Jump to content

Stage help


Recommended Posts

I'm wondering how to create stages and how to change between them. It seems like there's only 1 stage per application and you just add and remove children from them. I saw the removeChildren() method and I tried invoking it. It does remove the container but it also generates a heap of WebGL errors with INVALID_OPERATION.


So I'm wondering how I should be approaching this. 

Link to comment
Share on other sites

It does remove the container but it also generates a heap of WebGL errors with INVALID_OPERATION.

It shouldn't. Give me the fiddle and I'll tell you whats wrong.

 It seems like there's only 1 stage per application

PIXI is not a black box. Application is just a simple facade for other classes: https://github.com/pixijs/pixi.js/blob/dev/src/core/Application.js You can create tickers/renderer/stage separately and do whatever you want.

Link to comment
Share on other sites

    <div ref='game' id='gameScreen'></div>

  /* eslint-disable no-unused-vars */
  import * as PIXI from 'pixi.js'
  import image from '@/assets/game/background/environment_forest_evening.png'
  import button from '@/assets/game/buttons/blank-light-blue-button-md.png'
  /* eslint-enable no-unused-vars */

  export default{
    name: 'game',
    data() {
      return {

    props: {
      width: Number,
      height: Number
    mounted: function () {
      if (this.game == null) {
        var type = "WebGL"
        var settings = {
          antialias: true,
          backgroundColor : 0x1099bb
        this.game = new PIXI.Application(800, 600, settings);
          type = "canvas"


        var graphics = new PIXI.Graphics();
        // draw a rounded rectangle
        graphics.lineStyle(2, 0xFF00FF, 1);
        graphics.beginFill(0xFF00BB, 0.25);
        graphics.drawRoundedRect(0, 0, 300, 100, 15);
        graphics.interactive = true;
        graphics.hitArea = graphics.getBounds();
        graphics.click = () => console.log("hi")
        graphics.anchor = new PIXI.Point(0.5, 0.5)
        graphics.x = this.game.view.width / 2

        var style = new PIXI.TextStyle({
          fontFamily: 'Arial',
          fontSize: 36,
          fontStyle: 'italic',
          fontWeight: 'bold',
          fill: ['#ffffff', '#00ff99'], // gradient
          stroke: '#4a1850',
          strokeThickness: 5,
          dropShadow: true,
          dropShadowColor: '#000000',
          dropShadowBlur: 4,
          dropShadowAngle: Math.PI / 6,
          dropShadowDistance: 6,
          wordWrap: true,
          wordWrapWidth: 440

        var richText = new PIXI.Text('Rich text with a lot of options and across multiple lines', style);
        richText.anchor = new PIXI.Point(0.5, 0.5)
        richText.x = 0
        richText.y = 0;


        // this.game.stage.addChild(richText);
    methods: {
    destroyed () {
      // this.game.destroy()
    updated () {


  #gameScreen {
    margin: 0 auto;

  #gameScreen canvas {
    display: block;
    margin: 0 auto;

Here's the code snippet. It's written along with Vue.js so I hope it's not confusing. I've removed the line that returned a whole heap of errors `this.game.stage.removeChildren()`. Just wondering what is the best approach. Because if I do an assignment to `this.game.stage` it also gives some warnings/errors, i.e. `this.game.stage = new PIXI.Stage()`

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...