Pixi.js viewport follow object





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ height:90px;width:728px;box-sizing:border-box;
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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>









share|improve this question





























    1















    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>









    share|improve this question

























      1












      1








      1








      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>









      share|improve this question














      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






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      asked Nov 22 '18 at 14:02









      P.YntemaP.Yntema

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