pixijs/pixijs-skills

pixijs-scene-text

Use this skill when rendering text in PixiJS v8.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-text

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.

Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.

Quick Start

ts
const text = new Text({
  text: "Hello PixiJS",
  style: {
    fontFamily: "Arial",
    fontSize: 36,
    fill: 0xffffff,
    stroke: { color: 0x4a1850, width: 5 },
    dropShadow: { color: 0x000000, blur: 4, distance: 6 },
  },
});

text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;

app.stage.addChild(text);

All text classes use options-object constructors; positional (string, style) from v7 is not supported.

Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).

Variants

VariantUse whenTrade-offsReference
TextHigh-quality static or infrequent-update labelsExpensive to update (canvas re-draw + GPU upload)references/text.md
BitmapTextScores, timers, gameplay labels, anything that changes every frameLimited styling; fixed glyph atlas; requires MSDF for crisp scalingreferences/bitmap-text.md
HTMLTextRich formatted text, mixed styles, real HTML tagsAsync rendering (one frame delay); similar update cost to Textreferences/html-text.md
SplitTextPer-character animation with rich stylingEach char is a full Text; expensive for long stringsreferences/split-text.md
SplitBitmapTextPer-character animation on long strings or dynamic contentInherits BitmapText limitations (glyph atlas, no MSDF-free crispness)references/split-bitmap-text.md

When to use what

  • "I need a styled static label" → Text. Use for titles, menus, dialog, error messages. See references/text.md.
  • "I need a score or timer that updates every frame" → BitmapText. Updates only reposition quads; no canvas re-draw. See references/bitmap-text.md.
  • "I need mixed formatting with `<b>`, `<i>`, `<br>`" → HTMLText. Real HTML/CSS rendering via SVG. See references/html-text.md.
  • "I need inline colored tags like `<red>Warning:</red>`" → Text or HTMLText with tagStyles. Both support it.
  • "I need to animate each character individually" → SplitText for short strings, SplitBitmapText for long strings or many instances. See references/split-text.md / references/split-bitmap-text.md.
  • "I need CJK / Arabic / emoji-heavy text" → Text or HTMLText. BitmapText fails because the glyph set is too large for a single atlas.
  • "I need a custom font" → Load via Assets.load({ src: 'font.woff2', data: { family: 'MyFont' } }) first, then set style.fontFamily: 'MyFont'. Works for Text and HTMLText.

Update cost comparison

Update triggerTextBitmapTextHTMLTextSplitTextSplitBitmapText
Changing .textHighVery lowHighVery high (N text re-renders)Low (N quad repositions)
Changing .styleHighMediumHighVery highMedium
Moving (.x, .y)FreeFreeFreeFreeFree
Rotating / scalingFreeFreeFreeFreeFree

"Free" = normal Container transform cost. "High" = new canvas draw + GPU upload. "Very low" = quad reposition only. Update strings that change per-frame only on BitmapText or SplitBitmapText.

Quick concepts

  • Options-object constructors. Every v8 text class uses new Text({ text, style, ... }). The v7 (string, style) form is removed.
  • `tagStyles`. Text and HTMLText support per-tag styling via style.tagStyles. Tags are only parsed when tagStyles has entries; otherwise < is treated literally.
  • `BitmapFont.install`. Pre-generates an atlas before you create any BitmapText. Without install, the first BitmapText with a new fontFamily generates the atlas lazily.
  • MSDF fonts. Multi-channel Signed Distance Field fonts stay sharp at any size. Generate with external tools (e.g., msdf-bmfont), load via Assets.load('font.fnt'). Requires import 'pixi.js/text-bitmap' in custom builds.

Common Mistakes

[HIGH] Updating Text.text every frame

Wrong:

ts
app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

Correct:

ts
const scoreText = new BitmapText({ text: "Score: 0", style });
app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

Every Text update re-rasterizes the whole string. Use BitmapText for any value that changes per-frame.

[HIGH] Positional constructor args

Wrong:

ts
const text = new Text("Hello", { fontSize: 24 });

Correct:

ts
const text = new Text({ text: "Hello", style: { fontSize: 24 } });

v8 removed the (string, style) form. All text classes use options objects.

[HIGH] Not importing pixi.js/text-bitmap in custom builds

Under skipExtensionImports: true or aggressive tree-shaking, Assets.load('font.fnt') silently returns raw data unless you add import 'pixi.js/text-bitmap'. The standard import { ... } from 'pixi.js' bundle includes the extension.

[MEDIUM] Adding children to a text instance

Every text class sets allowChildren = false. Wrap in a Container to group text with other content.

API Reference

Related by task

from this repository

More skills

All skills
pixijs
Community

pixijs-accessibility

Use this skill when adding screen reader and keyboard navigation to PixiJS v8 apps. Covers AccessibilitySystem options (enabledByDefault, debug, activateOnTab, deactivateOnMouseMove), per-container accessibility properties, shadow DOM overlay, mobile touch-hook activation. Triggers on: accessibility, a11y, screen reader, ARIA, keyboard navigation, tab order, AccessibilitySystem, accessibleTitle, accessibleHint, tabIndex, accessibleChildren.

installs
6
GitHub stars
357
Updated
Oct 1
pixijs
Community

pixijs-blend-modes

Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on: blendMode, additive, multiply, screen, overlay, color-burn, color-dodge, advanced-blend-modes, glow, erase.

installs
6
GitHub stars
357
Updated
Oct 1
pixijs
Community

pixijs-color

Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/premultiply, Color.shared singleton. Triggers on: Color, ColorSource, hex, rgb, hsl, tint, premultiply, Color.shared, color conversion.

installs
6
GitHub stars
357
Updated
Oct 1
pixijs
Community

pixijs-custom-rendering

Use this skill when writing custom shaders, uniforms, filters, batchers, or low-level draw code in PixiJS v8. Covers Shader.from({gl, gpu, resources}), GlProgram/GpuProgram, UniformGroup with typed uniforms (f32, vec2, mat4x4), UBO mode, textures as resources, TextureView for depth sampling, 3D and array textures (depth, arrayLayerCount, sampler3D, texture3d), WebGPU storage textures (storage: true), WGSL override constants, custom bind group layouts (gpuLayout), partial buffer updates (Buffer.u

installs
6
GitHub stars
357
Updated
Oct 1