Jump to content

AnimatedSprite does not play

Alekz Force

Recommended Posts

I'm new to Pixi.js I did a code to make a simple 3 frame animatedSprite but it never leaves the first frame, if I do a gotoAndPlay(1) it goes to the desired frame and stops, and if I console.log the ticker it keeps on the frame as it were stopped but the playing property is true. Can't find the error anywhere. Somebody could help me out here? The code is below:


var	w = window.innerWidth,
	h = window.innerHeight,
	objs = {},
	tex = {},
	anim = {},
	prop = w/16,
	props = {
		grass: [2060, 745, 16],
		trave: [1334, 471, 10],
		rede: [1309, 454, 9.8]

var app = new PIXI.Application(w, h, {backgroundColor: 0x33aaff});

app.renderer.autoResize = true;



objs['message'] = new PIXI.Text(
	{fontFamily: "Arial", fontSize: 20, fill: "white"}
objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2));


	.on("progress", loadProgressHandler)

function loadProgressHandler(loader, resource){
	objs['message'].text = "Carregando..."+(Math.round(loader.progress*100)/100)+"%";
	objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2));

function onAssetsLoaded() {
	delete objs.message;
	tex['grass'] = app.loader.resources["img/grass.png"].texture;
	tex['trave'] = app.loader.resources["img/trave.png"].texture;
	tex['rede'] = app.loader.resources["img/rede.json"].textures;
	anim['rede'] = [];
	for(var i=0; i<3; i++){
	objs['grass'] = new PIXI.Sprite(tex['grass']);
	objs['grass'].anchor.set(0.5, 0.0);
	objs['grass'].position.set(app.screen.width/2, app.screen.height/2);
	objs['trave'] = new PIXI.Sprite(tex['trave']);
	objs['trave'].anchor.set(0.5, 0.8);
	objs['trave'].position.set(app.screen.width/2, app.screen.height/2);
	objs['rede'] = new PIXI.extras.AnimatedSprite(anim.rede);
	objs['rede'].anchor.set(0.5, 0.8);
	objs['rede'].position.set(app.screen.width/2, app.screen.height/2);
	objs['rede'].animationSpeed = 1;


	app.ticker.add(function() {
		console.log(objs['rede'].totalFrames, objs['rede'].currentFrame);

function resizeAll(){
	var propW = w/16;
	var propH = h/9;

		w = propH * 16;
	}else if(propW<propH){
		h = propW * 9;
	prop = w/16;
	for(var i in objs){
		if(typeof props[i] !== 'undefined'){
			objs[i].width = props[i][2]*prop;
			objs[i].height = (objs[i].width/props[i][0])*props[i][1];
	app.renderer.resize(w, h);


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...