Agent Zebra Agent Zebra - 1 year ago 198
Javascript Question

Dynamically resize the pixi stage and it's contents on window resize and window load

I'm trying to dynamically resize the pixi stage (canvas and contents) on window resize. And also have it initially load at the size of the browser window without changing ratio.

I'm using the following to set the initial size basically to

- but it's doing something strange, it's loading at a smaller size (but not the size of the canvas specified in the html) then it's expanding to fit the window.

var w;
var h;

window.onload = function() {
var w = window.innerWidth;
var h = window.innerHeight;

//this part resizes the canvas but keeps ratio the same = w + "px"; = h + "px"

// init();

Here's my onresize function - it's resizing the canvas, but not the content. I thought being that it's updating the
, it would resize the content, but it's not doing so - how do I resize the content of the

window.onresize = function (event){
var w = window.innerWidth;
var h = window.innerHeight;

//this part resizes the canvas but keeps ratio the same = w + "px"; = h + "px";

//this part adjusts the ratio:

// create an new instance of a pixi stage
var stage = new PIXI.Stage(0xff00ff);
var renderer = PIXI.autoDetectRenderer(window.innerWidth, window.innerHeight);

// add the renderer view element to the DOM
var mypixiStage = document.body.appendChild(renderer.view);

Answer Source

You will want to setup a size and ratio for the resize event function to reference. Then, you'll need a resize function that checks the window size in order to keep the ratio when resized. I'm also running the resize function manually to start for initial page load.

Also, note that I'm not running renderer.resize. I'm just resizing the drawing area.

Here's a fiddle for you to look at:

Here's the fiddle code:

var size = [1920, 1080];
var ratio = size[0] / size[1];
var stage = new PIXI.Stage(0x333333, true);
var renderer = PIXI.autoDetectRenderer(size[0], size[1], null);
var texture = new PIXI.RenderTexture();
r1 = new PIXI.Graphics();
r1.drawRect(0, 0, 100, 100);
var block = new PIXI.Sprite(texture);
block.position.x = 100;
block.position.y = 100;
block.anchor.x = .5;
block.anchor.y = .5;
function animate() {
    block.rotation += .01;
function resize() {
    if (window.innerWidth / window.innerHeight >= ratio) {
        var w = window.innerHeight * ratio;
        var h = window.innerHeight;
    } else {
        var w = window.innerWidth;
        var h = window.innerWidth / ratio;
    } = w + 'px'; = h + 'px';
window.onresize = resize;
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