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                <main id="main">
  <canvas id="view"></canvas>


                body {
   margin: 0;
   overflow: hidden;
main {
  position: fixed;
  overflow: hidden;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
  touch-action: none;  
  background: brown;


                var wScreen = $(window).width();
// ---------- alias photo ...
var baseUrl = '';

// ---------- alias Pixi ...
var Application = PIXI.Application, //Var Pixi init
    loader = PIXI.loader, //Var Pixi load Images
    resources = PIXI.loader.resources, //Var Pixi  Use Loadr Spritws
    Sprite = PIXI.Sprite, //Var Pixi  Sprite Create
    resources = PIXI.loader.resources; //Var Pixi source Sprite

// ---------- Init Pixi ...
var app = new Application ({
  width: main.clientWidth, //Width Size from Id Main
  height: main.clientHeight, //Height Size from Id Main
  antialias: true,
   transparent: true,
  view  //Choice Canvas Id View

// ---------- Load Images ...
   .add('be1', baseUrl+'photo-be1.jpg')
   .add('be2', baseUrl+'photo-be2.jpg')
   .add('be3', baseUrl+'photo-be3.jpg')
   .add('be4', baseUrl+'photo-be4.jpg')
   .add('be5', baseUrl+'photo-be5.jpg')
   .add('be6', baseUrl+'photo-be6.jpg')
   .add('be7', baseUrl+'photo-be7.jpg')
  .on("progress", loadindFunction) //function while loading Sprites
  .load(setup);//Call Function after Loading

function loadindFunction(loader, resource) {

  //Display the file `url` currently being loaded
  console.log("loading: " + resource.url); 

  //Display the percentage of files currently loaded
  console.log("progress: " + loader.progress + "%"); 

  //If you gave your files names as the first argument 
  //of the `add` method, you can access them like this
  //console.log("loading: " +;

var be1, be2;
// ---------- Function after Loading ...
function setup() {
console.log("All files loaded");
  //Create the cat sprite
  be1 = new Sprite(resources.be1.texture);
  be2 = new Sprite(resources.be2.texture);
  app.stage.addChild(be1, be2);
   //call Animation Function
   //app.ticker.add(delta => gameLoop(delta));   

// ---------- Function Loop Animation ...
// function gameLoop(delta){
//   //Move the cat 1 pixel 
//   be2.x += 1; 
// }

function greensock () {
      var tlPixi = new TimelineMax()
   .to(be1, 2,{pixi:{x:  -wScreen -10}, ease: Power3.easeInOut})
   .from(be2, 2,{pixi:{x:  wScreen -10}, ease: Power3.easeInOut},0);