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Pixijs Rendering Skill for Cursor

> 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.

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
401
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-rendering

The instruction itself

13 sections, as written by the author

PixiJS v8 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).

When to use

  • Use when starting a PixiJS v8 project, fixing a blank canvas, structuring the

display list, loading textures, animating via the ticker, or handling pointer

input.

  • Use when package.json depends on pixi.js (v8) and code does

import { 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.

Core workflow

  • Create and 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.

  • Load assets with Assets. await Assets.load(url) returns a Texture. For

many assets, register a manifest/bundle and load by name. There is no v7 Loader.

  • Build the scene graph. Everything descends from app.stage (a Container).

Group related objects in Containers; child transforms are relative to the

parent. Draw order = insertion order (later = on top).

  • Animate with the ticker. app.ticker.add((ticker) => {...}). Scale motion by

ticker.deltaTime (frames, ~1 at 60fps) or ticker.deltaMS (milliseconds) so

speed is frame-rate independent.

  • Enable events per object by setting eventMode = 'static' (or 'dynamic'),

then obj.on('pointerdown', ...). Federated pointer events cover mouse/touch/pen.

  • Promote big static subtrees to render groups (isRenderGroup: true) so the

GPU caches their transforms. Profile before and after; confirm pixels on screen.

Patterns

1. Async Application boot (the v8 entry point)

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);
})();

2. Containers for a relative-transform scene graph

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

3. The ticker loop (frame-rate independent)

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;
});

4. Pointer events (federated)

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));

5. Loading many assets by name (bundles)

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);

6. Render groups for large static layers

// 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.

Pitfalls

  • Blank canvas / "app.stage is undefined" → you didn't await app.init(), or you

configured the constructor. In v8 the constructor is empty; all options go to

init().

  • app.view is undefined → v8 renamed it to app.canvas.
  • v7 code throwinginteractive = trueeventMode = 'static'; Loader/

loader.addAssets.load; synchronous new Application({...}) → async init.

  • Top-level await build error (Vite ≤6.0.6) → wrap boot in (async () => { ... })().
  • Speed varies with frame rate → multiply movement by ticker.deltaTime (or use

deltaMS); never assume 60fps.

  • Clicks do nothing → the object's eventMode is still 'none' (the default);

set it to 'static' or 'dynamic'.

  • Textures look blurry on pixel art → set

texture.source.scaleMode = 'nearest' (or pass it when loading).

  • Memory growsremoveChild does not free GPU memory; call

sprite.destroy() and Assets.unload(url) for assets you're done with.

References

  • For the texture/asset pipeline (sprite sheets/atlases, Assets.add, background

loading, 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).

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How to use it

Copy the folder

Take gamedev-skills/pixijs-rendering from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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