// description: This example demonstrates how to use a Container to group and manipulate multiple sprites import { Application, Assets, Container, Sprite } from "pixi.js"; const app = new Application(); async function setup() { await app.init({ background: "#1099bb", resizeTo: window }); document.body.appendChild(app.canvas); } async function preload() { const assets = [ { alias: "background", src: "assets/img/background1.jpg", }, { alias: "opinator", src: "assets/img/opinator.avif", }, ]; await Assets.load(assets); } class Opinator { constructor(gameContainer) { this.inMove = false; // indicates if player has grabed the wire (is mouse down) this.currentScore = 0; this.pixelGoalScore = undefined; this.goalScore = 10; // goal to match, measured in play area, 10 = moving the mouse on the equivalent of 10 play areas this.lastMousePos = undefined; // use to compute the travelled distance this.won = false; const backgroundSprite = Sprite.from("opinator"); this.pixelGoalScore = backgroundSprite.width * this.goalScore; // beware of resize mid game backgroundSprite.eventMode = "static"; backgroundSprite.on("pointerdown", (event) => { console.log("Opinator grabbed"); this.inMove = true; this.lastMousePos = event.client.clone(); }); backgroundSprite.on("pointerupoutside", () => { console.log("Opinator released"); this.inMove = false; this.lastMousePos = undefined; }); backgroundSprite.on("pointerup", () => { console.log("Opinator released"); this.inMove = false; this.lastMousePos = undefined; }); backgroundSprite.on("mousemove", (event) => { if (this.inMove && !this.won) { const newMousePos = event.client; const progress = Math.sqrt( (newMousePos.x - this.lastMousePos.x) ** 2 + (newMousePos.y - this.lastMousePos.y) ** 2, ); if (progress > 0) { this.lastMousePos = newMousePos.clone(); this.currentScore += progress; console.log( "mouse move, current score", this.currentScore, "goal", this.pixelGoalScore, ); if (this.pixelGoalScore < this.currentScore) { console.log("game won"); this.won = true; } } //else ignore, not enough move to get some distance } }); gameContainer.addChild(backgroundSprite); } } (async () => { await setup(); await preload(); const background = Sprite.from("background"); if (app.screen.width > app.screen.height) { background.width = app.screen.width * 1.2; background.scale.y = background.scale.x; } else { background.height = app.screen.height * 1.2; background.scale.x = background.scale.y; } app.stage.addChild(background); const gameContainter = new Container(); const opinator = new Opinator(gameContainter); app.stage.addChild(gameContainter); })();