I have a class which extends PIXI.Sprite. Here i create the sprite initially. The texture i use is a spritesheet and i create sprites from random sections of this spritesheet.png by creating random frames for the texture. There I add 10000 sprites and move them in random directions. Then I add the PIXI.Sprite class in another class which extends PIXI.ParticleContainer 10,000 times.
createTexture() {
this.textureWidth = 2048;
this.rectX = () => {
let number;
while (number % 32 !== 0) number = Math.floor(Math.random() * this.textureWidth) + 0;
return number;
}
this.rectY = () => {
let number;
while (number % 32 !== 0) number = Math.floor(Math.random() * 128) + 0;
return number;
}
this.initialTexture = PIXI.Texture.from(this.resources[assets.images[0].src].name);
this.rectangle = new PIXI.Rectangle(this.rectX(), this.rectY(), 32, 32);
this.initialTexture.frame = this.rectangle;
this.texture = new PIXI.Texture(this.initialTexture.baseTexture, this.initialTexture.frame);
this.texture.requiresUpdate = true;
this.texture.updateUvs();
this.timesChangedVy = 0;
}
When a Sprite hits window borders, i call the method change texture in the class of PIXI.Sprite:
changeTexture() {
let newTexture = PIXI.Texture.from(this.resources[assets.images[0].src].name);
let rectangle = new PIXI.Rectangle(this.rectX(), this.rectY(), 32, 32);
newTexture.frame = rectangle;
// this.texture.frame = rectangle
this.texture = newTexture;
// this.texture = new PIXI.Texture.from(this.resources[assets.images[0].src].name)
// this.texture._frame = rectangle
// this.texture.orig = rectangle
// this._texture = newTexture
// this.texture = new PIXI.Texture(newTexture.baseTexture, rectangle)
this.texture.update()
this.texture.requiresUpdate = true;
this.texture.updateUvs();
}
I tried different approaches. When i console.log the texture after changing it , i see that the frame and origins have been changed, but the new texture is not being rendered.
Does someone know where the problem lies and how i can fix it?