Images
To make adding and managing images on the canvas easier than pixi.js methods, Pixi’VN it has very basic functions for showing an image.
Show Image
The simplest and fastest method to show an image on the canvas is to use the showImage
function.
This function has the following parameters:
alias
: Is a alias (or id) for the image. There can only be one item in the canvas with that id, if you add an image with the same alias, the previous image will be removed.imageUrl
: The URL or path of the image.
import { showImage } from '@drincs/pixi-vn'
await showImage('image1', 'path/to/image.png')
This function is a combination of the addImage
and load
functions. It is very simple to use, but in cases where you want to manipulate the image before showing it, it is better to use the addImage
and load
functions separately.
Add Image
To add an image to the canvas, you can use the addImage
function. This function will return a CanvasImage
object that you can use to manipulate the image. CanvasImage
is a class the extends CanvasSprite
, so you can use all the methods and properties of CanvasSprite
.
It is important to take into account that this function only adds the element to the canvas but does not show it and does not load its texture.
addImage
function has the following parameters:
alias
: Is a alias (or id) for the image. There can only be one item in the canvas with that id, if you add an image with the same alias, the previous image will be removed.imageUrl
: The URL or path of the image.
import { addImage } from '@drincs/pixi-vn'
const image = addImage('image1', 'path/to/image.png')
If you want initialize the image before and then add it to the canvas, you can use the canvas.add
function.
import { canvas, CanvasImage } from '@drincs/pixi-vn'
let alien = new CanvasImage({
anchor: { x: 0.5, y: 0.5 },
x: 100,
y: 100,
}, 'https://pixijs.com/assets/eggHead.png')
canvas.add("alien", alien)
Load Image
After adding the image, you can load the texture and show it on the canvas using the CanvasImage.load
method.
This method is asynchronous, so:
- You can use the
await
to wait for the image to load. So if you show the image in a step, you can disable the next step until the image is loaded. - You can not use the
await
and show the image in the next step. In this case, the image will be loaded in the background and will be shown when it is ready.
import { addImage } from '@drincs/pixi-vn'
const image = addImage('image1', 'path/to/image.png')
await image.load()
In some cases you may need to ensure that multiple images are displayed at the same time. In this case, you can use the loadImage
function to load a array of CanvasImage
.
import { addImage, loadImage } from '@drincs/pixi-vn'
const image1 = addImage('image1', 'path/to/image1.png')
const image2 = addImage('image2', 'path/to/image2.png')
await loadImage([image1, image2])
You can use loadImage
also to show a single image.
import { addImage, loadImage } from '@drincs/pixi-vn'
const image = addImage('image1', 'path/to/image.png')
await loadImage(image)
// or await image.load()
Another way to make sure multiple images are displayed at the same time is to use the PIXI.Assets
function, for add the textures in cache.
import { addImage, Assets } from '@drincs/pixi-vn'
// Load the images and add them to the cache
await Assets.load('path/to/image1.png')
await Assets.load('path/to/image2.png')
const image1 = addImage('image1', 'path/to/image1.png')
const image2 = addImage('image2', 'path/to/image2.png')
// The images are already loaded, so you can show them without waiting
image1.load()
image2.load()
Load Image Textures in Cache when a label is called
If a label shows a sequence of very large images, it can be very useful to load the images in the cache when the label is called. This way, the images will be loaded in the background and will be ready to be displayed when they are needed.
export const startLabel = newLabel("StartLabel", [
// use the image1 ...
// ...
], () => {
// Load the images in the cache asynchronously, so the images will be loaded in the background
Assets.load('path/to/image1.png')
Assets.load('path/to/image2.png')
}
)
export const startLabel = newLabel("StartLabel", [
// use the image1 ...
// ...
], () => {
// Load the images in the cache synchronously, so before the next step the images will be loaded
await Assets.load('path/to/image1.png')
await Assets.load('path/to/image2.png')
}
)
Remove Image
As for the Canvas Elements, you can remove an image from the canvas using the canvas.remove
function.