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PixiJS 8.19 Rendering
Set up and structure a PixiJS 8.19 application: the async Application, asset loading via Assets, the Container/Sprite scene graph, the ticker loop, pointer events, and render groups. Pins the 8.19 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, 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 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', // 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 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';
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 throwing →
interactive = true→eventMode = 'static';Loader/
loader.add → Assets.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
eventModeis 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 grows →
removeChilddoes 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.
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).

