add-game
免费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.
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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.
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Application is the convenience wrapper that owns a renderer, a root stage Container, a canvas, and the Ticker/Resize plugins. In v8 the constructor takes no arguments; all configuration is passed to the async app.init() call which instantiates the renderer via autoDetectRenderer.
import { Application } from "pixi.js";
const app = new Application();
await app.init({
resizeTo: window,
background: "#1099bb",
antialias: true,
preference: "webgl",
autoDensity: true,
resolution: window.devicePixelRatio,
});
document.body.appendChild(app.canvas);
Related skills: pixijs-core-concepts (renderers, render pipeline), pixijs-ticker (render loop detail), pixijs-scene-container (working with app.stage), pixijs-environments (non-browser setups).
import { Application } from "pixi.js";
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
// ... run scene, ticker drives app.render() automatically ...
app.destroy(
{ removeView: true, releaseGlobalResources: true },
{ children: true, texture: true, textureSource: true },
);
new Application() allocates the instance but creates nothing. Options passed here are ignored with a v8 deprecation warning.app.init(options) is async. It builds the renderer, wires up plugins, and must complete before you can use app.canvas, app.renderer, or app.screen.app.render() every frame once init resolves (unless autoStart: false).app.destroy(rendererDestroyOptions, stageDestroyOptions) — the first argument forwards to renderer.destroy(). Pass true or { removeView: true } to remove the canvas from the DOM. Add releaseGlobalResources: true to drain global pools (batches, texture caches) when tearing down and re-creating an app in the same tab; omitting it is the usual cause of flickering and stale textures after a re-init (see pixijs-performance).await app.init({
width: 800,
height: 600,
background: 0x1099bb,
backgroundAlpha: 1,
antialias: true,
resolution: window.devicePixelRatio,
autoDensity: true,
preference: "webgpu",
autoStart: true,
sharedTicker: false,
resizeTo: window,
canvas: document.querySelector("#game-canvas") as HTMLCanvasElement,
});
For every option — view/canvas, background, renderer preference (including the array form), ticker, resize, culler, events, accessibility, WebGL/WebGPU context flags, Graphics bezier smoothness, GC, and per-renderer overrides (webgl / webgpu / canvasOptions) — see references/application-options.md.
app.stage; // root Container; add all display objects here
app.renderer; // the WebGL/WebGPU/Canvas renderer instance
app.canvas; // the HTMLCanvasElement (insert it into the DOM yourself)
app.screen; // Rectangle describing the visible area in CSS pixels
app.domContainerRoot; // HTMLDivElement that holds DOMContainer overlays
app.stage is a plain Container. For scene graph detail (transforms, addChild, destroy) see pixijs-scene-container. For renderer-level operations (extract, generateTexture, custom systems) see pixijs-core-concepts and pixijs-custom-rendering. app.domContainerRoot is the <div> that the renderer uses to host DOMContainer overlays; append it next to app.canvas when you need DOM elements pinned to scene nodes (see pixijs-scene-dom-container).
Set resizeTo at init (or reassign app.resizeTo later) to have the plugin listen for the resize event and call renderer.resize() with the target element's client size. Combine with autoDensity: true and resolution: window.devicePixelRatio for high-DPI output.
await app.init({ resizeTo: window });
app.resizeTo = document.querySelector("#game-container") as HTMLElement;
app.resize(); // immediate resize to the target's current size
app.queueResize(); // defer the resize to the next animation frame
app.cancelResize(); // drop a pending queueResize
The plugin keeps the canvas matched to the target. app.screen and app.canvas.width/height update in response; read them after the resize to place UI.
app.resize() — immediate synchronous resize.app.queueResize() — coalesces rapid calls by deferring to the next frame; internally used by the window.resize listener to avoid redundant work.app.cancelResize() — cancels a queued resize. Call this before tearing down your own layout code that triggered queueResize.The TickerPlugin creates app.ticker and registers app.render() on it at UPDATE_PRIORITY.LOW. Control the loop with app.start()/app.stop() and add callbacks with app.ticker.add / app.ticker.addOnce:
app.ticker.add((ticker) => {
sprite.rotation += 0.01 * ticker.deltaTime;
});
app.ticker.addOnce(() => {
console.log("runs once on the next frame, then removes itself");
});
app.stop(); // pause the render loop (e.g. tab hidden)
app.start(); // resume
The callback receives the Ticker instance; read ticker.deltaTime for a frame-rate-independent multiplier (~1.0 at 60fps), ticker.deltaMS for real milliseconds, or ticker.FPS for the current frame rate. See pixijs-ticker for priorities, FPS capping, onRender, shared vs private tickers, and the v8 callback signature change.
await app.init({ autoStart: false, width: 800, height: 600 });
document.body.appendChild(app.canvas);
function frame() {
updateScene();
app.render();
requestAnimationFrame(frame);
}
frame();
autoStart: false prevents the TickerPlugin from starting the ticker automatically. Call app.render() yourself (or app.renderer.render({ container: app.stage }) for the same effect). If you still want registered ticker callbacks to fire, call app.ticker.update() inside your loop before app.render().
The CullerPlugin skips rendering containers that fall outside app.renderer.screen. It isn't registered by default; add it before creating your app:
import {
Application,
Container,
Sprite,
extensions,
CullerPlugin,
Rectangle,
} from "pixi.js";
extensions.add(CullerPlugin);
const app = new Application();
await app.init({ width: 800, height: 600 });
const world = new Container();
world.cullable = true; // this container is culled when its bounds leave the screen
world.cullableChildren = true; // default; set `false` to skip recursing into children
const tile = Sprite.from("tile.png");
tile.cullable = true;
world.addChild(tile);
app.stage.addChild(world);
Containers are not culled unless cullable is set. Override the default bounds check with container.cullArea = new Rectangle(x, y, w, h) when child bounds are expensive to compute. The plugin wraps app.render() so Culler.shared.cull(app.stage, app.renderer.screen) runs before every frame. See pixijs-performance for when culling pays off.
Extend Application by registering a class with static init, static destroy, and static extension = ExtensionType.Application. Both methods are called with this bound to the Application instance, so this.renderer and this.stage are available.
import {
Application,
ExtensionType,
extensions,
type ApplicationOptions,
} from "pixi.js";
class FpsOverlay {
public static extension = ExtensionType.Application;
public static init(this: Application, options: Partial<ApplicationOptions>) {
// runs inside app.init() after the renderer is created
// attach props/methods to `this` to expose them on the app
}
public static destroy(this: Application) {
// runs inside app.destroy() — tear down anything you attached
}
}
extensions.add(FpsOverlay);
Plugins initialize in registration order and destroy in reverse. To add typed options for your plugin, extend PixiMixins.ApplicationOptions:
declare global {
namespace PixiMixins {
interface ApplicationOptions {
fpsOverlay?: { visible?: boolean };
}
}
}
await app.init({ fpsOverlay: { visible: true } });
The built-in ResizePlugin, TickerPlugin, and opt-in CullerPlugin all use this same contract. If you set skipExtensionImports: true, register the built-ins you need yourself (extensions.add(ResizePlugin, TickerPlugin)).
Wrong:
const app = new Application({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
Correct:
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
In v8 the Application constructor takes no arguments. Options passed there are ignored and log a deprecation warning; the renderer is only created inside the async init() call.
Wrong:
document.body.appendChild(app.view);
Correct:
document.body.appendChild(app.canvas);
app.view was renamed to app.canvas in v8. The old getter still works but emits a deprecation warning.
Wrong:
const app = new Application();
document.body.appendChild(app.canvas);
app.init({ width: 800, height: 600 });
Correct:
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
app.renderer, app.canvas, and app.screen are only populated once the init() promise resolves. Accessing them earlier returns undefined.
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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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。
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 loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures, SVG as texture or Graphics, resolution detection, per-asset data options, and forcing a specific loader with the parser field (for extension-less URLs). Triggers on: Assets, Assets.load, Assets.init, loadBundle, manifest, backgroundLoad, Spritesheet, Cache, LoadOptions, unload, parser, loadParser, loadWebFont, loadBitmapFont, loadVideoTextures, GifSource, VideoSourceOptions.
中文简介正在准备中。当前显示原文说明。