Documentation
Docs
How to put GreatSprites animations into your game. These pages cover using animations, not building games: start with Getting started.
The runtime is in preview: names in these pages may change before version 1.0. Every change will be listed in the changelog.
- Getting startedAdd the runtime to a PixiJS v8 game, load one animation and play it, in about ten lines.
- Playing clipsOne-shots, loops, chaining and speed: how play() behaves and what its promise means.
- MomentsNamed frames inside a clip, such as impact or release, that fire events in your game on the exact frame.
- CharactersLoading a character, its idle loop and its reactions.
- Living backgroundsBackgrounds whose parts move, in one seamless loop. Opening soon.
- Memory and loadingWhat an element costs on a phone and on desktop, and how to free it.
- SizesWhy the runtime picks a size from how large the element is drawn.
- HostingServing the runtime and files: no external requests, caching, Content-Security-Policy.
- Unsupported devicesWhat happens when a device has no GPU-compressed texture format, and how to detect it.
- Licences and trial filesWhat the evaluation licence on free tests allows, and how to make them commercial.
- TroubleshootingBlank elements, a promise that resolved at once, soft-looking sprites and missing moments.