add-game
FreeAdd a second game to the monorepo (apps/<game>) from the seed game, wired to the gate. Load when asked to create a new game / app / prototype in this repo.
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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.
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Run score Not tested
See how to installReview the instructions the agent will receive before you install.
The Color class creates and converts colors for tints, fills, strokes, and anywhere PixiJS accepts a ColorSource. Most APIs accept raw hex/strings directly, so explicit new Color(...) is only needed when converting formats or manipulating values.
const fillColor = new Color("#ff6600");
console.log(fillColor.toHex()); // '#ff6600'
console.log(fillColor.toNumber()); // 0xff6600
console.log(fillColor.toArray()); // [1, 0.4, 0, 1]
const g = new Graphics().rect(0, 0, 200, 100).fill(fillColor);
app.stage.addChild(g);
const sprite = Sprite.from("hero.png");
sprite.tint = "dodgerblue";
app.stage.addChild(sprite);
const t = Color.shared.setValue(0xffffff).multiply([1, 0.5, 0.5]).toNumber();
sprite.tint = t;
Related skills: pixijs-scene-graphics (fill/stroke colors), pixijs-scene-sprite (tint), pixijs-blend-modes (compositing).
import { Color } from "pixi.js";
// Hex integer
new Color(0xff0000);
// Hex strings
new Color("#ff0000");
new Color("#f00");
new Color("ff0000");
// CSS color names
new Color("red");
new Color("dodgerblue");
// RGB/RGBA objects (components 0-255)
new Color({ r: 255, g: 0, b: 0 });
new Color({ r: 255, g: 0, b: 0, a: 0.5 });
// HSL/HSLA objects
new Color({ h: 0, s: 100, l: 50 });
new Color({ h: 0, s: 100, l: 50, a: 0.5 });
// HSV/HSVA objects
new Color({ h: 0, s: 100, v: 100 });
// CSS strings
new Color("rgb(255, 0, 0)");
new Color("rgba(255, 0, 0, 0.5)");
new Color("hsl(0, 100%, 50%)");
// Normalized 0-1 arrays (Float32Array or plain arrays)
new Color([1, 0, 0]); // RGB
new Color([1, 0, 0, 0.5]); // RGBA
// Uint8 arrays (components 0-255)
new Color(new Uint8Array([255, 0, 0]));
new Color(new Uint8ClampedArray([255, 0, 0, 128]));
// 8-digit hex with alpha
new Color("#ff0000ff");
new Color("#f00f");
// Copy from another Color instance
const red = new Color("red");
const copy = new Color(red);
import { Color } from "pixi.js";
const color = new Color("#ff6600");
color.toHex(); // '#ff6600'
color.toHexa(); // '#ff6600ff' (hex with alpha)
color.toNumber(); // 0xff6600
color.toArray(); // [1, 0.4, 0, 1] (normalized RGBA)
color.toRgbArray(); // [1, 0.4, 0] (normalized RGB, no alpha)
color.toRgbaString(); // 'rgba(255,102,0,1)'
color.toRgba(); // { r: 1, g: 0.4, b: 0, a: 1 }
color.toRgb(); // { r: 1, g: 0.4, b: 0 }
color.toUint8RgbArray(); // [255, 102, 0]
// setValue() is the chainable way to change a color's value
color.setValue(0xff0000).toHex(); // '#ff0000'
import { Color } from "pixi.js";
const color = new Color("rgba(255, 128, 0, 0.8)");
color.red; // 1
color.green; // ~0.502
color.blue; // 0
color.alpha; // 0.8
All component getters return normalized 0-1 values.
import { Color } from "pixi.js";
const color = new Color("red");
// Set alpha (chainable)
color.setAlpha(0.5);
// Multiply with another color (destructive, modifies in place)
color.multiply(0x808080);
// Premultiply alpha (destructive, RGB channels multiplied by alpha)
color.premultiply(0.8);
// Premultiply alpha only (RGB unchanged)
color.premultiply(0.8, false);
// Chain operations
new Color("white").setAlpha(0.5).multiply([0.8, 0.2, 0.2]);
multiply() and premultiply() are destructive; they modify the color and set value to null (original format is lost).
import { Color } from "pixi.js";
const color = new Color("red").setAlpha(0.5);
const packed = color.toPremultiplied(color.alpha); // 0x7F7F0000
const alphaOnly = color.toPremultiplied(color.alpha, false); // 0x7FFF0000
toPremultiplied(alpha, applyToRGB?) returns a 32-bit 0xAARRGGBB integer without mutating this. Use it in batchers and tint math where the source color must be reused. When applyToRGB is false, only the alpha byte is packed; the RGB stays at its full value.
import { Color } from "pixi.js";
const rgba = new Float32Array(4);
const rgb = new Float32Array(3);
const rgb8 = new Uint8Array(3);
app.ticker.add(() => {
Color.shared.setValue(sprite.tint).toArray(rgba).toRgbArray(rgb);
Color.shared.toUint8RgbArray(rgb8);
});
toArray(out?), toRgbArray(out?), and toUint8RgbArray(out?) accept a reusable number[], Float32Array, Uint8Array, or Uint8ClampedArray and write into it. Pass your own buffer in hot paths to avoid allocating per frame; omit the argument and the Color instance returns its internal cache array.
| Method | Returns |
|---|---|
toBgrNumber() | 24-bit 0xBBGGRR integer with R/B swapped |
toLittleEndianNumber() | Same 24-bit swap, convenient for little-endian vertex writes |
Both are cheap and useful when emitting colors straight into packed vertex attributes.
import { Color } from "pixi.js";
// One-off conversion without allocating a new Color
const hex = Color.shared.setValue("#ff6600").toNumber();
const arr = Color.shared.setValue(0xff0000).toArray();
Color.shared is a singleton that avoids allocating a new Color on every call. This matters in hot paths like render loops or per-frame tint calculations where repeated new Color() creates GC pressure. Do not store references to it; other code may mutate it.
import { Color } from "pixi.js";
// Good: reuse shared instance in a per-frame callback
app.ticker.add(() => {
const t = performance.now() / 1000;
sprite.tint = Color.shared
.setValue("white")
.multiply([Math.sin(t) * 0.5 + 0.5, 0.2, 0.8])
.toNumber();
});
import { Color } from "pixi.js";
Color.isColorLike("red"); // true
Color.isColorLike("#ff0000"); // true
Color.isColorLike(0xff0000); // true
Color.isColorLike([1, 0, 0]); // true
Color.isColorLike({ r: 1, g: 0, b: 0 }); // true
Color.isColorLike({ foo: 1 }); // false
Color.isColorLike(null); // false
Color.isColorLike() checks the structural shape (string, number, array, or recognized object). It doesn't validate that a string is a real CSS color name, nor that array values fall in range. Use it as a type guard before passing user input to new Color() or setValue().
Wrong:
import { Color } from "pixi.js";
const { r, g, b } = new Color({ r: 255, g: 128, b: 0 }).toRgba();
// r = 1, g = ~0.502, b = 0 (NOT 255, 128, 0)
Correct:
import { Color } from "pixi.js";
// Use toUint8RgbArray() for 0-255 output
const [r, g, b] = new Color({ r: 255, g: 128, b: 0 }).toUint8RgbArray();
// r = 255, g = 128, b = 0
RGB object inputs use 0-255 range ({ r: 255, g: 0, b: 0 }), but all output methods (toRgba(), toRgb(), toArray(), toRgbArray()) normalize to 0-1. Use toUint8RgbArray() when you need 0-255 integers for CSS or external APIs.
Wrong:
import { Color } from "pixi.js";
new Color([255, 0, 0]); // NOT red; values are interpreted as 0-1
Correct:
import { Color } from "pixi.js";
new Color([1, 0, 0]); // red via normalized array
new Color(0xff0000); // red via hex
new Color("red"); // red via CSS name
new Color(new Uint8Array([255, 0, 0])); // red via Uint8Array (0-255)
Plain number arrays (number[] and Float32Array) use normalized 0-1 range. [255, 0, 0] clamps to [1, 0, 0] because values are clamped, but [200, 100, 50] does not produce the expected color. Use Uint8Array or Uint8ClampedArray for 0-255 input.
Wrong:
import { utils } from "pixi.js";
const hex = utils.string2hex("#ff0000");
Correct:
import { Color } from "pixi.js";
const hex = new Color("#ff0000").toNumber();
const str = new Color(0xff0000).toHex();
The utils namespace was removed in v8. Use the Color class for all color conversions.
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Add a second game to the monorepo (apps/<game>) from the seed game, wired to the gate. Load when asked to create a new game / app / prototype in this repo.
The English summary is being prepared. Showing the original description.
End-to-end tests of a game with Playwright (apps/*/e2e/*.e2e.ts) on a WebGL canvas, and taking screenshots of the running game. Load before writing or debugging an e2e test, or to look at the game in a browser.
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How a game of this seed is organized (apps/<game>/src) and how to add gameplay with PixiJS v8 without breaking the strict gate. Load before editing apps/*/src or apps/*/tests.
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Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
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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.
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Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, sharedTicker, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
The English summary is being prepared. Showing the original description.