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This pull request refactors the FX (effects) rendering system in the client graphics codebase to use PixiJS for all FX rendering, replacing direct Canvas2D drawing. The changes introduce a new architecture where FX are represented as Pixi display objects, managed in a dedicated
FxLayerwith proper positioning and lifecycle management. This enables more advanced visual effects and paves the way for future improvements in performance and maintainability.Major migration to PixiJS for FX rendering:
Fxinterface and all FX classes (SpriteFx,FadeFx,ShockwaveFx,UnitExplosionFx) to use PixiJS containers and rendering primitives instead of Canvas2D methods. Each FX now exposes agetDisplayObject()method returning a Pixi container for rendering. [1] [2] [3] [4] [5] [6] [7] [8] [9] [10]AnimatedSpriteLoaderto provide PixiJS textures and configuration for FX sprites, supporting colored and regular animated sprites. [1] [2]New FX layer architecture:
FxLayerthat manages all FX as PixiJS display objects, including initialization of a PixiJS renderer and stage, and mapping FX to world coordinates for correct screen positioning. Added logic to handle window resizing and FX lifecycle. [1] [2] [3] [4]Integration and API changes:
FxLayerAPI, passing world coordinates and handling FX addition/removal via PixiJS containers. [1] [2]GameRendererto instantiateFxLayerwith the requiredTransformHandlerand adjusted the layer rendering loop to accommodate the new rendering approach. [1] [2]These changes collectively modernize the FX rendering pipeline, making it more extensible and visually capable.