pixijs離屏渲染的方法(canvas渲染canvas)
const app = new PIXI.Application({ width: 750, height: 1206,transparent:true }); document.body.appendChild(app.view); PIXI.Loader.shared .add('/moban/images/closebtn1.png') .add('/moban/images/share.jpg') .load(onAssetsLoaded); function onAssetsLoaded(loader, res) { //填充下背景 var graphics1 = new PIXI.Graphics(); graphics1.beginFill(0xFF001F, 1); graphics1.drawRoundedRect(0, 0, app.screen.width, app.screen.height, 0); graphics1.endFill(); graphics1.name = "dianjiquyu"; app.stage.addChild(graphics1); graphics1.interactive = true; graphics1 .on('pointerdown', onDragStart) //這個圖片大小是200*200 var bunny = PIXI.Sprite.from('/moban/images/share.jpg'); bunny.width=50; bunny.height=50; bunny.x=500; bunny.y=300; app.stage.addChild(bunny); const app1 = new PIXI.Application({ width: 750, height: 1106,transparent:true }); document.body.appendChild(app1.view); var bunny = PIXI.Sprite.from('/moban/images/share.jpg'); bunny.width=150; bunny.height=150; bunny.x=100; bunny.y=300; app1.stage.addChild(bunny); setTimeout(function(){ let btexture = new PIXI.BaseTexture($('canvas')[1]); let sprite = new PIXI.Sprite(new PIXI.Texture(btexture)); sprite.x=0; sprite.y=0; app.stage.addChild(sprite); $('canvas')[1].remove(); },300)
渲染好 再移除掉原來的就行了
再補充下
app.renderer.extract 這類函數 參數一般都用畫布 就行了 其他類型別用 他獲取的都是原來的圖片大小來計算的