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[PIXI] Changing sprite textures


d13
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Hello!

 

Could any experienced Pixi users out there please tell me if what I'm doing is really bad?

I'm changing sprite textures using some code that looks a bit like this:

var section = new PIXI.Rectangle(  sourceX, sourceY, sprite._sourceWidth, sprite._sourceHeight);sprite.texture = new PIXI.Texture(sprite._baseTexture, section);

`_baseTexture`, `_sourceWidth` and `_sourceHeight` are all what you think they are.

 

Is this OK or am I entering some kind of garbage collection death-spiral that I don't know about?

Is there a better way or more "best-practice" way to change sprite textures? 

 

Also, I'm getting a slight flicker when the texture changes using the WebGL renderer. The canvas renderer is fine... I don't know if this is a Pixi bug or because I'm doing something really wrong?

 

 

 

 

 

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Best practise is to have one texture atlas with pre-defined regions:
texture.png - your texture atlas

texture.json - file describing regions

 

First define textures you want to use :

var texture01 = PIXI.Texture.fromFrame('frame01.png');var texture02 = PIXI.Texture.fromFrame('frame02.png');

Assign default texture to sprite :

var sprite = new PIXI.Sprite(texture01);

Later you use can easily assign other texture:

sprite.setTexture(texture02);
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Thanks for posting that!

I have a few more questions:

 

Is the texture atlas a single PNG file with individual regions described as ".png"?

Is there a technical reason why using a texture atlas and JSON file is better than shifting x/y source points on a base texture?

Is there any reason why `setTexture()` is better to use than `texture=` ? 

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  • 3 years later...

Well, I think that is because the PIXI.Sprite class need to instantiated before to be able to use the .texture or .setTexture properties, I cannot set the texture on the constructor of "Player". The texture need to be assigned AFTER instantiate the Sprite (Player).

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