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  1. Thank you for the quick response! I went ahead and switched to PIXI.Container and the hitAreas worked as intended and with nice performance too!
  2. Greetings! I'm currently playing around with PIXI.particles.ParticleContainer and am having a blast. What an awesome container! I'm writing because I'm having a peculiar issue regarding mouse events and the particles inside the ParticleContainer. Specifically, I create the ParticleContainer, add sprites to it via PIXI.Sprite.fromImage and then bind mouse down events to each sprite and specify a hit area for the sprite as well. That works! Specifically, it works if I add the sprites to the ParticleContainer and don't specify a position, and all the sprites show up in the top left corn
  3. Ah, thank you for the clear explanation. Now I understand what you mean by chunking. This helps so much!!
  4. Thanks Ivan for responding so fast! I tried var graphics = new PIXI.Graphics(true) and it bumped up my framerate to 45fps, which is better! Regarding your second comment, about adding points in chunks, I'm not sure I understand entirely. I am updating my data at 60Hz (remove the first element, and append a new element) and then in a requestanimationframe, am using a PIXI.Graphics to lineto and moveto the line for each point in my data for each line, and then call render. Where would the chunking occur exactly? Thanks for all of your help! I very much appreciate it.
  5. Greetings! I love pixijs! Amazing stuff! I'm currently attempting to plot about 30 lines, each containing about 2500 points scrolling right to left (where once a point goes off the screen to the left, a new point is appended on the right). Think a whole bunch of streaming time series charts. I've been able to plot them out, creating a top level PIXI.Container to contain all the lines, and then for each line, creating a PIXI.Graphics object that I addChild to the top level PIXI.Container, setting the line style and then in the render loop going thru each line's 2500 points and do
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