Pixi.js viewport follow object
I'm making a simple game where a user walks around with a person. The person's gun will always be pointing the mouse. What I want is to allow the person to walk outside the viewport, with the viewport adapting to this. The viewport should always have the person in the middle. I already tried this library, but I couldn't get it to work. A good example of what I mean is Agar.io, where the player always sees himself in the middle of the viewport, and everything around him moves.
Does anyone have a clue how I should do this with Pixi.js?
My code:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Hello World</title>
<style>
canvas{border:2px solid #000;}
</style>
</head>
<script src="pixi.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<body>
<script type="text/javascript">
function keyboard(value) {
let key = {};
key.value = value;
key.isDown = false;
key.isUp = true;
key.press = undefined;
key.release = undefined;
//The `downHandler`
key.downHandler = event => {
if (event.key === key.value) {
if (key.isUp && key.press) key.press();
key.isDown = true;
key.isUp = false;
event.preventDefault();
}
};
//The `upHandler`
key.upHandler = event => {
if (event.key === key.value) {
if (key.isDown && key.release) key.release();
key.isDown = false;
key.isUp = true;
event.preventDefault();
}
};
//Attach event listeners
const downListener = key.downHandler.bind(key);
const upListener = key.upHandler.bind(key);
window.addEventListener(
"keydown", downListener, false
);
window.addEventListener(
"keyup", upListener, false
);
// Detach event listeners
key.unsubscribe = () => {
window.removeEventListener("keydown", downListener);
window.removeEventListener("keyup", upListener);
};
return key;
}
//Aliases
let Application = PIXI.Application,
loader = PIXI.loader,
resources = PIXI.loader.resources,
Sprite = PIXI.Sprite;
//Create a Pixi Application
let app = new Application();
app.renderer.backgroundColor = 0xffffff;
//Add the canvas that Pixi automatically created for you to the HTML document
document.body.appendChild(app.view);
//load an image and run the `setup` function when it's done
loader
.add([
"sprite.png",
"img/walking/walking1.png",
"img/walking/walking2.png"
])
.load(setup);
let alienImages = ["img/walking/walking1.png","img/walking/walking2.png","img/walking/walking3.png","img/walking/walking4.png","img/walking/walking5.png","img/walking/walking6.png","img/walking/walking7.png","img/walking/walking8.png"];
let textureArray = ;
for (let i=0; i < 8; i++)
{
let texture = PIXI.Texture.fromImage(alienImages[i]);
textureArray.push(texture);
};
console.log(textureArray);
let cat;
let pixie = new PIXI.MovieClip(textureArray);
let radian;
let radianLast;
let mouseX;
let mouseY;
let left = keyboard("a"),
up = keyboard("w"),
right = keyboard("d"),
down = keyboard("s");
function checkIfAnimationStop(){
if(!right.isDown && !left.isDown && !down.isDown && !up.isDown){
pixie.gotoAndStop(0);
}
}
//This `setup` function will run when the image has loaded
function setup() {
//Create the cat sprite
cat = new Sprite(resources["sprite.png"].texture);
//cat.anchor.set(84.5, 115.5);
pixie.vx = 0;
pixie.vy = 0;
//Add the cat to the stage
pixie.position.set(32, 32);
app.stage.addChild(pixie);
pixie.animationSpeed = 0.2;
left.press = () => {
//Change the cat's velocity when the key is pressed
pixie.play();
pixie.vx = -4;
};
//Left arrow key `release` method
left.release = () => {
//If the left arrow has been released, and the right arrow isn't down,
//and the cat isn't moving vertically:
//Stop the cat
if (!right.isDown) {
pixie.vx = 0;
}
left.isDown = false;
checkIfAnimationStop();
};
//Up
up.press = () => {
pixie.play();
pixie.vy = -4;
};
up.release = () => {
if (!down.isDown) {
pixie.vy = 0;
}
up.isDown = false;
checkIfAnimationStop();
};
//Right
right.press = () => {
pixie.play();
pixie.vx = 4;
};
right.release = () => {
if (!left.isDown) {
pixie.vx = 0;
}
right.isDown = false;
checkIfAnimationStop();
};
//Down
down.press = () => {
pixie.play();
pixie.vy = 4;
};
down.release = () => {
if (!up.isDown) {
pixie.vy = 0;
}
down.isDown = false;
checkIfAnimationStop();
};
pixie.rotation = 0.5;
state = play;
app.ticker.add(delta => gameLoop(delta));
}
function gameLoop(delta){
state(delta);
}
function play(delta){
pixie.anchor.x = 0.9;
pixie.anchor.y = 0.5;
$(document).mousemove(function(e){
mouseX = e.pageX;
mouseY = e.pageY;
radianLast = radian;
});
radian = Math.atan2(mouseX-pixie.x,-(mouseY-pixie.y));
if((radian - pixie.rotation) > 0){
if((radian - pixie.rotation) > 3.14){
pixie.rotation -= 0.05;
if(pixie.rotation < -3.1){
pixie.rotation = 3.13;
}
} else {
pixie.rotation += 0.05;
}
}
if((radian - pixie.rotation) < 0){
if((radian - pixie.rotation) < -3.14){
pixie.rotation += 0.05;
if(pixie.rotation > 3.1){
pixie.rotation = -3.13;
}
} else {
pixie.rotation -= 0.05;
}
}
$("#angle").text(pixie.vx);
$("#info").text(pixie.vy);
if(pixie.vx != 0 && pixie.vy != 0){
if(pixie.vx > 0){
pixie.vx2 = 2.828;
} else if(pixie.vx < 0){
pixie.vx2 = -2.828;
}
if(pixie.vy > 0){
pixie.vy2 = 2.828;
} else if(pixie.vy < 0){
pixie.vy2 = -2.828;
}
pixie.x += pixie.vx2;
pixie.y += pixie.vy2;
$("#angle").text(pixie.vx2);
$("#info").text(pixie.vy2);
} else {
pixie.x += pixie.vx;
pixie.y += pixie.vy;
}
}
</script>
<div id="angle"></div>
<div id="info"></div>
<div id="t"></div>
</body>
</html>
javascript pixi.js
add a comment |
I'm making a simple game where a user walks around with a person. The person's gun will always be pointing the mouse. What I want is to allow the person to walk outside the viewport, with the viewport adapting to this. The viewport should always have the person in the middle. I already tried this library, but I couldn't get it to work. A good example of what I mean is Agar.io, where the player always sees himself in the middle of the viewport, and everything around him moves.
Does anyone have a clue how I should do this with Pixi.js?
My code:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Hello World</title>
<style>
canvas{border:2px solid #000;}
</style>
</head>
<script src="pixi.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<body>
<script type="text/javascript">
function keyboard(value) {
let key = {};
key.value = value;
key.isDown = false;
key.isUp = true;
key.press = undefined;
key.release = undefined;
//The `downHandler`
key.downHandler = event => {
if (event.key === key.value) {
if (key.isUp && key.press) key.press();
key.isDown = true;
key.isUp = false;
event.preventDefault();
}
};
//The `upHandler`
key.upHandler = event => {
if (event.key === key.value) {
if (key.isDown && key.release) key.release();
key.isDown = false;
key.isUp = true;
event.preventDefault();
}
};
//Attach event listeners
const downListener = key.downHandler.bind(key);
const upListener = key.upHandler.bind(key);
window.addEventListener(
"keydown", downListener, false
);
window.addEventListener(
"keyup", upListener, false
);
// Detach event listeners
key.unsubscribe = () => {
window.removeEventListener("keydown", downListener);
window.removeEventListener("keyup", upListener);
};
return key;
}
//Aliases
let Application = PIXI.Application,
loader = PIXI.loader,
resources = PIXI.loader.resources,
Sprite = PIXI.Sprite;
//Create a Pixi Application
let app = new Application();
app.renderer.backgroundColor = 0xffffff;
//Add the canvas that Pixi automatically created for you to the HTML document
document.body.appendChild(app.view);
//load an image and run the `setup` function when it's done
loader
.add([
"sprite.png",
"img/walking/walking1.png",
"img/walking/walking2.png"
])
.load(setup);
let alienImages = ["img/walking/walking1.png","img/walking/walking2.png","img/walking/walking3.png","img/walking/walking4.png","img/walking/walking5.png","img/walking/walking6.png","img/walking/walking7.png","img/walking/walking8.png"];
let textureArray = ;
for (let i=0; i < 8; i++)
{
let texture = PIXI.Texture.fromImage(alienImages[i]);
textureArray.push(texture);
};
console.log(textureArray);
let cat;
let pixie = new PIXI.MovieClip(textureArray);
let radian;
let radianLast;
let mouseX;
let mouseY;
let left = keyboard("a"),
up = keyboard("w"),
right = keyboard("d"),
down = keyboard("s");
function checkIfAnimationStop(){
if(!right.isDown && !left.isDown && !down.isDown && !up.isDown){
pixie.gotoAndStop(0);
}
}
//This `setup` function will run when the image has loaded
function setup() {
//Create the cat sprite
cat = new Sprite(resources["sprite.png"].texture);
//cat.anchor.set(84.5, 115.5);
pixie.vx = 0;
pixie.vy = 0;
//Add the cat to the stage
pixie.position.set(32, 32);
app.stage.addChild(pixie);
pixie.animationSpeed = 0.2;
left.press = () => {
//Change the cat's velocity when the key is pressed
pixie.play();
pixie.vx = -4;
};
//Left arrow key `release` method
left.release = () => {
//If the left arrow has been released, and the right arrow isn't down,
//and the cat isn't moving vertically:
//Stop the cat
if (!right.isDown) {
pixie.vx = 0;
}
left.isDown = false;
checkIfAnimationStop();
};
//Up
up.press = () => {
pixie.play();
pixie.vy = -4;
};
up.release = () => {
if (!down.isDown) {
pixie.vy = 0;
}
up.isDown = false;
checkIfAnimationStop();
};
//Right
right.press = () => {
pixie.play();
pixie.vx = 4;
};
right.release = () => {
if (!left.isDown) {
pixie.vx = 0;
}
right.isDown = false;
checkIfAnimationStop();
};
//Down
down.press = () => {
pixie.play();
pixie.vy = 4;
};
down.release = () => {
if (!up.isDown) {
pixie.vy = 0;
}
down.isDown = false;
checkIfAnimationStop();
};
pixie.rotation = 0.5;
state = play;
app.ticker.add(delta => gameLoop(delta));
}
function gameLoop(delta){
state(delta);
}
function play(delta){
pixie.anchor.x = 0.9;
pixie.anchor.y = 0.5;
$(document).mousemove(function(e){
mouseX = e.pageX;
mouseY = e.pageY;
radianLast = radian;
});
radian = Math.atan2(mouseX-pixie.x,-(mouseY-pixie.y));
if((radian - pixie.rotation) > 0){
if((radian - pixie.rotation) > 3.14){
pixie.rotation -= 0.05;
if(pixie.rotation < -3.1){
pixie.rotation = 3.13;
}
} else {
pixie.rotation += 0.05;
}
}
if((radian - pixie.rotation) < 0){
if((radian - pixie.rotation) < -3.14){
pixie.rotation += 0.05;
if(pixie.rotation > 3.1){
pixie.rotation = -3.13;
}
} else {
pixie.rotation -= 0.05;
}
}
$("#angle").text(pixie.vx);
$("#info").text(pixie.vy);
if(pixie.vx != 0 && pixie.vy != 0){
if(pixie.vx > 0){
pixie.vx2 = 2.828;
} else if(pixie.vx < 0){
pixie.vx2 = -2.828;
}
if(pixie.vy > 0){
pixie.vy2 = 2.828;
} else if(pixie.vy < 0){
pixie.vy2 = -2.828;
}
pixie.x += pixie.vx2;
pixie.y += pixie.vy2;
$("#angle").text(pixie.vx2);
$("#info").text(pixie.vy2);
} else {
pixie.x += pixie.vx;
pixie.y += pixie.vy;
}
}
</script>
<div id="angle"></div>
<div id="info"></div>
<div id="t"></div>
</body>
</html>
javascript pixi.js
add a comment |
I'm making a simple game where a user walks around with a person. The person's gun will always be pointing the mouse. What I want is to allow the person to walk outside the viewport, with the viewport adapting to this. The viewport should always have the person in the middle. I already tried this library, but I couldn't get it to work. A good example of what I mean is Agar.io, where the player always sees himself in the middle of the viewport, and everything around him moves.
Does anyone have a clue how I should do this with Pixi.js?
My code:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Hello World</title>
<style>
canvas{border:2px solid #000;}
</style>
</head>
<script src="pixi.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<body>
<script type="text/javascript">
function keyboard(value) {
let key = {};
key.value = value;
key.isDown = false;
key.isUp = true;
key.press = undefined;
key.release = undefined;
//The `downHandler`
key.downHandler = event => {
if (event.key === key.value) {
if (key.isUp && key.press) key.press();
key.isDown = true;
key.isUp = false;
event.preventDefault();
}
};
//The `upHandler`
key.upHandler = event => {
if (event.key === key.value) {
if (key.isDown && key.release) key.release();
key.isDown = false;
key.isUp = true;
event.preventDefault();
}
};
//Attach event listeners
const downListener = key.downHandler.bind(key);
const upListener = key.upHandler.bind(key);
window.addEventListener(
"keydown", downListener, false
);
window.addEventListener(
"keyup", upListener, false
);
// Detach event listeners
key.unsubscribe = () => {
window.removeEventListener("keydown", downListener);
window.removeEventListener("keyup", upListener);
};
return key;
}
//Aliases
let Application = PIXI.Application,
loader = PIXI.loader,
resources = PIXI.loader.resources,
Sprite = PIXI.Sprite;
//Create a Pixi Application
let app = new Application();
app.renderer.backgroundColor = 0xffffff;
//Add the canvas that Pixi automatically created for you to the HTML document
document.body.appendChild(app.view);
//load an image and run the `setup` function when it's done
loader
.add([
"sprite.png",
"img/walking/walking1.png",
"img/walking/walking2.png"
])
.load(setup);
let alienImages = ["img/walking/walking1.png","img/walking/walking2.png","img/walking/walking3.png","img/walking/walking4.png","img/walking/walking5.png","img/walking/walking6.png","img/walking/walking7.png","img/walking/walking8.png"];
let textureArray = ;
for (let i=0; i < 8; i++)
{
let texture = PIXI.Texture.fromImage(alienImages[i]);
textureArray.push(texture);
};
console.log(textureArray);
let cat;
let pixie = new PIXI.MovieClip(textureArray);
let radian;
let radianLast;
let mouseX;
let mouseY;
let left = keyboard("a"),
up = keyboard("w"),
right = keyboard("d"),
down = keyboard("s");
function checkIfAnimationStop(){
if(!right.isDown && !left.isDown && !down.isDown && !up.isDown){
pixie.gotoAndStop(0);
}
}
//This `setup` function will run when the image has loaded
function setup() {
//Create the cat sprite
cat = new Sprite(resources["sprite.png"].texture);
//cat.anchor.set(84.5, 115.5);
pixie.vx = 0;
pixie.vy = 0;
//Add the cat to the stage
pixie.position.set(32, 32);
app.stage.addChild(pixie);
pixie.animationSpeed = 0.2;
left.press = () => {
//Change the cat's velocity when the key is pressed
pixie.play();
pixie.vx = -4;
};
//Left arrow key `release` method
left.release = () => {
//If the left arrow has been released, and the right arrow isn't down,
//and the cat isn't moving vertically:
//Stop the cat
if (!right.isDown) {
pixie.vx = 0;
}
left.isDown = false;
checkIfAnimationStop();
};
//Up
up.press = () => {
pixie.play();
pixie.vy = -4;
};
up.release = () => {
if (!down.isDown) {
pixie.vy = 0;
}
up.isDown = false;
checkIfAnimationStop();
};
//Right
right.press = () => {
pixie.play();
pixie.vx = 4;
};
right.release = () => {
if (!left.isDown) {
pixie.vx = 0;
}
right.isDown = false;
checkIfAnimationStop();
};
//Down
down.press = () => {
pixie.play();
pixie.vy = 4;
};
down.release = () => {
if (!up.isDown) {
pixie.vy = 0;
}
down.isDown = false;
checkIfAnimationStop();
};
pixie.rotation = 0.5;
state = play;
app.ticker.add(delta => gameLoop(delta));
}
function gameLoop(delta){
state(delta);
}
function play(delta){
pixie.anchor.x = 0.9;
pixie.anchor.y = 0.5;
$(document).mousemove(function(e){
mouseX = e.pageX;
mouseY = e.pageY;
radianLast = radian;
});
radian = Math.atan2(mouseX-pixie.x,-(mouseY-pixie.y));
if((radian - pixie.rotation) > 0){
if((radian - pixie.rotation) > 3.14){
pixie.rotation -= 0.05;
if(pixie.rotation < -3.1){
pixie.rotation = 3.13;
}
} else {
pixie.rotation += 0.05;
}
}
if((radian - pixie.rotation) < 0){
if((radian - pixie.rotation) < -3.14){
pixie.rotation += 0.05;
if(pixie.rotation > 3.1){
pixie.rotation = -3.13;
}
} else {
pixie.rotation -= 0.05;
}
}
$("#angle").text(pixie.vx);
$("#info").text(pixie.vy);
if(pixie.vx != 0 && pixie.vy != 0){
if(pixie.vx > 0){
pixie.vx2 = 2.828;
} else if(pixie.vx < 0){
pixie.vx2 = -2.828;
}
if(pixie.vy > 0){
pixie.vy2 = 2.828;
} else if(pixie.vy < 0){
pixie.vy2 = -2.828;
}
pixie.x += pixie.vx2;
pixie.y += pixie.vy2;
$("#angle").text(pixie.vx2);
$("#info").text(pixie.vy2);
} else {
pixie.x += pixie.vx;
pixie.y += pixie.vy;
}
}
</script>
<div id="angle"></div>
<div id="info"></div>
<div id="t"></div>
</body>
</html>
javascript pixi.js
I'm making a simple game where a user walks around with a person. The person's gun will always be pointing the mouse. What I want is to allow the person to walk outside the viewport, with the viewport adapting to this. The viewport should always have the person in the middle. I already tried this library, but I couldn't get it to work. A good example of what I mean is Agar.io, where the player always sees himself in the middle of the viewport, and everything around him moves.
Does anyone have a clue how I should do this with Pixi.js?
My code:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Hello World</title>
<style>
canvas{border:2px solid #000;}
</style>
</head>
<script src="pixi.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<body>
<script type="text/javascript">
function keyboard(value) {
let key = {};
key.value = value;
key.isDown = false;
key.isUp = true;
key.press = undefined;
key.release = undefined;
//The `downHandler`
key.downHandler = event => {
if (event.key === key.value) {
if (key.isUp && key.press) key.press();
key.isDown = true;
key.isUp = false;
event.preventDefault();
}
};
//The `upHandler`
key.upHandler = event => {
if (event.key === key.value) {
if (key.isDown && key.release) key.release();
key.isDown = false;
key.isUp = true;
event.preventDefault();
}
};
//Attach event listeners
const downListener = key.downHandler.bind(key);
const upListener = key.upHandler.bind(key);
window.addEventListener(
"keydown", downListener, false
);
window.addEventListener(
"keyup", upListener, false
);
// Detach event listeners
key.unsubscribe = () => {
window.removeEventListener("keydown", downListener);
window.removeEventListener("keyup", upListener);
};
return key;
}
//Aliases
let Application = PIXI.Application,
loader = PIXI.loader,
resources = PIXI.loader.resources,
Sprite = PIXI.Sprite;
//Create a Pixi Application
let app = new Application();
app.renderer.backgroundColor = 0xffffff;
//Add the canvas that Pixi automatically created for you to the HTML document
document.body.appendChild(app.view);
//load an image and run the `setup` function when it's done
loader
.add([
"sprite.png",
"img/walking/walking1.png",
"img/walking/walking2.png"
])
.load(setup);
let alienImages = ["img/walking/walking1.png","img/walking/walking2.png","img/walking/walking3.png","img/walking/walking4.png","img/walking/walking5.png","img/walking/walking6.png","img/walking/walking7.png","img/walking/walking8.png"];
let textureArray = ;
for (let i=0; i < 8; i++)
{
let texture = PIXI.Texture.fromImage(alienImages[i]);
textureArray.push(texture);
};
console.log(textureArray);
let cat;
let pixie = new PIXI.MovieClip(textureArray);
let radian;
let radianLast;
let mouseX;
let mouseY;
let left = keyboard("a"),
up = keyboard("w"),
right = keyboard("d"),
down = keyboard("s");
function checkIfAnimationStop(){
if(!right.isDown && !left.isDown && !down.isDown && !up.isDown){
pixie.gotoAndStop(0);
}
}
//This `setup` function will run when the image has loaded
function setup() {
//Create the cat sprite
cat = new Sprite(resources["sprite.png"].texture);
//cat.anchor.set(84.5, 115.5);
pixie.vx = 0;
pixie.vy = 0;
//Add the cat to the stage
pixie.position.set(32, 32);
app.stage.addChild(pixie);
pixie.animationSpeed = 0.2;
left.press = () => {
//Change the cat's velocity when the key is pressed
pixie.play();
pixie.vx = -4;
};
//Left arrow key `release` method
left.release = () => {
//If the left arrow has been released, and the right arrow isn't down,
//and the cat isn't moving vertically:
//Stop the cat
if (!right.isDown) {
pixie.vx = 0;
}
left.isDown = false;
checkIfAnimationStop();
};
//Up
up.press = () => {
pixie.play();
pixie.vy = -4;
};
up.release = () => {
if (!down.isDown) {
pixie.vy = 0;
}
up.isDown = false;
checkIfAnimationStop();
};
//Right
right.press = () => {
pixie.play();
pixie.vx = 4;
};
right.release = () => {
if (!left.isDown) {
pixie.vx = 0;
}
right.isDown = false;
checkIfAnimationStop();
};
//Down
down.press = () => {
pixie.play();
pixie.vy = 4;
};
down.release = () => {
if (!up.isDown) {
pixie.vy = 0;
}
down.isDown = false;
checkIfAnimationStop();
};
pixie.rotation = 0.5;
state = play;
app.ticker.add(delta => gameLoop(delta));
}
function gameLoop(delta){
state(delta);
}
function play(delta){
pixie.anchor.x = 0.9;
pixie.anchor.y = 0.5;
$(document).mousemove(function(e){
mouseX = e.pageX;
mouseY = e.pageY;
radianLast = radian;
});
radian = Math.atan2(mouseX-pixie.x,-(mouseY-pixie.y));
if((radian - pixie.rotation) > 0){
if((radian - pixie.rotation) > 3.14){
pixie.rotation -= 0.05;
if(pixie.rotation < -3.1){
pixie.rotation = 3.13;
}
} else {
pixie.rotation += 0.05;
}
}
if((radian - pixie.rotation) < 0){
if((radian - pixie.rotation) < -3.14){
pixie.rotation += 0.05;
if(pixie.rotation > 3.1){
pixie.rotation = -3.13;
}
} else {
pixie.rotation -= 0.05;
}
}
$("#angle").text(pixie.vx);
$("#info").text(pixie.vy);
if(pixie.vx != 0 && pixie.vy != 0){
if(pixie.vx > 0){
pixie.vx2 = 2.828;
} else if(pixie.vx < 0){
pixie.vx2 = -2.828;
}
if(pixie.vy > 0){
pixie.vy2 = 2.828;
} else if(pixie.vy < 0){
pixie.vy2 = -2.828;
}
pixie.x += pixie.vx2;
pixie.y += pixie.vy2;
$("#angle").text(pixie.vx2);
$("#info").text(pixie.vy2);
} else {
pixie.x += pixie.vx;
pixie.y += pixie.vy;
}
}
</script>
<div id="angle"></div>
<div id="info"></div>
<div id="t"></div>
</body>
</html>
javascript pixi.js
javascript pixi.js
asked Nov 22 '18 at 14:02
P.YntemaP.Yntema
224417
224417
add a comment |
add a comment |
0
active
oldest
votes
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53432658%2fpixi-js-viewport-follow-object%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
0
active
oldest
votes
0
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53432658%2fpixi-js-viewport-follow-object%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown