gamedev-skills/pixijs-rendering
> Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-rendering
Set up and structure a PixiJS v8 application: the async Application, asset
loading via Assets, the Container/Sprite scene graph, the ticker loop,
pointer events, and render groups. Pins the v8 API (async init, unified
Assets, eventMode).
display list, loading textures, animating via the ticker, or handling pointer
input.
package.json depends on pixi.js (v8) and code doesimport { Application } from 'pixi.js'.
When *not* to use: Phaser's scene/loader model → phaser-core. 3D scenes →
threejs-scene-setup. PixiJS v7-and-earlier code (synchronous `new
Application({...}), Loader, interactive = true`) needs the v8 migration first;
this skill targets v8 only.
await the Application. In v8, new Application() is empty;configuration happens in await app.init({...}). Append app.canvas (not
app.view) to the DOM. Wrap top-level await in an async function for bundlers.
Assets. await Assets.load(url) returns a Texture. Formany assets, register a manifest/bundle and load by name. There is no v7 Loader.
app.stage (a Container).Group related objects in Containers; child transforms are relative to the
parent. Draw order = insertion order (later = on top).
app.ticker.add((ticker) => {...}). Scale motion byticker.deltaTime (frames, ~1 at 60fps) or ticker.deltaMS (milliseconds) so
speed is frame-rate independent.
eventMode = 'static' (or 'dynamic'),then obj.on('pointerdown', ...). Federated pointer events cover mouse/touch/pen.
isRenderGroup: true) so theGPU caches their transforms. Profile before and after; confirm pixels on screen.
import { Application, Assets, Sprite } from 'pixi.js';
(async () => {
// v8: construct empty, then await init(). Config does NOT go in the constructor.
const app = new Application();
await app.init({
background: '#1099bb',
resizeTo: window, // track the window size
antialias: true,
// preference: 'webgpu', // opt into WebGPU; default 'webgl'
});
document.body.appendChild(app.canvas); // v8 uses app.canvas, not app.view
const texture = await Assets.load('https://pixijs.com/assets/bunny.png');
const bunny = new Sprite(texture);
bunny.anchor.set(0.5);
bunny.position.set(app.screen.width / 2, app.screen.height / 2);
app.stage.addChild(bunny);
})();
import { Container, Sprite } from 'pixi.js';
const world = new Container();
app.stage.addChild(world);
// Children are positioned relative to `world`; move/scale/rotate the whole group
// by transforming the parent.
for (let i = 0; i < 10; i++) {
const coin = new Sprite(coinTexture);
coin.x = i * 40;
world.addChild(coin);
}
world.position.set(100, 100);
world.scale.set(2); // every coin scales with the container
let elapsed = 0;
app.ticker.add((ticker) => {
// deltaTime ≈ 1 at 60fps; deltaMS is milliseconds since last frame.
elapsed += ticker.deltaMS;
bunny.rotation += 0.05 * ticker.deltaTime; // smooth at any frame rate
bunny.y = app.screen.height / 2 + Math.sin(elapsed / 500) * 50;
});
bunny.eventMode = 'static'; // 'static' = interactive, doesn't move on its own
bunny.cursor = 'pointer';
bunny.on('pointerdown', (event) => {
bunny.tint = 0xff0000;
// event.global is the pointer position in stage space.
});
bunny.on('pointerover', () => bunny.scale.set(1.1));
bunny.on('pointerout', () => bunny.scale.set(1.0));
import { Assets } from 'pixi.js';
await Assets.init({
manifest: {
bundles: [{
name: 'level-1',
assets: [
{ alias: 'hero', src: 'assets/hero.png' },
{ alias: 'tiles', src: 'assets/tiles.png' },
],
}],
},
});
const bundle = await Assets.loadBundle('level-1'); // { hero: Texture, tiles: Texture }
const hero = new Sprite(bundle.hero);
// A big, rarely-changing background subtree: let the GPU cache its transforms.
const background = new Container({ isRenderGroup: true });
app.stage.addChild(background);
// Add hundreds of static tiles to `background`. Moving `background` itself stays
// cheap; constantly re-adding/removing children negates the benefit.
await app.init(), or youconfigured the constructor. In v8 the constructor is empty; all options go to
init().
app.view is undefined → v8 renamed it to app.canvas.interactive = true → eventMode = 'static'; Loader/loader.add → Assets.load; synchronous new Application({...}) → async init.
(async () => { ... })().ticker.deltaTime (or usedeltaMS); never assume 60fps.
eventMode is still 'none' (the default);set it to 'static' or 'dynamic'.
texture.source.scaleMode = 'nearest' (or pass it when loading).
removeChild does not free GPU memory; callsprite.destroy() and Assets.unload(url) for assets you're done with.
Assets.add, backgroundloading, unloading) and Graphics/Text/TilingSprite/ParticleContainer plus
filters, read references/assets-and-display.md.
phaser-core — a batteries-included 2D framework (scenes, physics, input).threejs-scene-setup — 3D in the browser with three.js.prototype-fast — greybox a playable slice quickly (often cites PixiJS).Take gamedev-skills/pixijs-rendering from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.