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pixi.js / examples / example 11 - RenderTexture / indexNew.html
<!DOCTYPE HTML>
<html>
<head>
    <title>pixi.js example 11 RenderTexture</title>
    <style>
        body {
            margin: 0;
            padding: 0;
            background-color: #000000;
        }
    </style>


    <script src="../../bin/pixi.dev.js"></script>
</head>
<body>
    <script>

    // create an new instance of a pixi stage
    var stage = new PIXI.Stage(0x000000);

    // create a renderer instance
//    var renderer = new PIXI.autoDetectRenderer(800, 600);

    var renderer = new PIXI.CanvasRenderer(800, 600);

    // set the canvas width and height to fill the screen
    renderer.view.style.width = window.innerWidth + "px";
    renderer.view.style.height = window.innerHeight + "px";
    renderer.view.style.display = "block";

    // add render view to DOM
    document.body.appendChild(renderer.view);

    // OOH! SHINY!
    // create two render textures.. these dynamic textures will be used to draw the scene into itself
    var renderTexture = new PIXI.RenderTexture(800, 600);
    var renderTexture2 = new PIXI.RenderTexture(800, 600);
    var currentTexture = renderTexture;

    // create a new sprite that uses the render texture we created above
    var outputSprite = new PIXI.Sprite(currentTexture);

    // align the sprite
    outputSprite.position.x = 800/2;
    outputSprite.position.y = 600/2;
    outputSprite.anchor.x = 0.5;
    outputSprite.anchor.y = 0.5;

    // add to stage
    stage.addChild(outputSprite);

    var stuffContainer = new PIXI.DisplayObjectContainer();

    stuffContainer.position.x = 800/2;
    stuffContainer.position.y = 600/2

    stage.addChild(stuffContainer);

    // create an array of image ids..
    var fruits = ["spinObj_01.png", "spinObj_02.png",
                    "spinObj_03.png", "spinObj_04.png",
                    "spinObj_05.png", "spinObj_06.png",
                    "spinObj_07.png", "spinObj_08.png"];

    // create an array of items
    var items = [];

    // now create some items and randomly position them in the stuff container
    for (var i=0; i < 20; i++)
    {
        var item = PIXI.Sprite.fromImage(fruits[i % fruits.length]);
        item.position.x = Math.random() * 400 - 200;
        item.position.y = Math.random() * 400 - 200;

        item.anchor.x = 0.5;
        item.anchor.y = 0.5;

        stuffContainer.addChild(item);
        console.log("_")
        items.push(item);
    };

    // used for spinning!
    var count = 0;


    requestAnimFrame(animate);

    function animate() {

        requestAnimFrame( animate );

        for (var i=0; i < items.length; i++)
        {
            // rotate each item
            var item = items[i];
            item.rotation += 0.1;
        };

        count += 0.01;

        // swap the buffers..
        var temp = renderTexture;
        renderTexture = renderTexture2;
        renderTexture2 = temp;


        // set the new texture
        outputSprite.setTexture(renderTexture);

        // twist this up!
        stuffContainer.rotation -= 0.01
        outputSprite.scale.x = outputSprite.scale.y  = 1 + Math.sin(count) * 0.2;

        // render the stage to the texture
        // the true clears the texture before content is rendered
        renderTexture2.render(stage, new PIXI.Point(0,0), true);

        // and finally render the stage
        renderer.render(stage);
    }

    </script>

    </body>
</html>