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Pixi.js is a fast 2D rendering engine that uses WebGL and HTML5 Canvas to create interactive graphics and animations. It is widely used for creating games, interactive applications, and other visual content on the web.
Creating a Basic Application
This code initializes a new Pixi.js application with a specified width and height, and appends the canvas element to the document body.
const app = new PIXI.Application({ width: 800, height: 600 });
document.body.appendChild(app.view);
Loading and Displaying a Sprite
This code loads an image and creates a sprite from it. The sprite is then positioned at the center of the canvas and added to the stage.
PIXI.Loader.shared.add('bunny', 'path/to/bunny.png').load((loader, resources) => {
const bunny = new PIXI.Sprite(resources.bunny.texture);
bunny.x = app.renderer.width / 2;
bunny.y = app.renderer.height / 2;
bunny.anchor.set(0.5);
app.stage.addChild(bunny);
});
Animating a Sprite
This code adds an animation loop that rotates the sprite continuously. The `delta` parameter ensures smooth animation regardless of the frame rate.
app.ticker.add((delta) => {
bunny.rotation += 0.1 * delta;
});
Creating Graphics
This code creates a new graphics object, draws a filled rectangle, and adds it to the stage.
const graphics = new PIXI.Graphics();
graphics.beginFill(0xDE3249);
graphics.drawRect(50, 50, 100, 100);
graphics.endFill();
app.stage.addChild(graphics);
Three.js is a popular 3D library that provides a wide range of features for creating 3D graphics and animations. While Pixi.js focuses on 2D rendering, Three.js is more suitable for complex 3D scenes and visualizations.
Phaser is a fast, robust, and versatile game framework that supports both 2D and 3D rendering. It is more game-oriented compared to Pixi.js, offering built-in physics, input handling, and other game development features.
Konva is a 2D canvas library that provides a high-level API for creating complex shapes, animations, and interactions. It is similar to Pixi.js but focuses more on ease of use and simplicity for creating interactive graphics.
A heads up for anyone updating their version of pixi.js to version 2, as we have changed a couple of bits that you need to be aware of. Fortunately, there are only two changes, and both are small.
1: Creating a renderer now accepts an options parameter that you can add specific settings to:
// an optional object that contains the settings for the renderer
var options = {
view:myCanvas,
resolution:1
};
var renderer = new PIXI.WebGLRenderer(800, 600, options)
2: A PIXI.RenderTexture
now accepts a PIXI.Matrix
as its second parameter instead of a point. This gives you much more flexibility:
myRenderTexture.render(myDisplayObject, myMatrix)
Check out the docs for more info!
The aim of this project is to provide a fast lightweight 2D library that works across all devices. The Pixi renderer allows everyone to enjoy the power of hardware acceleration without prior knowledge of webGL. Also, it's fast.
If you’re interested in pixi.js then feel free to follow me on twitter (@doormat23) and I will keep you posted! And of course check back on our site as any breakthroughs will be posted up there too!
Thanks to @photonstorm for providing those last 2 examples and allowing us to share the source code :)
Documentation can be found here
Tutorials and other helpful bits
Want to be part of the pixi.js project? Great! All are welcome! We will get there quicker together :) Whether you find a bug, have a great feature request or you fancy owning a task from the road map above feel free to get in touch.
Make sure to read the Contributing Guide before submitting changes.
PixiJS is built with Grunt. If you don't already have this, go install Node and NPM then install the Grunt Command Line.
$> npm install -g grunt-cli
Then, in the folder where you have downloaded the source, install the build dependencies using npm:
$> npm install
Then build:
$> grunt
This will create a minified version at bin/pixi.js and a non-minified version at bin/pixi.dev.js.
It also copies the non-minified version to the examples.
// You can use either PIXI.WebGLRenderer or PIXI.CanvasRenderer
var renderer = new PIXI.WebGLRenderer(800, 600);
document.body.appendChild(renderer.view);
var stage = new PIXI.Stage;
var bunnyTexture = PIXI.Texture.fromImage("bunny.png");
var bunny = new PIXI.Sprite(bunnyTexture);
bunny.position.x = 400;
bunny.position.y = 300;
bunny.scale.x = 2;
bunny.scale.y = 2;
stage.addChild(bunny);
requestAnimationFrame(animate);
function animate() {
bunny.rotation += 0.01;
renderer.render(stage);
requestAnimationFrame(animate);
}
This content is released under the (http://opensource.org/licenses/MIT) MIT License.
FAQs
PixiJS — The HTML5 Creation Engine =============
The npm package pixi.js receives a total of 132,294 weekly downloads. As such, pixi.js popularity was classified as popular.
We found that pixi.js demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 0 open source maintainers collaborating on the project.
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