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pixijs-rendering

Build and debug a PixiJS v8 rendering layer, from application startup and image loading to animation and pointer input. Organize displayed objects into groups, implement dragging, and investigate blank canvases or incorrect animation behavior.

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Build a PixiJS v8 render layer: create the async Application, load textures with Assets, compose the scene graph with Container and Sprite, drive the ticker loop, wire pointer events, and group draws with render groups. Use when building or debugging PixiJS v8 — when the user mentions PixiJS, Pixi, Application, app.stage, Container, Sprite, Assets.load, app.ticker, or eventMode. Pins the v8 async init() API.

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适用场景

  • Starting a PixiJS v8 project
  • Investigating blank canvases or missing textures
  • Adding animation, clicks, and dragging
  • Organizing large background layers

包含的文件(2)

  • SKILL.md9.1 KB
  • references/assets-and-display.md5.5 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

PixiJS 8.21 Rendering

Set up and structure a PixiJS 8.21 application: the async Application, asset loading via Assets, the Container/Sprite scene graph, the ticker loop, pointer events, and render groups. Pins the 8.21 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.json depends on pixi.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

  1. 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.
  2. Load assets with Assets. await Assets.load(url) returns a Texture. For many assets, register a manifest/bundle and load by name. There is no v7 Loader.
  3. Build the scene graph. Everything descends from app.stage (a Container). Group related objects in Containers; child transforms are relative to the parent. Draw order = insertion order (later = on top).
  4. 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.
  5. Enable events per object by setting eventMode = 'static' (or 'dynamic'), then obj.on('pointerdown', ...). Federated pointer events cover mouse/touch/pen.
  6. 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 container

3. 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 / "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.renderer/app.canvas/app.screen are undefined until the init() promise resolves.
  • app.view is undefined → v8 renamed it to app.canvas.
  • Porting v7 code → Loader/loader.add → Assets.load (the Loader class 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 eventMode is 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 → pointermove fires only while the pointer is over the object in v8; use globalpointermove for drag/global tracking.
  • 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 → preference is 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 → removeChild does 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).

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