Terminal.skills
Skills/pixijs
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pixijs

You are an expert in PixiJS, the fastest 2D rendering engine for the web. You help developers build games, interactive visualizations, animated ads, creative coding projects, and rich UI effects using PixiJS's WebGL-first renderer with automatic Canvas fallback — handling sprites, text, filters, masks, blend modes, and custom shaders at 60fps with hundreds of thousands of objects.

#2d-rendering#webgl#canvas#graphics#animation#interactive#creative-coding
terminal-skillsv1.0.0
Works with:claude-codeopenai-codexgemini-clicursor
Source

Usage

$
✓ Installed pixijs v1.0.0

Getting Started

  1. Install the skill using the command above
  2. Open your AI coding agent (Claude Code, Codex, Gemini CLI, or Cursor)
  3. Reference the skill in your prompt
  4. The AI will use the skill's capabilities automatically

Example Prompts

  • "Review the open pull requests and summarize what needs attention"
  • "Generate a changelog from the last 20 commits on the main branch"

Information

Version
1.0.0
Author
terminal-skills
Category
Game Development
License
Apache-2.0

Documentation

You are an expert in PixiJS, the fastest 2D rendering engine for the web. You help developers build games, interactive visualizations, animated ads, creative coding projects, and rich UI effects using PixiJS's WebGL-first renderer with automatic Canvas fallback — handling sprites, text, filters, masks, blend modes, and custom shaders at 60fps with hundreds of thousands of objects.

Core Capabilities

Application Setup

typescript
// src/main.ts — PixiJS 8 application
import { Application, Sprite, Text, Container, Assets } from "pixi.js";

const app = new Application();
await app.init({
  width: 800,
  height: 600,
  backgroundColor: 0x1a1a2e,
  antialias: false,                       // Crisp pixel art
  resolution: window.devicePixelRatio,    // Retina support
});
document.body.appendChild(app.canvas);

// Load assets
await Assets.load([
  { alias: "hero", src: "/sprites/hero.png" },
  { alias: "tileset", src: "/sprites/tileset.png" },
  { alias: "particle", src: "/sprites/particle.png" },
]);

// Create sprite
const hero = Sprite.from("hero");
hero.anchor.set(0.5);                    // Center anchor for rotation
hero.position.set(400, 300);
app.stage.addChild(hero);

// Game loop
app.ticker.add((ticker) => {
  hero.rotation += 0.01 * ticker.deltaTime;
});

Containers and Scene Graph

typescript
// Hierarchical scene graph
const world = new Container();
const uiLayer = new Container();
const particleLayer = new Container();

app.stage.addChild(world);
app.stage.addChild(particleLayer);
app.stage.addChild(uiLayer);            // UI always on top

// Sort children by Y position (depth sorting for top-down games)
world.sortableChildren = true;
entities.forEach((entity) => {
  entity.zIndex = entity.y;
});

Filters and Shaders

typescript
import { BlurFilter, ColorMatrixFilter, DisplacementFilter } from "pixi.js";

// Built-in filters
const blur = new BlurFilter({ strength: 4 });
const grayscale = new ColorMatrixFilter();
grayscale.desaturate();

background.filters = [blur];              // Depth-of-field effect
deadEnemy.filters = [grayscale];          // Desaturate on death

// Displacement map for water/heat effects
const displacementSprite = Sprite.from("displacement-map");
displacementSprite.texture.source.addressMode = "repeat";
const displacement = new DisplacementFilter({
  sprite: displacementSprite,
  scale: 20,
});
waterLayer.filters = [displacement];

// Animate displacement for flowing water
app.ticker.add((ticker) => {
  displacementSprite.x += 0.5 * ticker.deltaTime;
  displacementSprite.y += 0.3 * ticker.deltaTime;
});

Spritesheet Animation

typescript
import { AnimatedSprite, Spritesheet, Assets } from "pixi.js";

// Load spritesheet
const sheet = await Assets.load("/sprites/hero.json");

// Create animated sprite
const heroAnim = new AnimatedSprite(sheet.animations["walk"]);
heroAnim.animationSpeed = 0.15;
heroAnim.play();
app.stage.addChild(heroAnim);

// Switch animations
function setAnimation(name: string) {
  heroAnim.textures = sheet.animations[name];
  heroAnim.play();
}
// setAnimation("idle"), setAnimation("attack"), setAnimation("die")

Text and Graphics

typescript
import { Text, TextStyle, Graphics } from "pixi.js";

// Styled text
const style = new TextStyle({
  fontFamily: "Press Start 2P",          // Pixel font
  fontSize: 24,
  fill: ["#ffffff", "#00ff88"],          // Gradient fill
  stroke: { color: "#000000", width: 4 },
  dropShadow: { color: "#000000", distance: 2 },
});
const scoreText = new Text({ text: "Score: 0", style });

// Procedural graphics
const healthBar = new Graphics();
healthBar.rect(0, 0, 200, 20).fill(0x333333);  // Background
healthBar.rect(2, 2, 196 * hp, 16).fill(0x00ff00);  // Fill

// Minimap
const minimap = new Graphics();
minimap.circle(playerX / 10, playerY / 10, 3).fill(0x00ff00);
rooms.forEach(r => minimap.rect(r.x / 10, r.y / 10, r.w / 10, r.h / 10).stroke(0x666666));

Installation

bash
npm install pixi.js
# PixiJS 8 (latest): WebGPU + WebGL, tree-shakeable

Best Practices

  1. Use containers for layers — Separate world, UI, particles, debug into containers; set sortableChildren for depth sorting
  2. Sprite batching — Sprites using the same texture atlas are batched automatically; keep atlases under 4096×4096
  3. Object pooling — Pre-create sprites and reuse them; PixiJS allocation is fast but GC pauses are not
  4. ParticleContainer — Use ParticleContainer for thousands of simple sprites (no filters, no children); 10x faster than Container
  5. Filters sparingly — Each filter triggers a render texture pass; use 1-2 filters on large containers, not per-sprite
  6. Asset loading — Use Assets.load with aliases; supports spritesheets, bitmap fonts, JSON, and audio
  7. Resolution — Set resolution: devicePixelRatio for sharp rendering on retina screens
  8. Destroy properly — Call sprite.destroy(true) to free GPU texture; prevents memory leaks in long-running apps