Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill pixijs-renderingAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
PixiJS 8.22 Rendering
Set up and structure a PixiJS 8.22 application: the async Application, asset loading via Assets, the Container/Sprite scene graph, the ticker loop, pointer events, and render groups. Pins the 8.22 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.jsondepends onpixi.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, beginFill/endFill) needs the v8 migration first; this skill targets v8 only. (interactive = true still works in v8 as an alias for eventMode = 'static', but prefer the explicit eventMode.)
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 aTexture. 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(aContainer).
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', // hint only; default order tries 'webgl' first.
// // Pixi falls back if the backend is unavailable —
// // branch on app.renderer.name, don't assume it took.
});
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 container3. 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'; // hover cursor; `buttonMode` was removed in v8
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));Dragging needs globalpointermove, not pointermove. In v8 pointermove fires only while the pointer is over the object, so a drag that follows the cursor past the object's edge stops updating. globalpointermove fires on every move:
let dragging = false;
bunny.on('pointerdown', () => { dragging = true; });
bunny.on('pointerup', () => { dragging = false; });
bunny.on('pointerupoutside', () => { dragging = false; }); // release off the object
bunny.on('globalpointermove', (event) => {
if (dragging) bunny.position.copyFrom(event.global);
});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, or `TypeError` reading `canvas`/`screen` of undefined → you didn't
await app.init(), or you configured the constructor. In v8 the constructor is empty; all options go to init(). app.stage exists right away, but app.renderer is undefined until the init() promise resolves, so app.canvas and app.screen throw before then.
- `app.view` logs a deprecation warning → v8 renamed it to
app.canvas; the old
getter still returns the canvas for now.
- Porting v7 code →
Loader/loader.add→Assets.load(theLoaderclass is
gone); synchronous new Application({...}) → empty constructor + async init() (options in the constructor are ignored with a deprecation warning, not an error); beginFill()/endFill() → shape-first .rect(...).fill(...). interactive = true and app.view still work as deprecated aliases.
- Ticker callback arg is the Ticker, not a delta number → `app.ticker.add((dt) =>
{ obj.rotation += dt; }) compiles, but dt is the whole Ticker object, so the math yields NaN and nothing animates. Read ticker.deltaTime` off the argument.
- Top-level await build error (Vite ≤6.0.6) → wrap boot in
(async () => { ... })(). - Speed varies with frame rate → multiply movement by
ticker.deltaTime(~1 at
60fps) or scale by ticker.deltaMS; never assume 60fps. deltaTime is a dimensionless multiplier, not milliseconds.
- Clicks do nothing → the object's
eventModeis still'passive'(the v8
default: self not interactive, children still are); set it to 'static' (or 'dynamic' for objects that move under a stationary cursor).
- Drag stops at the object's edge →
pointermovefires only while the pointer is
over the object in v8; use globalpointermove for drag/global tracking.
- Right-click opens the browser menu over the game → PixiJS does not block it.
From 8.22, listen for contextmenu on the object and call event.preventDefault(); cancelling rightdown/rightclick does not stop the menu. On older 8.x, add a native contextmenu listener to app.canvas instead.
- `addChild` on a `Sprite`/`Graphics`/`Text` logs a deprecation warning → in v8
only Containers should hold children; put the sprite and its children side by side in a Container.
- `Texture.from(url)` returns a blank/undefined texture → in v8 it only reads the
Assets cache; await Assets.load(url) first, then use the returned Texture.
- WebGPU features error out →
preferenceis a hint. If the backend is
unavailable Pixi falls back (WebGL, then Canvas); branch on app.renderer.name before using backend-specific code.
- Textures look blurry on pixel art → set
texture.source.scaleMode = 'nearest' (or pass it when loading).
- Memory grows →
removeChilddoes not free GPU memory; call
sprite.destroy() and Assets.unload(url) for assets you're done with.
- Flicker/corruption after tearing down and re-creating an app in the same tab →
destroy with app.destroy({ releaseGlobalResources: true }); otherwise pooled batches/textures from the old app leak into the new one.
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.
Related skills
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).

