* Please be noticed that this project won't be maintained any longer because our projects are changed to Phaser3, I'm sorry.
- This is an UILib based on PixiJS to build game GUI.
- Download editor here: http://en.fairygui.com/product/
- Editor supports a few of game engines include Unity3D, PixiJS, ActionScript, Starling etc. Learn more.
- The developers use the editor and Lib are all here in the Tencent QQ online chat group for discussing issues. Click to join in: Group1 434866637, Group2 614444599. Welcome to join us and have fun. :)
- PixiJS https://github.com/pixijs/pixi.js/releases
- TweenJS https://github.com/CreateJS/TweenJS/releases
- ZLib https://github.com/imaya/zlib.js (rawinflate.js)
- TypeScript
- Demo repo on Github: https://github.com/jcyuan/FairyGUI-PixiJS-Example
- Or check online demo for PixiJS version (Chrome / MobilePhone): http://jc-space.com/pixigui/
- Demo project can be downloaded here.
- WYSWYG
- Build complex UI components easily without writing any code even no programming knowledge needed.
- No complex skin configuration. All UI elements are seperated alone and can be mixed up to build more complex components.
- Timeline tool provided for creating transitions at the design time.
- Support sequenced frame animation creating.
- Support using of bitmap fonts which created by BMFont technology, and support to create bitmap font using pictures.
- Project files are stored separately in order to suit the version controlling, and for project collaboration.
- Instant preview.
- Flexible publish strategy, support packing atlas automatically, or define many separated atlases as you want.
- Image compression with options for image quality etc, you can adjust options to reduce the size of the final package.
class Main extends PIXI.Application {
public constructor() {
let view = document.querySelector("#canvasContainer canvas") as HTMLCanvasElement;
super({ view: view, backgroundColor: 0xb5b5b5, antialias: true, forceCanvas:false });
/**global settings */
fgui.UIConfig.defaultFont = "Microsoft YaHei";
fgui.UIConfig.verticalScrollBar = "ui://test/ScrollBar_VT";
fgui.UIConfig.horizontalScrollBar = "ui://test/ScrollBar_HZ";
fgui.UIConfig.popupMenu = "ui://test/PopupMenu";
fgui.UIConfig.globalModalWaiting = "ui://test/GlobalModalWaiting";
fgui.UIConfig.windowModalWaiting = "ui://test/WindowModalWaiting";
//main entry
fgui.GRoot.inst.attachTo(this, {
designWidth: 1136,
designHeight: 640,
scaleMode: fgui.StageScaleMode.FIXED_AUTO,
orientation: fgui.StageOrientation.LANDSCAPE,
alignV: fgui.StageAlign.TOP,
alignH: fgui.StageAlign.LEFT
});
//start to preload resource
//test.jpg actually is a binary file but just ends with fake postfix. so here we need to specify the loadType etc.
let loader = new fgui.utils.AssetLoader();
loader.add("test", "images/test.jpg", { loadType: PIXI.loaders.Resource.LOAD_TYPE.XHR, xhrType: PIXI.loaders.Resource.XHR_RESPONSE_TYPE.BUFFER })
.add("test@atlas0", "images/test@atlas0.png")
.add("test@atlas0_1", "images/test@atlas0_1.png")
.add("test@atlas0_2", "images/test@atlas0_2.png")
.on("progress", this.loadProgress, this)
.on("complete", this.resLoaded, this)
.load();
}
private loadProgress(loader: PIXI.loaders.Loader): void {
let p = loader.progress;
//this.loadingView.setProgress(p);
if (p >= 100) {
loader.off("progress", this.loadProgress, this);
//this.loadingView.dispose();
//this.loadingView = null;
}
}
private resLoaded(loader: PIXI.loaders.Loader): void {
loader.removeAllListeners();
fgui.UIPackage.addPackage("test"); //add your package built in the editor
let ins = fgui.UIPackage.createObject("test", "main") as fgui.GComponent; //create an object to display
ins.setSize(fgui.GRoot.inst.width, fgui.GRoot.inst.height); //add relation so that it will be auto resized when the window size is changed.
ins.addRelation(fgui.GRoot.inst, fgui.RelationType.Size);
fgui.GRoot.inst.addChild(ins); //show it
}
This content is released under the MIT License.