pixi-viewport
A highly configurable viewport/2D camera designed to work with pixi.js
Rationale
I wanted to improve my work on yy-viewport with a complete rewrite of a viewport/2D camera for use with pixi.js. I added options that I need in my games, including edges that bounce, deceleration, and highly configurable options to tweak the feel of the viewport.
Simple Example
const Viewport = require('pixi-viewport')
const container = new PIXI.Container()
const viewport = new Viewport(container)
Live Example
https://davidfig.github.io/pixi-viewport/
Installation
npm i pixi-viewport
API Reference
/**
* @param {PIXI.Container} container
* @param {number} screenWidth
* @param {number} screenHeight
* @param {PIXI.Rectangle} [worldBoundaries] - only needed for options.noOverDrag or options.bounce
* @param {object} [options]
*
* @param {boolean} [options.dragToMove]
*
* @param {boolean} [options.pinchToZoom] automatically turns on dragToMove
*
* @param {boolean} [options.noOverDrag] stops scroll beyond boundaries
* @param {boolean} [options.noOverDragX] stops scroll beyond X boundaries
* @param {boolean} [options.noOverDragY] stops scroll beyond Y boundaries
* @param {boolean} [options.noOverZoom] don't zoom smaller than screen size
* @param {object} [options.minZoom] {x, y} don't zoom smaller than world zoom x and/or y
* @param {object} [options.maxZoom] {x, y} don't zoom larger than world zoom x and/or y
*
* @param {boolean||object} [options.bounce] bounce back if pulled beyond boundaries
* @param {number} [options.bounce.time=150] number is milliseconds to bounce back
* @param {string} [options.bounce.ease=easeInOutSine] easing function to use when bouncing (see https://github.com/bcherny/penner)
*
* @param {boolean|object} [options.decelerate] decelerate after scrolling
* @param {number} [options.decelerate.friction=0.95] percent to decelerate after movement
* @param {number} [options.decelerate.frictionBounce=0.5] percent to decelerate after movement while inside a bounce
*
* @param {number} [options.minVelocity=0.01] minimum velocity before stopping deceleration
* @param {number} [options.threshold=10] minimum number of pixels to register a move
*
* @param {object} [options.snap] snap to location when not touched and not accelerating
* @param {PIXI.Point} [options.snap.point] point to snap to
* @param {number} [options.snap.speed=1] speed (in world pixels/ms) to snap to location
*
* @param {boolean|object} [options.lockOn] keep camera centered on an object
* @param {PIXI.DisplayObject|PIXI.Point} [options.lockOn.object] lock onto this object
* @param {PIXI.Rectangle} [options.lockOn.frame] stay within this frame (in screen coordinates)
*
* @param {boolean} [options.noUpdate] turn off internal calls to requestAnimationFrame() -- update() must be called manually on each loop
*
* @emit {click} function click(x, y) in world coordinates - this is called on the up() after a touch/mouse press that doesn't move the threshold pixels
*/
constructor(container, screenWidth, screenHeight, worldBoundaries, options)
/**
* @param {number} screenWidth
* @param {number} screenHeight
*/
resize(screenWidth, screenHeight)
/**
* change coordinates from screen to world
* @param {number|PIXI.Point} x
* @param {number} [y]
* @returns {PIXI.Point}
*/
toWorld()
/**
* change coordinates from world to screen
* @param {number|PIXI.Point} x
* @param {number} [y]
* @returns {PIXI.Point}
*/
toScreen()
/**
* call this manually if setting options.noUpdate = true
*/
update()
license
MIT License
(c) 2017 YOPEY YOPEY LLC by David Figatner