Skip to content
This repository has been archived by the owner on May 2, 2022. It is now read-only.

jcyuan/FairyGUI-PixiJS

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 

Repository files navigation

* Please be noticed that this project won't be maintained any longer because our projects are changed to Phaser3, I'm sorry.

What is this?

  • This is an UILib based on PixiJS to build game GUI.
  • Download editor here: http://en.fairygui.com/product/
  • Editor supports a few of game engines include Unity3D, PixiJS, ActionScript, Starling etc. Learn more.
  • The developers use the editor and Lib are all here in the Tencent QQ online chat group for discussing issues. Click to join in: Group1 434866637, Group2 614444599. Welcome to join us and have fun. :)

About Lib

Dependencies

Demo

About Editor

Editor

Features

  • WYSWYG
  • Build complex UI components easily without writing any code even no programming knowledge needed.
  • No complex skin configuration. All UI elements are seperated alone and can be mixed up to build more complex components.
  • Timeline tool provided for creating transitions at the design time.
  • Support sequenced frame animation creating.
  • Support using of bitmap fonts which created by BMFont technology, and support to create bitmap font using pictures.
  • Project files are stored separately in order to suit the version controlling, and for project collaboration.
  • Instant preview.
  • Flexible publish strategy, support packing atlas automatically, or define many separated atlases as you want.
  • Image compression with options for image quality etc, you can adjust options to reduce the size of the final package.

How to use the Lib?

Here is a snippet of basic usage example from the demo code: (typescript)

class Main extends PIXI.Application {

    public constructor() {

        let view = document.querySelector("#canvasContainer canvas") as HTMLCanvasElement;

        super({ view: view, backgroundColor: 0xb5b5b5, antialias: true, forceCanvas:false });

        /**global settings */
        fgui.UIConfig.defaultFont = "Microsoft YaHei";
        fgui.UIConfig.verticalScrollBar = "ui://test/ScrollBar_VT";
        fgui.UIConfig.horizontalScrollBar = "ui://test/ScrollBar_HZ";
        fgui.UIConfig.popupMenu = "ui://test/PopupMenu";
        fgui.UIConfig.globalModalWaiting = "ui://test/GlobalModalWaiting";
        fgui.UIConfig.windowModalWaiting = "ui://test/WindowModalWaiting";

        //main entry
        fgui.GRoot.inst.attachTo(this, {
            designWidth: 1136,
            designHeight: 640,
            scaleMode: fgui.StageScaleMode.FIXED_AUTO,
            orientation: fgui.StageOrientation.LANDSCAPE,
            alignV: fgui.StageAlign.TOP,
            alignH: fgui.StageAlign.LEFT
        });

        //start to preload resource
        //test.jpg actually is a binary file but just ends with fake postfix. so here we need to specify the loadType etc.
        let loader = new fgui.utils.AssetLoader();
        loader.add("test", "images/test.jpg", { loadType: PIXI.loaders.Resource.LOAD_TYPE.XHR, xhrType: PIXI.loaders.Resource.XHR_RESPONSE_TYPE.BUFFER })
            .add("test@atlas0", "images/[email protected]")
            .add("test@atlas0_1", "images/test@atlas0_1.png")
            .add("test@atlas0_2", "images/test@atlas0_2.png")
            .on("progress", this.loadProgress, this)
            .on("complete", this.resLoaded, this)
            .load();
    }

    private loadProgress(loader: PIXI.loaders.Loader): void {
        let p = loader.progress;
        //this.loadingView.setProgress(p);
        if (p >= 100) {
            loader.off("progress", this.loadProgress, this);
            //this.loadingView.dispose();
            //this.loadingView = null;
        }
    }

    private resLoaded(loader: PIXI.loaders.Loader): void {
        loader.removeAllListeners();

        fgui.UIPackage.addPackage("test");  //add your package built in the editor
        
        let ins = fgui.UIPackage.createObject("test", "main") as fgui.GComponent;   //create an object to display
        ins.setSize(fgui.GRoot.inst.width, fgui.GRoot.inst.height);     //add relation so that it will be auto resized when the window size is changed.
        ins.addRelation(fgui.GRoot.inst, fgui.RelationType.Size);
        fgui.GRoot.inst.addChild(ins);   //show it
    }

License

This content is released under the MIT License.

Analytics