicData,
this$1.dynamicStride, property.offset);
property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
this.dynamicStride, property.offset);
}

@@ -527,2 +526,3 @@

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.

@@ -534,11 +534,9 @@ * @param {number} startIndex - The index to start at.

{
var this$1 = this;
for (var i = 0; i < this.staticProperties.length; i++)
{
var property = this$1.staticProperties[i];
var property = this.staticProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === TYPES.UNSIGNED_BYTE ? this$1.staticDataUint32 : this$1.staticData,
this$1.staticStride, property.offset);
property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
this.staticStride, property.offset);
}

@@ -552,2 +550,3 @@

*
* @private
*/

@@ -590,2 +589,3 @@ ParticleBuffer.prototype.destroy = function destroy ()

/**
* Renderer for Particles that is designer for speed over feature set.
*

@@ -595,3 +595,3 @@ * @class

*/
var ParticleRenderer = (function (ObjectRenderer$$1) {
var ParticleRenderer = /*@__PURE__*/(function (ObjectRenderer$$1) {
function ParticleRenderer(renderer)

@@ -670,4 +670,2 @@ {

{
var this$1 = this;
var children = container.children;

@@ -733,3 +731,3 @@ var maxSize = container._maxSize;

}
buffers.push(this$1._generateOneMoreBuffer(container));
buffers.push(this._generateOneMoreBuffer(container));
}

@@ -763,7 +761,6 @@

* @return {PIXI.ParticleBuffer[]} The buffers
* @private
*/
ParticleRenderer.prototype.generateBuffers = function generateBuffers (container)
{
var this$1 = this;
var buffers = [];

@@ -776,3 +773,3 @@ var size = container._maxSize;

{
buffers.push(new ParticleBuffer(this$1.properties, dynamicPropertyFlags, batchSize));
buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
}

@@ -860,2 +857,3 @@

/**
* Uploads the position.
*

@@ -892,2 +890,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the rotiation.
*

@@ -917,2 +916,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the Uvs
*

@@ -969,2 +969,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the tint.
*

@@ -1000,3 +1001,2 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

* Destroys the ParticleRenderer.
*
*/

@@ -1003,0 +1003,0 @@ ParticleRenderer.prototype.destroy = function destroy ()

/*!
* @pixi/particles - v5.0.0-alpha.3
* Compiled Tue, 03 Jul 2018 04:08:21 UTC
* @pixi/particles - v5.0.0-rc
* Compiled Fri, 01 Feb 2019 04:50:10 UTC
*

@@ -20,9 +20,11 @@ * @pixi/particles is licensed under the MIT License.

* The ParticleContainer class is a really fast version of the Container built solely for speed,
* so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that most advanced
* functionality will not work. ParticleContainer implements the basic object transform (position, scale, rotation)
* so use when you need a lot of sprites or particles.
*
* The tradeoff of the ParticleContainer is that most advanced functionality will not work.
* ParticleContainer implements the basic object transform (position, scale, rotation)
* and some advanced functionality like tint (as of v4.5.6).
*
* Other more advanced functionality like masking, children, filters, etc will not work on sprites in this batch.
*
* It's extremely easy to use :
*
* It's extremely easy to use:
* ```js

@@ -44,3 +46,3 @@ * let container = new ParticleContainer();

*/
var ParticleContainer = (function (Container$$1) {
var ParticleContainer = /*@__PURE__*/(function (Container) {
function ParticleContainer(maxSize, properties, batchSize, autoResize)

@@ -52,3 +54,3 @@ {

Container$$1.call(this);
Container.call(this);

@@ -134,7 +136,9 @@ // Making sure the batch size is valid

/**
* Used for canvas rendering. If true then the elements will be positioned at the
* nearest pixel. This provides a nice speed boost.
* If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation.
* Advantages can include sharper image quality (like text) and faster rendering on canvas.
* The main disadvantage is movement of objects may appear less smooth.
* Default to true here as performance is usually the priority for particles.
*
* @member {boolean}
* @default true;
* @default true
*/

@@ -166,4 +170,4 @@ this.roundPixels = true;

if ( Container$$1 ) ParticleContainer.__proto__ = Container$$1;
ParticleContainer.prototype = Object.create( Container$$1 && Container$$1.prototype );
if ( Container ) ParticleContainer.__proto__ = Container;
ParticleContainer.prototype = Object.create( Container && Container.prototype );
ParticleContainer.prototype.constructor = ParticleContainer;

@@ -207,3 +211,3 @@

* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
** IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer.
* @member {number}

@@ -259,4 +263,2 @@ * @default 0xFFFFFF

{
var this$1 = this;
var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);

@@ -266,3 +268,3 @@

{
this$1._bufferUpdateIDs.push(0);
this._bufferUpdateIDs.push(0);
}

@@ -274,4 +276,2 @@ this._bufferUpdateIDs[bufferIndex] = ++this._updateID;

{
var this$1 = this;
if (this._buffers)

@@ -281,3 +281,3 @@ {

{
this$1._buffers[i].destroy();
this._buffers[i].destroy();
}

@@ -303,3 +303,3 @@

{
Container$$1.prototype.destroy.call(this, options);
Container.prototype.destroy.call(this, options);

@@ -339,4 +339,2 @@ this.dispose();

{
var this$1 = this;
this.geometry = new core.Geometry();

@@ -349,2 +347,3 @@

*
* @private
* @member {number}

@@ -357,2 +356,3 @@ */

*
* @private
* @member {object[]}

@@ -365,2 +365,3 @@ */

*
* @private
* @member {object[]}

@@ -386,7 +387,7 @@ */

{
this$1.dynamicProperties.push(property);
this.dynamicProperties.push(property);
}
else
{
this$1.staticProperties.push(property);
this.staticProperties.push(property);
}

@@ -417,4 +418,2 @@ }

{
var this$1 = this;
var geometry = this.geometry;

@@ -428,2 +427,3 @@

* @member {Uint16Array}
* @private
*/

@@ -437,7 +437,7 @@ this.indexBuffer = new core.Buffer(utils.createIndicesForQuads(this.size), true, true);

{
var property = this$1.dynamicProperties[i];
var property = this.dynamicProperties[i];
property.offset = dynamicOffset;
dynamicOffset += property.size;
this$1.dynamicStride += property.size;
this.dynamicStride += property.size;
}

@@ -458,7 +458,7 @@

{
var property$1 = this$1.staticProperties[i$1];
var property$1 = this.staticProperties[i$1];
property$1.offset = staticOffset;
staticOffset += property$1.size;
this$1.staticStride += property$1.size;
this.staticStride += property$1.size;
}

@@ -474,11 +474,11 @@

{
var property$2 = this$1.dynamicProperties[i$2];
var property$2 = this.dynamicProperties[i$2];
geometry.addAttribute(
property$2.attributeName,
this$1.dynamicBuffer,
this.dynamicBuffer,
0,
property$2.type === constants.TYPES.UNSIGNED_BYTE,
property$2.type,
this$1.dynamicStride * 4,
this.dynamicStride * 4,
property$2.offset * 4

@@ -490,11 +490,11 @@ );

{
var property$3 = this$1.staticProperties[i$3];
var property$3 = this.staticProperties[i$3];
geometry.addAttribute(
property$3.attributeName,
this$1.staticBuffer,
this.staticBuffer,
0,
property$3.type === constants.TYPES.UNSIGNED_BYTE,
property$3.type,
this$1.staticStride * 4,
this.staticStride * 4,
property$3.offset * 4

@@ -508,2 +508,3 @@ );

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.

@@ -515,11 +516,9 @@ * @param {number} startIndex - The index to start at.

{
var this$1 = this;
for (var i = 0; i < this.dynamicProperties.length; i++)
{
var property = this$1.dynamicProperties[i];
var property = this.dynamicProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === constants.TYPES.UNSIGNED_BYTE ? this$1.dynamicDataUint32 : this$1.dynamicData,
this$1.dynamicStride, property.offset);
property.type === constants.TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData,
this.dynamicStride, property.offset);
}

@@ -533,2 +532,3 @@

*
* @private
* @param {PIXI.DisplayObject[]} children - The children to upload.

@@ -540,11 +540,9 @@ * @param {number} startIndex - The index to start at.

{
var this$1 = this;
for (var i = 0; i < this.staticProperties.length; i++)
{
var property = this$1.staticProperties[i];
var property = this.staticProperties[i];
property.uploadFunction(children, startIndex, amount,
property.type === constants.TYPES.UNSIGNED_BYTE ? this$1.staticDataUint32 : this$1.staticData,
this$1.staticStride, property.offset);
property.type === constants.TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData,
this.staticStride, property.offset);
}

@@ -558,2 +556,3 @@

*
* @private
*/

@@ -596,2 +595,3 @@ ParticleBuffer.prototype.destroy = function destroy ()

/**
* Renderer for Particles that is designer for speed over feature set.
*

@@ -601,6 +601,6 @@ * @class

*/
var ParticleRenderer = (function (ObjectRenderer$$1) {
var ParticleRenderer = /*@__PURE__*/(function (ObjectRenderer) {
function ParticleRenderer(renderer)
{
ObjectRenderer$$1.call(this, renderer);
ObjectRenderer.call(this, renderer);

@@ -665,4 +665,4 @@ // 65535 is max vertex index in the index buffer (see ParticleRenderer)

if ( ObjectRenderer$$1 ) ParticleRenderer.__proto__ = ObjectRenderer$$1;
ParticleRenderer.prototype = Object.create( ObjectRenderer$$1 && ObjectRenderer$$1.prototype );
if ( ObjectRenderer ) ParticleRenderer.__proto__ = ObjectRenderer;
ParticleRenderer.prototype = Object.create( ObjectRenderer && ObjectRenderer.prototype );
ParticleRenderer.prototype.constructor = ParticleRenderer;

@@ -677,4 +677,2 @@

{
var this$1 = this;
var children = container.children;

@@ -740,3 +738,3 @@ var maxSize = container._maxSize;

}
buffers.push(this$1._generateOneMoreBuffer(container));
buffers.push(this._generateOneMoreBuffer(container));
}

@@ -770,7 +768,6 @@

* @return {PIXI.ParticleBuffer[]} The buffers
* @private
*/
ParticleRenderer.prototype.generateBuffers = function generateBuffers (container)
{
var this$1 = this;
var buffers = [];

@@ -783,3 +780,3 @@ var size = container._maxSize;

{
buffers.push(new ParticleBuffer(this$1.properties, dynamicPropertyFlags, batchSize));
buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));
}

@@ -867,2 +864,3 @@

/**
* Uploads the position.
*

@@ -899,2 +897,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the rotiation.
*

@@ -924,2 +923,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the Uvs
*

@@ -976,2 +976,3 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

/**
* Uploads the tint.
*

@@ -1007,7 +1008,6 @@ * @param {PIXI.DisplayObject[]} children - the array of display objects to render

* Destroys the ParticleRenderer.
*
*/
ParticleRenderer.prototype.destroy = function destroy ()
{
ObjectRenderer$$1.prototype.destroy.call(this);
ObjectRenderer.prototype.destroy.call(this);

@@ -1014,0 +1014,0 @@ if (this.shader)

{
"name": "@pixi/particles",
"version": "5.0.0-alpha.3",
"version": "5.0.0-rc",
"main": "lib/particles.js",
"module": "lib/particles.es.js",
"description": "Support for legacy browser JavaScript environments",
"description": "Render many sprite particles as efficiently as possible",
"author": "Mat Groves",

@@ -25,11 +25,12 @@ "contributors": [

"dependencies": {
"@pixi/constants": "^5.0.0-alpha.3",
"@pixi/core": "^5.0.0-alpha.3",
"@pixi/display": "^5.0.0-alpha.3",
"@pixi/math": "^5.0.0-alpha.3",
"@pixi/utils": "^5.0.0-alpha.3"
"@pixi/constants": "^5.0.0-rc",
"@pixi/core": "^5.0.0-rc",
"@pixi/display": "^5.0.0-rc",
"@pixi/math": "^5.0.0-rc",
"@pixi/utils": "^5.0.0-rc"
},
"devDependencies": {
"floss": "^2.1.3"
}
"floss": "^2.1.5"
},
"gitHead": "9026a1bbca9a9d86b7a3b6d5eb4fa2c3145c2b85"
}

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