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Scaffolding for Particle Emitter


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I am trying to setup a Pixi particle emitter using the pixi-particle dependency. Does someone have an example scaffolding file I could use? The examples that are listed are unfortunately only for v4 and I have not been able to accurately update them to get them to work.


I would want something that I could drop in an particle object from here: https://pixijs.io/pixi-particles-editor/ and then play around with to see how everything is working.

Edited by KamiFightingSpirit
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Just tested again to make sure I hadn't missed something still not working unfortunately.

This is the scaffolding file that I have: https://github.com/pixijs/pixi-particles/blob/master/docs/examples/js/ParticleExample.js

Funnily enough, the examples already do read "PIXI.ParticleContainer" now.


The errors that I am getting when loading this in are as follows (yes, I have already corrected them but it is still not rendering anything but the framerate in upper left corner):

PixiJS Deprecation Warning: PIXI.loader instance has moved to PIXI.Loader.sharedDeprecated since v5.0.0
pixi.js:4413 PixiJS Deprecation Warning: PIXI.Texture.fromImage method is deprecated, use PIXI.Texture.fromDeprecated since v5.0.0


And just so you can see, this is my emitter object configuration file:

<!DOCTYPE html>
<html class="no-js">
    <meta charset="utf-8" />
    <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
    <title>Particle Container Performance Tester</title>
    <meta name="description" content="smoke blast" />
    <link rel="stylesheet" href="css/main.css" />

    <!-- Required dependencies -->
    <script src="./js/pixi.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/pixi-particles.js"></script>
    <!-- Example scaffolding -->
    <script src="./js/ParticleExample.js"></script>
    <div id="framerate"></div>
    <div id="particleCount"></div>
    <div id="instructions">Click Anywhere</div>
    <canvas id="stage" width="400" height="400"></canvas>
      // See js/ParticleExample.js for actual setup
      new ParticleExample(
        // The image to use

        // Emitter configuration, edit this to change the look
        // of the emitter
          alpha: {
            start: 0,
            end: 1
          scale: {
            start: 0.01,
            end: 0.1,
            minimumScaleMultiplier: 0.001
          color: {
            start: "#ffffff",
            end: "#bbe1f0"
          speed: {
            start: 100,
            end: 200,
            minimumSpeedMultiplier: 1
          acceleration: {
            x: 0,
            y: 1000
          maxSpeed: 0,
          startRotation: {
            min: 0,
            max: 0
          noRotation: false,
          rotationSpeed: {
            min: 0,
            max: 0
          lifetime: {
            min: 0.5,
            max: 1
          blendMode: "color_burn",
          frequency: 0.001,
          emitterLifetime: -1,
          maxParticles: 1000,
          pos: {
            x: 0,
            y: 0
          addAtBack: false,
          spawnType: "ring",
          spawnCircle: {
            x: 0,
            y: 0,
            r: 100,
            minR: 50


Finally, here is my edited scaffolding file, I went through the PIXI docs to do my best to make sure the editing was accurate:

(function(window) {
	 *  Basic example setup
	 *  @class ParticleExample
	 *  @constructor
	 *  @param {String[]} imagePaths The local path to the image source
	 *  @param {Object} config The emitter configuration
	 *  @param {null|"path"|"anim"} [type=null] Particle type to create.
	 *  @param {boolean} [useParticleContainer=false] If a ParticleContainer should be used instead of a Container.
	 *  @param {boolean} [stepColors=false] If the color settings should be manually stepped.
	var ParticleExample = function(
	) {
		var canvas = document.getElementById("stage");
		// Basic PIXI Setup
		var rendererOptions = {
			view: canvas
		/*var preMultAlpha = !!options.preMultAlpha;
		if(rendererOptions.transparent && !preMultAlpha)
			rendererOptions.transparent = "notMultiplied";*/
		var stage = new PIXI.Container(),
			emitter = null,
			renderer = PIXI.autoDetectRenderer(
			bg = null;

		var framerate = document.getElementById("framerate");
		var particleCount = document.getElementById("particleCount");

		// Calculate the current time
		var elapsed = Date.now();

		var updateId;

		// Update function every frame
		var update = function() {
			// Update the next frame
			updateId = requestAnimationFrame(update);

			var now = Date.now();
			if (emitter) emitter.update((now - elapsed) * 0.001);

			framerate.innerHTML = (1000 / (now - elapsed)).toFixed(2);

			elapsed = now;

			if (emitter && particleCount)
				particleCount.innerHTML = emitter.particleCount;

			// render the stage

		// Resize the canvas to the size of the window
		window.onresize = function(event) {
			canvas.width = window.innerWidth;
			canvas.height = window.innerHeight;
			renderer.resize(canvas.width, canvas.height);
			if (bg) {
				//bg is a 1px by 1px image
				bg.scale.x = canvas.width;
				bg.scale.y = canvas.height;

		// Preload the particle images and create PIXI textures from it
		var urls,
			makeTextures = false;
		if (imagePaths.spritesheet) urls = [imagePaths.spritesheet];
		else if (imagePaths.textures) urls = imagePaths.textures.slice();
		else {
			urls = imagePaths.slice();
			makeTextures = true;
		var loader = new PIXI.Loader();
		for (var i = 0; i < urls.length; ++i) loader.add("img" + i, urls[i]);
		loader.load(function() {
			bg = new PIXI.Sprite(PIXI.Texture.from("images/bg.png"));
			//bg is a 1px by 1px image
			bg.scale.x = canvas.width;
			bg.scale.y = canvas.height;
			bg.tint = 0x000000;
			//collect the textures, now that they are all loaded
			var art;
			if (makeTextures) {
				art = [];
				for (var i = 0; i < imagePaths.length; ++i)
			} else art = imagePaths.art;
			// Create the new emitter and attach it to the stage
			var emitterContainer;
			if (useParticleContainer) {
				emitterContainer = new PIXI.ParticleContainer();
					scale: true,
					position: true,
					rotation: true,
					uvs: true,
					alpha: true
			} else emitterContainer = new PIXI.Container();
			window.emitter = emitter = new PIXI.particles.Emitter(
			if (stepColors)
				emitter.startColor = PIXI.particles.ParticleUtils.createSteppedGradient(
			if (type == "path")
				emitter.particleConstructor = PIXI.particles.PathParticle;
			else if (type == "anim")
				emitter.particleConstructor = PIXI.particles.AnimatedParticle;

			// Center on the stage
			emitter.updateOwnerPos(window.innerWidth / 2, window.innerHeight / 2);

			// Click on the canvas to trigger
			canvas.addEventListener("mouseup", function(e) {
				if (!emitter) return;
				emitter.emit = true;
				emitter.updateOwnerPos(e.offsetX || e.layerX, e.offsetY || e.layerY);

			// Start the update

			//for testing and debugging
			window.destroyEmitter = function() {
				emitter = null;
				window.destroyEmitter = null;

				//reset SpriteRenderer's batching to fully release particles for GC
				if (
					renderer.plugins &&
					renderer.plugins.sprite &&
					renderer.plugins.sprite.sprites.length = 0;


	// Assign to global space
	window.ParticleExample = ParticleExample;


Edited by KamiFightingSpirit
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