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pixi-vn-getting-started

Use when setting up a new or existing project on @drincs/pixi-vn, wiring the main.ts entry point, or calling the top-level Game API (Game.init, Game.start, Game.onEnd, Game.addOnError, Game.onNavigate, Game.clear) — this is the entry point every Pixi'VN project needs before touching canvas, narration, sound, storage, or history.

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Pixi'VN project initialization and the Game API

Official docs: pixi-vn.com/start. For a full machine-readable index of every Pixi'VN doc page — useful whenever a task needs more detail than this skill set covers — see pixi-vn.com/llms.txt.

When to use this skill

Use this skill whenever you are bootstrapping a Pixi'VN project from scratch, wiring up src/main.ts, or need to understand what Game.init/Game.start actually do before wiring narration, canvas, sound, storage, or history features. Every other Pixi'VN skill assumes Game.init has already run.

Installing the library

Two paths, depending on whether a project already exists:

  • New project — scaffold from an official template (recommended for anything from scratch):

    npm create pixi-vn@latest
    

    This generates a working project (index.html, entry point, bundler config) already wired to call Game.init, with pre-built menu/narration screens, VS Code launch configs, and (since template v2.0.0) TanStack Router for navigation. See pixi-vn.com/start/templates for the full generated project structure, available templates/demos, and how to run/customize one.

    The wizard asks for a narrative language and defaults/suggests Ink + TypeScript (it's listed first and pre-selected in the prompt for the Visual Novel, Text-based Story, and Point & Click Adventure project types) — plain TypeScript narration (what every skill in this set documents) is the other option, selectable in the same prompt. Ink support is a separate narrative language with its own syntax and its own future skill; nothing in this skill set requires it.

    The wizard's first question is the project/game type; the docs have a dedicated getting-started walkthrough for some of them — pixi-vn.com/start/make-visual-novel for "Visual Novel", pixi-vn.com/nqtr/make-point-and-click for "Point & Click Adventure" — worth pointing a developer to the matching one for their project type, in addition to the general pixi-vn.com/start/templates page above.

  • Existing JS/TS project — add the package directly:

    npm install @drincs/pixi-vn
    

Required peer dependencies

@drincs/pixi-vn does not bundle its own PixiJS/audio/animation stack — it declares compatible versions as peer dependencies (per package.json):

PackageRequired version
pixi.js>=8.17.0
pixi-filters>=6.1.0 (PixiJS's extended filter collection, usable by canvas filter-based transitions/effects)
tone>=15.1.0 (audio engine used by the sound module)
motion>=12.38.0 (used internally for canvas animations, e.g. Game.GameUnifier.animate)
@pixi/devtools>=2.0.0 (enables the PixiJS Devtools browser extension integration)
vite>=5.0.0 — optional peer dependency (only needed if you use Vite as your bundler; the official templates do)

With npm 7+, npm install @drincs/pixi-vn auto-installs these peer dependencies too — no separate install step is needed in the common case. If a developer is on an older npm, or uses a package manager that doesn't auto-install peers (e.g. pnpm, or yarn in strict mode), they'll need to install them explicitly (npm install pixi.js pixi-filters tone motion @pixi/devtools). If a developer reports errors about missing modules like pixi.js, tone, or motion, check their package manager/version and whether these ended up installed before looking elsewhere.

Import paths: @drincs/pixi-vn vs subpaths

Every module (canvas, characters, history, narration, sound, storage, ...) is available both from the package root and from its own subpath, e.g. Game/canvas/sound all from @drincs/pixi-vn, or canvas alone from @drincs/pixi-vn/canvas. Default to importing from the root @drincs/pixi-vn — that's what every official doc example and template does:

import { canvas, Game, narration, sound, storage } from "@drincs/pixi-vn";

Reach for a narrower subpath (@drincs/pixi-vn/canvas, /sound, /characters, /storage, /narration, /core, /pixi.js, /motion) only when there's a concrete reason to avoid pulling in the whole package surface — e.g. a headless/server-side environment where canvas or sound isn't available or permitted, a size-constrained bundle target, or code that genuinely only ever touches one module. This applies to every skill in this set; it isn't repeated per-module.

Initializing the game: Game.init

Game.init must be called before any other Pixi'VN function (narration, canvas, sound, storage, history). It has two forms:

  1. Full initialization — sets up the internal GameUnifier state manager and creates the PixiJS Application plus the canvas' interface <div>, attached to an HTML element:

    export async function init(
      element: HTMLElement,
      options: Partial<ApplicationOptions> & {
        id?: string; // default: "pixi-vn-canvas"
        navigate?: (path: string) => void | Promise<void>;
        resizeMode?: "contain" | "none"; // default: "contain"
      },
      devtoolsOptions?: Devtools,
    ): Promise<void>;
    
    • options is Partial<ApplicationOptions> — i.e. every option accepted by a PixiJS Application (width, height, backgroundColor, antialias, ...) — plus three Pixi'VN-specific extras:
      • id: id of the generated canvas element.
      • navigate: the app's router navigation function (can also be set later with Game.onNavigate).
      • resizeMode: "contain" (fit within the parent, keep aspect ratio — default) or "none".
    • devtoolsOptions configures the PixiJS Devtools integration.
  2. Headless initialization — Game.init() with no arguments. This initializes only the internal GameUnifier (storage, narration, history bookkeeping) without creating a PixiJS Application or canvas. Useful if you only need save/load, storage, or narration logic without rendering. If you call the 3-argument form but omit element/options, Game.init logs a warning and skips canvas setup the same way.

Complete example

The official docs' inline example calls .then() and wires Game.onNavigate as a separate statement (see pixi-vn.com/start); both that style and await are valid, and the navigate option can be passed inline instead of via a separate Game.onNavigate call. Here is the shape matching the current signature in src/index.ts:

// src/main.ts
import { Game } from "@drincs/pixi-vn";

const body = document.body;
if (!body) {
  throw new Error("body element not found");
}

await Game.init(body, {
  width: 1920,
  height: 1080,
  backgroundColor: "#303030",
  resizeMode: "contain",
  navigate: (path) => {
    // e.g. window.history.pushState({}, "", path)
  },
});

Game.onEnd(async (props) => {
  Game.clear();
  props.navigate("/end");
});

Game.addOnError((error, props) => {
  console.error("Error occurred", error);
});

await Game.start("start", {});

Game.start internally calls Game.clear() first, so there is no need to call Game.clear() before it yourself.

props.navigate above is not a built-in Pixi'VN prop — it exists only because the project augmented StepLabelProps via declaration merging (typically in a pixi-vn.d.ts file, as every official template does). The same StepLabelProps type is used for the props passed to Game.onEnd, Game.addOnError, and every narration step, so whatever you add there (a navigate function, or any other custom prop) becomes available in all of them:

declare module "@drincs/pixi-vn" {
  interface StepLabelProps {
    navigate: (route: string) => void;
  }
}

See also: pixi-vn.com/start/interface-navigate for the full navigation pattern (including the # navigate ink hashtag command and blocking the browser back/forward buttons). For the full set of fields the official React template actually adds this way (router navigate, i18n, toast, interface invalidation), see "Real-world project layout" below.

The Game.* functions

  • Game.init(element?, options?, devtoolsOptions?) — must be called first; see above. Returns a Promise<void>.

  • Game.start<T>(label, props) — clears all game data (Game.clear()) and begins narration from the given label (a LabelIdType string, or a LabelAbstract instance). Throws if the label isn't found.

    await Game.start("start", {});
    
  • Game.clear() — resets everything: storage, canvas (if initialized), sound, narration, and history. Used to reset the game (e.g. returning to the main menu).

  • Game.onEnd(value: StepLabelType) — registers the function run when all steps of all labels have been executed (no more steps/labels to continue into). Set it once during initialization. The docs note three common ending strategies: the game simply ends here; the game has no real end and this handler restarts/loops back into a label; or the game ends earlier at a specific point (e.g. game over) without ever relying on this handler.

    // end the game and navigate to an end screen
    Game.onEnd(async (props) => {
      props.navigate("/end");
    });
    
    // no real end: loop back into the start label instead
    Game.onEnd(async (props) => {
      narration.call(startLabel, props);
    });
    

    See also: pixi-vn.com/start/other-narrative-features#managing-the-end-of-the-game.

  • Game.addOnError(handler: OnErrorHandler) — registers an error handler; multiple handlers can be added and run in registration order (sync or async). Returns a function that removes the handler. Check error instanceof PixiError (from @drincs/pixi-vn/core) to special-case Pixi'VN's own errors (e.g. missing assets). A companion helper, drawCanvasErrorHandler() (from @drincs/pixi-vn/canvas), returns a ready-made handler that draws a red placeholder box on the canvas when a PixiError carries canvas element info — useful during development to visualize broken canvas elements instead of silently failing.

    Game.addOnError((error, props) => {
      if (error instanceof PixiError) {
        // Pixi'VN-specific error (has error.code, maybe error.canvasElementInfo)
      }
      // any extra field on `props` (e.g. a `toast` helper for showing an error
      // notification) is only available if you added it to `StepLabelProps`
      // yourself — see the `navigate` example above, and the fuller
      // `toast`/`invalidateInterfaceData` example later in this skill.
    });
    

    Game.removeOnError(handler) unregisters a previously added handler.

  • Game.onNavigate(value: (path: string) => void | Promise<void>) — registers (or replaces) the app's routing function, used whenever Pixi'VN needs to navigate (e.g. on Game.onEnd, or restoring a save). Equivalent to passing navigate inline to Game.init.

    Game.onNavigate((path) => router.push(path));
    
  • Game.exportGameState() / Game.restoreGameState(data) / Game.jsonToGameState(json) — the save/load trio. Full detail, including the official template's save-slot/quick-save/IndexedDB convention, is covered by pixi-vn-saves.

  • Narration lifecycle hooks — Game.onStepStart, Game.onStepEnd, Game.onLoadingLabel (fires on step 0 and on save-load — the hook a label uses to load/background-load its own asset bundle, see pixi-vn-assets), Game.onLabelStarting, and Game.onLabelClosing let you intercept/defer label transitions (e.g. to run a UI transition before the next label actually starts). These are advanced hooks — most projects only need onEnd.

  • Game.addOnPreContinue(handler) / Game.removeOnPreContinue(handler) — register handlers that run immediately before every narration "continue" step (e.g. auto-save on each step).

Project structure

A typical Pixi'VN project (as generated by npm create pixi-vn@latest, or as set up manually):

index.html          # loads /src/main.ts as an ES module
src/main.ts          # calls Game.init(), Game.onEnd(), Game.addOnError(), Game.onNavigate(), Game.start()
styles.css           # full-viewport, no scroll/margin, dark background behind the canvas

The canonical minimal index.html mounts a root <div id="root"> that becomes (or contains) the element passed to Game.init, and loads the entry point as an ES module:

<!doctype html>
<html lang="en">
  <head>
    <meta charset="UTF-8" />
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Game</title>
  </head>
  <body>
    <div id="root"></div>
    <script type="module" src="/src/main.ts"></script>
  </body>
</html>

Paired with a styles.css that makes the canvas fill the viewport with no scrollbars or margin:

html,
body {
  background-color: #242424;
  height: 100%;
}

body {
  margin: 0;
  min-height: 100vh;
  display: flex;
  overflow: hidden;
}

Real templates generated by npm create pixi-vn@latest are richer than this minimal sketch: narrative content lives under ink/ (.ink scripts) and src/content/ (labels/*.label.ts, characters.ts), UI screens under src/components//src/routes/ (TanStack Router), and src/pixi-vn.d.ts is exactly where the StepLabelProps augmentation shown above lives. Full breakdown: pixi-vn.com/start/templates#project-structure.

Note also that Pixi'VN deliberately has no built-in UI components — buttons, menus, and HUD are built with a regular JS framework (React/Vue/PixiJS) layered over the canvas via canvas.htmlLayers.add/canvas.layers.add. Canvas state is included in saves; UI state is not, so persist any UI-only state yourself. See pixi-vn.com/start/interface.

A few constants worth knowing about (exported from @drincs/pixi-vn, defined in src/constants.ts): PIXIVN_VERSION (the installed library version, embedded in GameState.pixivn_version for save-file compatibility checks) and CANVAS_APP_GAME_LAYER_ALIAS (the alias of the root canvas layer). SYSTEM_RESERVED_STORAGE_KEYS lists storage keys Pixi'VN reserves internally (dialogue, choices, input, characters, etc.) — avoid reusing these names for custom storage variables.

The Vite plugin: @drincs/pixi-vn/vite

Every official template wires up vitePluginPixivn in vite.config.ts — for any Vite-based project, this plugin is the backbone that makes content (characters/labels) and asset manifests available consistently in dev and build, and it is what generates the string-literal ID types (CharacterIdType, LabelIdType, ...) used everywhere else in this skill set. Reach for it whenever a developer's narration.call("someLabel") isn't getting autocomplete/type-checking on the label id, or asks how characters/labels "just work" without a manual import list.

// vite.config.ts
import { vitePluginPixivn } from "@drincs/pixi-vn/vite";

export default defineConfig({
  plugins: [
    vitePluginPixivn({
      content: "./src/content/index.ts",
      characters: "./src/content/characters.ts",
      labels: "./src/content/labels/*.label.ts",
      typeFilePath: "./src/pixi-vn.keys.gen.ts",
      assetsManifest: async (ssrLoadModule) => {
        const mod = await ssrLoadModule("./src/assets/index.ts");
        return mod.manifest;
      },
    }),
  ],
});

What it actually does:

  • Loads content before anything else needs it. The content/characters/labels glob options are executed server-side (via Vite SSR, in dev and during vite build) at startup, so RegisteredCharacters/RegisteredLabels are fully populated before any other plugin (notably an ink compiler) or the app itself runs. Without this, whether your content has actually registered by the time something reads it would depend on unpredictable import ordering.
  • Generates type-safe ID unions. When typeFilePath is set, the plugin (re)writes that file on every startup and every content hot-reload with declare module augmentations that narrow CharacterIdType, LabelIdType, BundleIdType, and AssetAliasIdType from plain string to a union of the actual known literals — so narration.call("typo_label") becomes a compile error instead of a runtime one. The same file also exports plain as const arrays/enums (characterIds, labelIds, bundleIds, assetAliasIds) for runtime validation (e.g. z.enum(characterIdsEnum)). This generated file is excluded from HMR, so regenerating it never triggers a full page reload.
  • Bridges the PixiJS assets manifest. The assetsManifest option (a value or an async function, typically resolving to the manifest built in src/assets/index.ts — see pixi-vn-assets for how that file is authored) feeds bundle/asset-alias ids into the same generated file, and seeds a dev-server endpoint (GET /__pixi-vn/assets/manifest) so devtools/other tooling can read the current manifest without the client having to push it first.
  • Hot-reloads content correctly. Editing a watched label/character file clears the relevant registry and reloads just those files, regenerating the keys file — without a full page reload.

Don't hand-configure the underlying GET/POST /__pixi-vn/* dev-server endpoints or api.setExternalLabels/api.setAssetsManifest unless building a plugin that integrates with vitePluginPixivn (e.g. an ink compiler) — for an app, the four options above (content, characters, labels, typeFilePath, assetsManifest) are the whole interface that matters.

A related, smaller export, @drincs/pixi-vn/vite-listener, provides setupPixivnViteData() — a client-side, dev-only function that POSTs the runtime assets manifest and current canvas size back to the same dev-server endpoints. Call it once after content is loaded (await setupPixivnViteData()) only as a fallback for cases where the manifest truly isn't knowable at vite.config.ts time; the official templates prefer the assetsManifest function option above and don't need it.

Real-world project layout (official React template)

Everything below reflects the official pixi-vn-react-template's convention (what npm create pixi-vn@latest generates for the "TS narration + React" option) — it is one working way to organize a project, not a rule the library enforces. Other official/community templates (ink narration, non-React UI, headless) are free to lay things out differently; only Game.init running first is actually required.

Named constants instead of hardcoded strings

The template defines layer/channel ids as constants in src/constants.ts instead of inlining string literals at each call site:

// src/constants.ts
export const CANVAS_UI_LAYER_NAME = "ui";
export const HTML_UI_LAYER_NAME = "ui";
export const HTML_CANVAS_LAYER_NAME = "canvas";
export const BGM_CHANNEL_NAME = "bgm";
export const SFX_CHANNEL_NAME = "sfx";

This keeps the canvas.layers.add(...), canvas.htmlLayers.add(...), and sound.channels.add(...) calls below typo-proof and greppable.

Full main.tsx wiring

Game.init(body, {
  id: HTML_CANVAS_LAYER_NAME,
  height: 1080,
  width: 1920,
  backgroundColor: "#303030",
  resizeMode: "contain",
}).then(() => {
  // A PixiJS-rendered layer for in-canvas UI elements
  canvas.layers.add(CANVAS_UI_LAYER_NAME, new Container());

  // One background music channel, one default channel for one-off sfx
  sound.channels.add(BGM_CHANNEL_NAME, { background: true });
  sound.channels.add(SFX_CHANNEL_NAME);
  sound.defaultChannelAlias = SFX_CHANNEL_NAME;

  // Mount a UI framework (React here) INSIDE the PixiJS canvas tree
  const root = document.getElementById("root")!;
  const htmlLayout = canvas.htmlLayers.add(HTML_UI_LAYER_NAME, root);
  if (!htmlLayout) throw new Error("htmlLayout not found");
  createRoot(htmlLayout).render(<App />);
});

Game.onEnd(async ({ navigate }) => {
  Game.clear();
  navigate({ to: "/" });
});

Game.addOnError(drawCanvasErrorHandler());
Game.addOnError((error, { toast, uiTransition }) => {
  toast?.error(uiTransition?.("allert_error_occurred"));
  console.error("Error occurred", error);
});

Game.onLoadingLabel((_stepId, { id }) => Assets.backgroundLoadBundle(id));

Key points:

  • canvas.layers.add adds a PixiJS container drawn directly in the canvas render tree; canvas.htmlLayers.add instead hands back a DOM node kept in sync with a canvas-tracked layer, and is where any HTML/React/Vue UI gets mounted. This is the concrete mechanism behind "Pixi'VN has no built-in UI, bring your own framework" (see pixi-vn-ui).
  • Multiple error handlers can be stacked: the library's own drawCanvasErrorHandler() (visualizes broken canvas elements) runs alongside a project-specific handler that shows a toast and logs to console.
  • Game.onLoadingLabel fires as a label is about to run; the template uses it to kick off Assets.backgroundLoadBundle(id), pre-warming an asset bundle named after the label id so images referenced by that label are already cached when needed.

Auto-importing narrative content: content/index.ts

Instead of hand-maintaining an import list for every label/character file (and remembering to update it each time one is added), the template eagerly imports everything under content/ purely for side effects, using Vite's import.meta.glob:

// src/content/index.ts
void import.meta.glob(["./**/*.ts", "./**/*.tsx", "!./index.ts"], {
  eager: true,
});

main.tsx/App.tsx then does a single import "@/content". This works because defining a Character or calling newLabel(...) registers it as a side effect of the module executing — the glob guarantees every file under content/ runs at startup with no per-file import to remember. (Bundlers other than Vite need their own equivalent, e.g. webpack's require.context.)

Augmenting StepLabelProps for custom per-step context

src/pixi-vn.d.ts is where the template applies the declaration-merging pattern shown earlier in this skill (the navigate example) to add its actual project-specific fields to StepLabelProps:

// src/pixi-vn.d.ts
declare module "@drincs/pixi-vn" {
  interface StepLabelProps {
    navigate: UseNavigateResult<string>; // TanStack Router
    t: TFunction<[string], undefined>; // i18next: narration text
    uiTransition: TFunction<[string], undefined>; // i18next: UI chrome text
    toast: typeof toast; // sonner's toast function
    invalidateInterfaceData: (delay?: number) => Promise<void> | void;
  }
}

Whatever is added here becomes available on the props argument of every narration step, Game.onEnd, and Game.addOnError alike — a single place to inject router/i18n/toast/anything-else a project's narration layer needs. t vs uiTransition splits narration-text translations from UI-chrome translations; invalidateInterfaceData is a template-specific hook that forces UI data (e.g. a React Query cache) to refetch after a step changes something the interface depends on.

Optional external plugins

Install only the integrations the game uses; these are separate npm packages, not exports of @drincs/pixi-vn:

  • @drincs/pixi-vn-ai: runtime dialogue/image generation. Await its ai.init(...) during startup; see narration's AI notes.
  • @drincs/pixi-vn-live2d: Live2D models. Register Live2DPlugin before initializing the canvas; see canvas plugin setup.
  • @drincs/pixi-vn-spine: Spine skeletal animation. Import the package in the app entry point so saved components can be restored even before lazy scenes load; see canvas plugin setup.

Check each plugin's installed peer dependencies against the project's engine/PixiJS version.

Related skills

  • pixi-vn-assets — registering local/online assets, the manifest/bundle/alias system, and when to load them.
  • pixi-vn-canvas — adding/animating images, sprites, text, video and containers on the PixiJS canvas after Game.init.
  • pixi-vn-characters — defining and registering Character instances used in dialogue.
  • pixi-vn-history — the step history system (stepHistory), going back/forward through played steps, and save-checkpoint behavior.
  • pixi-vn-narration — labels, steps, dialogue, choices, and the narration object driving the story.
  • pixi-vn-saves — Game.exportGameState/restoreGameState and the official save-slot/quick-save convention.
  • pixi-vn-sound — playing music and sound effects, channels, and volume control.
  • pixi-vn-storage — reading/writing persistent and temporary game variables and flags.
  • pixi-vn-ui — building/mounting UI layers (HTML or PixiJS) on top of the canvas, screen navigation, theming, and connecting UI to storage.
  • pixi-vn-migration — upgrading an existing project to the current version.

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Use when adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs. online/remote-hosted assets, the AssetsManifest/bundle/alias system, where to edit the manifest for each case, and when to load bundles (at startup, in the background, per-label, per-route). Load this before writing any code that references an image/sound/video path directly, or before adding entries to a manifest.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying or creating transitions (dissolve, fade, move, zoom, push, wipe, iris, split, flash, blur, pixelate, or a custom one built on `canvas.animate`/`filters.animate`), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Use when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id, and referencing it from dialogue/narration. Load this before writing any `CharacterBaseModel` or `RegisteredCharacters` code.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Use when implementing "go back" / "rewind" / step-navigation features in a Pixi'VN game, or when you need to read the player-facing dialogue/choice history (e.g. for a backlog or "history log" UI) — covers the History module's `stepHistory` API and the "step" vs "paragraph" goBackMode.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Use when upgrading an existing @drincs/pixi-vn project to a newer version, or when a runtime/type error matches a known breaking change. Covers every breaking change between versions with before/after code.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

Use when adding a minigame (snake, quiz, puzzle, timing/reaction game, ...) to a Pixi'VN visual novel — the `useMinigame` lifecycle hook pattern, using PixiJS directly on its own layer instead of `gameLayer`, hotkeys for controls, linking the minigame to a route, and why saving/restoring minigame state is the developer's own responsibility.

日本語の概要は準備中です。原文の説明を表示しています。

DRincs-Productions/pixi-vn1512026年10月1日 更新

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