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PixiJS Guides, Docs & API: llms-full.txt

Introduction & Overview

What PixiJS Is

So what exactly is PixiJS? At its heart, PixiJS is a rendering system that uses WebGL (or optionally Canvas) to display images and other 2D visual content. It provides a full scene graph (a hierarchy of objects to render), and provides interaction support to enable handling click and touch events. It is a natural replacement for Flash in the modern HTML5 world, but provides better performance and pixel-level effects that go beyond what Flash could achieve. It is perfect for online games, educational content, interactive ads, data visualization... any web-based application where complex graphics are important. And coupled with technology such as Cordova and Electron, PixiJS apps can be distributed beyond the browser as mobile and desktop applications.

Here's what else you get with PixiJS:

PixiJS Is ... Fast

One of the major features that distinguishes PixiJS from other web-based rendering solutions is speed. From the ground up, the render pipeline has been built to get the most performance possible out of your users' browsers. Automatic sprite and geometry batching, careful use of GPU resources, a tight scene graph - no matter your application, speed is valuable, and PixiJS has it to spare.

... More Than Just Sprites

Drawing images on a page can be handled with HTML5 and the DOM, so why use PixiJS? Beyond performance, the answer is that PixiJS goes well beyond simple images. Draw trails and tracks with MeshRope. Draw polygons, lines, circles and other primitives with Graphics. Text provides full text rendering support that's just as performant as sprites. And even when drawing simple images, PixiJS natively supports spritesheets for efficient loading and ease of development.

... Hardware accelerated

JavaScript has two APIs for handling hardware acceleration for graphical rendering: WebGL and the more modern WebGPU. Both essentially offer a JavaScript API for accessing users' GPUs for fast rendering and advanced effects. PixiJS leverages them to efficiently display thousands of moving sprites, even on mobile devices. However, using WebGL and WebGPU offers more than just speed. By using the Filter class, you can write shader programs (or use pre-built ones!) to achieve displacement maps, blurring, and other advanced visual effects that cannot be accomplished with just the DOM or Canvas APIs.

... Open Source

Want to understand how the engine works? Trying to track down a bug? Been burned by closed-source projects going dark? With PixiJS, you get a mature project with full source code access. We're MIT licensed for compatibility, and hosted on GitHub for issue tracking and ease of access.

... Extensible

Open source helps. So does being based on JavaScript. But the real reason PixiJS is easy to extend is the clean internal API that underlies every part of the system. After years of development and 5 major releases, PixiJS is ready to make your project a success, no matter what your needs.

... Easy to Deploy

Flash required the player. Unity requires an installer or app store. PixiJS requires... a browser. Deploying PixiJS on the web is exactly like deploying a web site. That's all it is - JavaScript + images + audio, like you've done a hundred times. Your users simply visit a URL, and your game or other content is ready to run. But it doesn't stop at the web. If you want to deploy a mobile app, wrap your PixiJS code in Cordova. Want to deploy a standalone desktop program? Build an Electron wrapper, and you're ready to rock.

What PixiJS Is Not

While PixiJS can do many things, there are things it can't do, or that require additional tools to accomplish. Newcomers to PixiJS often struggle to identify which tasks PixiJS can solve, and which require outside solutions. If you're about to start a project, it can be helpful to know if PixiJS is a good fit for your needs. The following list is obviously incomplete - PixiJS is also not, for example, a duck - but it includes many common tasks or features that you might expect us to support.

PixiJS Is Not ... A Framework

PixiJS is a rendering engine, and it supports additional features such as interaction management that are commonly needed when using a render engine. But it is not a framework like Unity or Phaser. Frameworks are designed to do all the things you'd need to do when building a game - user settings management, music playback, object scripting, art pipeline management... the list goes on. PixiJS is designed to do one thing really well - render graphical content. This lets us focus on keeping up with new technology, and makes downloading PixiJS blazingly fast.

... A 3D Renderer

PixiJS is built for 2D. Platformers, adventure games, interactive ads, custom data visualization... all good. But if you want to render 3D models, you might want to check out babylon.js or three.js.

... A Mobile App

If you're looking to build mobile games, you can do it with PixiJS, but you'll need to use a deployment system like Apache Cordova if you want access to native bindings. We don't provide access to the camera, location services, notifications, etc.

... A UI Library

Building a truly generic UI system is a huge challenge, as anyone who has worked with Unity's UI tools can attest. We've chosen to avoid the complexity to stay true to our core focus on speed. While you can certainly build your own UI using PixiJS's scene graph and interaction manager, we don't ship with a UI library out of the box.

... A Data Store

There are many techniques and technologies that you can use to store settings, scores, and other data. Cookies, Web Storage, server-based storage... there are many solutions, each with advantages and disadvantages. You can use any of them with PixiJS, but we don't provide tools to do so.

... An Audio Library

At least, not out of the box. Again, web audio technology is a constantly evolving challenge, with constantly changing rules and requirements across many browsers. There are a number of dedicated web audio libraries (such as Howler.js that can be used with PixiJS to play sound effects and music. Alternatively, the PixiJS Sound plugin is designed to work well with PixiJS.

... A Development Environment

There are a number of tools that are useful for building 2D art and games that you might expect to be a part of PixiJS, but we're a rendering engine, not a development environment. Packing sprite sheets, processing images, building mipmaps or Retina-ready sprites - there are great standalone tools for this type of tooling. Where appropriate throughout the guides, we'll point you to tools that may be useful.

So Is PixiJS Right For Me?

Only you know! If you're looking for a tightly focused, fast and efficient rendering engine for your next web-based project, PixiJS is likely a great fit.

If you need a full game development framework, with native bindings and a rich UI library, you may want to explore other options.

Or you may not. It can be faster and easier to build just the subset of a full framework that your project needs than it can be to digest a monolithic API with bells and whistles you don't need. There are hundreds of complex, rich games and visual projects that use PixiJS for rendering, with plugins or custom code to add the UI and sound effects. There are benefits to both approaches. Regardless, we hope you have a better feel for what PixiJS can (and cannot!) offer your project.

Getting Started

In this section we're going to build the simplest possible PixiJS application. In doing so, we'll walk through the basics of how to build and serve the code.

Advanced Users

A quick note before we start: this guide is aimed at beginning PixiJS developers who have minimal experience developing JavaScript-based applications. If you are a coding veteran, you may find that the level of detail here is not helpful. If that's the case, you may want to skim this guide, then jump into how to work with PixiJS and packers like webpack and npm.

A Note About JavaScript

One final note. The JavaScript universe is currently in transition from old-school JavaScript (ES5) to the newer ES6 flavor:

// ES5
var x = 5;
setTimeout(function() { alert(x); }, 1000);
// ES6
const x = 5;
setTimeout(() => alert(x), 1000);

ES6 brings a number of major advantages in terms of clearer syntax, better variable scoping, native class support, etc. By now, all major browsers support it. Given this, our examples in these guides will use ES6. This doesn't mean you can't use PixiJS with ES5 programs! Just mentally substitute "var" for "let/const", expand the shorter function-passing syntax, and everything will run just fine.

Components of a PixiJS Application

OK! With those notes out of the way, let's get started. There are only a few steps required to write a PixiJS application:

  • Create an HTML file
  • Serve the file with a web server
  • Load the PixiJS library
  • Create an Application
  • Add the generated view to the DOM
  • Add an image to the stage
  • Write an update loop

Let's walk through them together.

The HTML File

PixiJS is a JavaScript library that runs in a web page. So the first thing we're going to need is some HTML in a file. In a real PixiJS application, you might want to embed your display within a complex existing page, or you might want your display area to fill the whole page. For this demo, we'll build an empty page to start:

<!doctype html>
<html>
  <head>
  </head>
  <body>
    <h1>Hello PixiJS</h1>
  </body>
</html>

Create a new folder named pixi-test, then copy and paste this HTML into a new file in the pixi-test folder named index.html.

Serving the File

You will need to run a web server to develop locally with PixiJS. Web browsers prevent loading local files (such as images and audio files) on locally loaded web pages. If you just double-click your new HTML file, you'll get an error when you try to add a sprite to the PixiJS stage.

Running a web server sounds complex and difficult, but it turns out there are a number of simple web servers that will serve this purpose. For this guide, we're going to be working with Mongoose, but you could just as easily use XAMPP or the http-server Node.js package to serve your files.

To start serving your page with Mongoose, go to the Mongoose download page and download the free server for your operating system. Mongoose defaults to serving the files in the folder it's run in, so copy the downloaded executable into the folder you created in the prior step (pixi-test). Double-click the executable, tell your operating system that you trust the file to run, and you'll have a running web server, serving your new folder.

Test that everything is working by opening your browser of choice and entering http://127.0.0.1:8080 in the location bar. (Mongoose by default serves files on port 8080.) You should see "Hello PixiJS" and nothing else. If you get an error at this step, it means you didn't name your file index.html or you mis-configured your web server.

Loading PixiJS

OK, so we have a web page, and we're serving it. But it's empty. The next step is to actually load the PixiJS library. If we were building a real application, we'd want to download a target version of PixiJS from the Pixi Github repo so that our version wouldn't change on us. But for this sample application, we'll just use the CDN version of PixiJS. Add this line to the <head> section of your index.html file:

<script src="https://pixijs.download/release/pixi.js"></script>

This will include a non-minified version of the latest version of PixiJS when your page loads, ready to be used. We use the non-minified version because we're in development. In production, you'd want to use pixi.min.js instead, which is compressed for faster download and excludes assertions and deprecation warnings that can help when building your project, but take longer to download and run.

Creating an Application

Loading the library doesn't do much good if we don't use it, so the next step is to start up PixiJS. Start by replacing the line <h1>Hello PixiJS</h1> with a script tag like so:

<script type="module">
  const app = new PIXI.Application();
  await app.init({ width: 640, height: 360 });
</script>

What we're doing here is adding a JavaScript code block, and in that block creating a new PIXI.Application instance. Application is a helper class that simplifies working with PixiJS. It creates the renderer, creates the stage, and starts a ticker for updating. In production, you'll almost certainly want to do these steps yourself for added customization and control - we'll cover doing so in a later guide. For now, the Application class is a perfect way to start playing with PixiJS without worrying about the details. The Application class also has a method init that will initialize the application with the given options. This method is asynchronous, so we use the await keyword to start our logic after the promise has completed. This is because PixiJS uses WebGPU or WebGL under the hood, and the former API asynchronous.

Adding the Canvas to the DOM

When the PIXI.Application class creates the renderer, it builds a Canvas element that it will render to. In order to see what we draw with PixiJS, we need to add this Canvas element to the web page's DOM. Append the following line to your page's script block:

  document.body.appendChild(app.canvas);

This takes the canvas created by the application (the Canvas element) and adds it to the body of your page.

Creating a Sprite

So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed.

There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of Containers. A Sprite is a type of Container that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth.

Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. We'll talk a lot more about resource loading in later guides. For now, we can use a helper method on the PIXI.Sprite class to handle the image loading for us:

  // load the PNG asynchronously
  await PIXI.Assets.load('sample.png');
  let sprite = PIXI.Sprite.from('sample.png');

Download the sample PNG here, and save it into your pixi-test directory next to your index.html.

Adding the Sprite to the Stage

Finally, we need to add our new sprite to the stage. The stage is simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it.

  app.stage.addChild(sprite);

Writing an Update Loop

While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block:

  // Add a variable to count up the seconds our demo has been running
  let elapsed = 0.0;
  // Tell our application's ticker to run a new callback every frame, passing
  // in the amount of time that has passed since the last tick
  app.ticker.add((ticker) => {
    // Add the time to our total elapsed time
    elapsed += ticker.deltaTime;
    // Update the sprite's X position based on the cosine of our elapsed time.  We divide
    // by 50 to slow the animation down a bit...
    sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
  });

All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.

Putting It All Together

That's it! The simplest PixiJS project!

Here's the whole thing in one place. Check your file and make sure it matches if you're getting errors.

<!doctype html>
<html>
  <head>
    <script src="https://pixijs.download/release/pixi.min.js"></script>
  </head>
  <body>
    <script type="module">
      // Create the application helper and add its render target to the page
      const app = new PIXI.Application();
      await app.init({ width: 640, height: 360 })
      document.body.appendChild(app.canvas);

      // Create the sprite and add it to the stage
      await PIXI.Assets.load('sample.png');
      let sprite = PIXI.Sprite.from('sample.png');
      app.stage.addChild(sprite);

      // Add a ticker callback to move the sprite back and forth
      let elapsed = 0.0;
      app.ticker.add((ticker) => {
        elapsed += ticker.deltaTime;
        sprite.x = 100.0 + Math.cos(elapsed/50.0) * 100.0;
      });
    </script>
  </body>
</html>

Once you have things working, the next thing to do is to read through the rest of the Basics guides to dig into how all this works in much greater depth.

FAQ

What is PixiJS for?

Everything! Pixi.js is a rendering library that will allow you to create rich, interactive graphic experiences, cross-platform applications, and games without having to dive into the WebGL API or grapple with the intricacies of browser and device compatibility. Killer performance with a clean API, means not only will your content be better - but also faster to build!

Is PixiJS free?

PixiJS is and always will be free and Open Source. That said, financial contributions are what make it possible to push PixiJS further, faster. Contributions allow us to commission the PixiJS developer community to accelerate feature development and create more in-depth documentation. Support Us by making a contribution via Open Collective. Go on! It will be a massive help AND make you feel good about yourself, win win ;)

Where do I get it?

Visit our GitHub page to download the very latest version of PixiJS. This is the most up-to-date resource for PixiJS and should always be your first port of call to make sure you are using the latest version. Just click the 'Download' link in the navigation.

How do I get started?

Right here! Take a look through the Resources section for a wealth of information including documentation, forums, tutorials and the Goodboy blog.

Why should I use PixiJS?

Because you care about speed. PixiJS' #1 mantra has always been speed. We really do feel the need! We do everything we can to make PixiJS as streamlined, efficient and fast as possible, whilst balancing it with offering as many crucial and valuable features as we can.

Is PixiJS a game engine?

No. PixiJS is what we've come to think of as a "creation engine". Whilst it is extremely good for making games, the core essence of PixiJS is simply moving things around on screens as quickly and efficiently as possible. It does of course happen that it is absolutely brilliant for making games though!

Who makes PixiJS?

Outside of the highly active PixiJS community, it is primarily maintained by Mat Groves, Technical Partner of our creative agency Goodboy Digital. One of the huge advantages of creating PixiJS within the framework of a working agency is that it means its features are always driven by genuine industry demands and critically are always trialled "in anger" in our cutting-edge games, sites and apps.

I found a bug. What should I do?

Two things - lets us know via the PixiJS GitHub community and even better yet, if you know how, post a fix! Our Community is stronger in numbers so we're always keen to welcome new contributors into the team to help us shape what PixiJS becomes next.

Architecture Overview

OK, now that you've gotten a feel for how easy it is to build a PixiJS application, let's get into the specifics. For the rest of the Basics section, we're going to work from the high level down to the details. We'll start with an overview of how PixiJS is put together.

The Code

Before we get into how the code is laid out, let's talk about where it lives. PixiJS is an open source product hosted on GitHub. Like any GitHub repo, you can browse and download the raw source files for each PixiJS class, as well as search existing issues & bugs, and even submit your own. PixiJS is written in a JavaScript variant called TypeScript, which enables type-checking in JavaScript via a pre-compile step.

The Components

Here's a list of the major components that make up PixiJS. Note that this list isn't exhaustive. Additionally, don't worry too much about how each component works. The goal here is to give you a feel for what's under the hood as we start exploring the engine.

Major Components

Component Description
Renderer The core of the PixiJS system is the renderer, which displays the scene graph and draws it to the screen. PixiJS will automatically determine whether to provide you the WebGPU or WebGL renderer under the hood.
Container Main scene object which creates a scene graph: the tree of renderable objects to be displayed, such as sprites, graphics and text. See Scene Graph for more details.
Assets The Asset system provides tools for asynchronously loading resources such as images and audio files.
Ticker Tickers provide periodic callbacks based on a clock. Your game update logic will generally be run in response to a tick once per frame. You can have multiple tickers in use at one time.
Application The Application is a simple helper that wraps a Loader, Ticker and Renderer into a single, convenient easy-to-use object. Great for getting started quickly, prototyping and building simple projects.
Events PixiJS supports pointer-based interaction - making objects clickable, firing hover events, etc.
Accessibility Woven through our display system is a rich set of tools for enabling keyboard and screen-reader accessibility.

Core Concepts

Render Loop

Now that you understand the major parts of the system, let's look at how these parts work together to get your project onto the screen. Unlike a web page, PixiJS is constantly updating and re-drawing itself, over and over. You update your objects, then PixiJS renders them to the screen, then the process repeats. We call this cycle the render loop.

The majority of any PixiJS project is contained in this update + render cycle. You code the updates, PixiJS handles the rendering.

Let's walk through what happens each frame of the render loop. There are three main steps.

Running Ticker Callbacks

The first step is to calculate how much time has elapsed since the last frame, and then call the Application object's ticker callbacks with that time delta. This allows your project's code to animate and update the sprites, etc. on the stage in preparation for rendering.

Updating the Scene Graph

We'll talk a lot more about what a scene graph is and what it's made of in the next guide, but for now, all you need to know is that it contains the things you're drawing - sprites, text, etc. - and that these objects are in a tree-like hierarchy. After you've updated your game objects by moving, rotating and so forth, PixiJS needs to calculate the new positions and state of every object in the scene, before it can start drawing.

Rendering the Scene Graph

Now that our game's state has been updated, it's time to draw it to the screen. The rendering system starts with the root of the scene graph (app.stage), and starts rendering each object and its children, until all objects have been drawn. No culling or other cleverness is built into this process. If you have lots of objects outside of the visible portion of the stage, you'll want to investigate disabling them as an optimization.

Frame Rates

A note about frame rates. The render loop can't be run infinitely fast - drawing things to the screen takes time. In addition, it's not generally useful to have a frame updated more than once per screen update (commonly 60fps, but newer monitors can support 144fps and up). Finally, PixiJS runs in the context of a web browser like Chrome or Firefox. The browser itself has to balance the needs of various internal operations with servicing any open tabs. All this to say, determining when to draw a frame is a complex issue.

In cases where you want to adjust that behavior, you can set the minFPS and maxFPS attributes on a Ticker to give PixiJS hints as to the range of tick speeds you want to support. Just be aware that due to the complex environment, your project cannot guarantee a given FPS. Use the passed ticker.deltaTime value in your ticker callbacks to scale any animations to ensure smooth playback.

Custom Render Loops

What we've just covered is the default render loop provided out of the box by the Application helper class. There are many other ways of creating a render loop that may be helpful for advanced users looking to solve a given problem. While you're prototyping and learning PixiJS, sticking with the Application's provided system is the recommended approach.

Scene Graph

Every frame, PixiJS is updating and then rendering the scene graph. Let's talk about what's in the scene graph, and how it impacts how you develop your project. If you've built games before, this should all sound very familiar, but if you're coming from HTML and the DOM, it's worth understanding before we get into specific types of objects you can render.

The Scene Graph Is a Tree

The scene graph's root node is a container maintained by the application, and referenced with app.stage. When you add a sprite or other renderable object as a child to the stage, it's added to the scene graph and will be rendered and interactable. PixiJS Containers can also have children, and so as you build more complex scenes, you will end up with a tree of parent-child relationships, rooted at the app's stage.

(A helpful tool for exploring your project is the Pixi.js devtools plugin for Chrome, which allows you to view and manipulate the scene graph in real time as it's running!)

Parents and Children

When a parent moves, its children move as well. When a parent is rotated, its children are rotated too. Hide a parent, and the children will also be hidden. If you have a game object that's made up of multiple sprites, you can collect them under a container to treat them as a single object in the world, moving and rotating as one.

Each frame, PixiJS runs through the scene graph from the root down through all the children to the leaves to calculate each object's final position, rotation, visibility, transparency, etc. If a parent's alpha is set to 0.5 (making it 50% transparent), all its children will start at 50% transparent as well. If a child is then set to 0.5 alpha, it won't be 50% transparent, it will be 0.5 x 0.5 = 0.25 alpha, or 75% transparent. Similarly, an object's position is relative to its parent, so if a parent is set to an x position of 50 pixels, and the child is set to an x position of 100 pixels, it will be drawn at a screen offset of 150 pixels, or 50 + 100.

Here's an example. We'll create three sprites, each a child of the last, and animate their position, rotation, scale and alpha. Even though each sprite's properties are set to the same values, the parent-child chain amplifies each change:

// Create the application helper and add its render target to the page
const app = new Application();
await app.init({ width: 640, height: 360 })
document.body.appendChild(app.canvas);

// Add a container to center our sprite stack on the page
const container = new Container({
  x:app.screen.width / 2,
  y:app.screen.height / 2
});

app.stage.addChild(container);

// load the texture
await Assets.load('assets/images/sample.png');

// Create the 3 sprites, each a child of the last
const sprites = [];
let parent = container;
for (let i = 0; i < 3; i++) {
  let wrapper = new Container();
  let sprite = Sprite.from('assets/images/sample.png');
  sprite.anchor.set(0.5);
  wrapper.addChild(sprite);
  parent.addChild(wrapper);
  sprites.push(wrapper);
  parent = wrapper;
}

// Set all sprite's properties to the same value, animated over time
let elapsed = 0.0;
app.ticker.add((delta) => {
  elapsed += delta.deltaTime / 60;
  const amount = Math.sin(elapsed);
  const scale = 1.0 + 0.25 * amount;
  const alpha = 0.75 + 0.25 * amount;
  const angle = 40 * amount;
  const x = 75 * amount;
  for (let i = 0; i < sprites.length; i++) {
    const sprite = sprites[i];
    sprite.scale.set(scale);
    sprite.alpha = alpha;
    sprite.angle = angle;
    sprite.x = x;
  }
});

The cumulative translation, rotation, scale and skew of any given node in the scene graph is stored in the object's worldTransform property. Similarly, the cumulative alpha value is stored in the worldAlpha property.

Render Order

So we have a tree of things to draw. Who gets drawn first?

PixiJS renders the tree from the root down. At each level, the current object is rendered, then each child is rendered in order of insertion. So the second child is rendered on top of the first child, and the third over the second.

Check out this example, with two parent objects A & D, and two children B & C under A:

// Create the application helper and add its render target to the page
const app = new Application();
await app.init({ width: 640, height: 360 })
document.body.appendChild(app.canvas);

// Label showing scene graph hierarchy
const label = new Text({
  text:'Scene Graph:\n\napp.stage\n  ┗ A\n     ┗ B\n     ┗ C\n  ┗ D',
  style:{fill: '#ffffff'},
  position: {x: 300, y: 100}
});

app.stage.addChild(label);

// Helper function to create a block of color with a letter
const letters = [];
function addLetter(letter, parent, color, pos) {
  const bg = new Sprite(Texture.WHITE);
  bg.width = 100;
  bg.height = 100;
  bg.tint = color;

  const text = new Text({
    text:letter,
    style:{fill: "#ffffff"}
  });

  text.anchor.set(0.5);
  text.position = {x: 50, y: 50};

  const container = new Container();
  container.position = pos;
  container.visible = false;
  container.addChild(bg, text);
  parent.addChild(container);

  letters.push(container);
  return container;
}

// Define 4 letters
let a = addLetter('A', app.stage, 0xff0000, {x: 100, y: 100});
let b = addLetter('B', a,         0x00ff00, {x: 20,  y: 20});
let c = addLetter('C', a,         0x0000ff, {x: 20,  y: 40});
let d = addLetter('D', app.stage, 0xff8800, {x: 140, y: 100});

// Display them over time, in order
let elapsed = 0.0;
app.ticker.add((ticker) => {
  elapsed += ticker.deltaTime / 60.0;
  if (elapsed >= letters.length) { elapsed = 0.0; }
  for (let i = 0; i < letters.length; i ++) {
    letters[i].visible = elapsed >= i;
  }
});

If you'd like to re-order a child object, you can use setChildIndex(). To add a child at a given point in a parent's list, use addChildAt(). Finally, you can enable automatic sorting of an object's children using the sortableChildren option combined with setting the zIndex property on each child.

RenderGroups

As you delve deeper into PixiJS, you'll encounter a powerful feature known as Render Groups. Think of Render Groups as specialized containers within your scene graph that act like mini scene graphs themselves. Here's what you need to know to effectively use Render Groups in your projects. For more info check out the RenderGroups overview

Culling

If you're building a project where a large proportion of your scene objects are off-screen (say, a side-scrolling game), you will want to cull those objects. Culling is the process of evaluating if an object (or its children!) is on the screen, and if not, turning off rendering for it. If you don't cull off-screen objects, the renderer will still draw them, even though none of their pixels end up on the screen.

PixiJS doesn't provide built-in support for viewport culling, but you can find 3rd party plugins that might fit your needs. Alternately, if you'd like to build your own culling system, simply run your objects during each tick and set renderable to false on any object that doesn't need to be drawn.

Local vs Global Coordinates

If you add a sprite to the stage, by default it will show up in the top left corner of the screen. That's the origin of the global coordinate space used by PixiJS. If all your objects were children of the stage, that's the only coordinates you'd need to worry about. But once you introduce containers and children, things get more complicated. A child object at [50, 100] is 50 pixels right and 100 pixels down from its parent.

We call these two coordinate systems "global" and "local" coordinates. When you use position.set(x, y) on an object, you're always working in local coordinates, relative to the object's parent.

The problem is, there are many times when you want to know the global position of an object. For example, if you want to cull offscreen objects to save render time, you need to know if a given child is outside the view rectangle.

To convert from local to global coordinates, you use the toGlobal() function. Here's a sample usage:

// Get the global position of an object, relative to the top-left of the screen
let globalPos = obj.toGlobal(new Point(0,0));

This snippet will set globalPos to be the global coordinates for the child object, relative to [0, 0] in the global coordinate system.

Global vs Screen Coordinates

When your project is working with the host operating system or browser, there is a third coordinate system that comes into play - "screen" coordinates (aka "viewport" coordinates). Screen coordinates represent position relative to the top-left of the canvas element that PixiJS is rendering into. Things like the DOM and native mouse click events work in screen space.

Now, in many cases, screen space is equivalent to world space. This is the case if the size of the canvas is the same as the size of the render view specified when you create you Application. By default, this will be the case - you'll create for example an 800x600 application window and add it to your HTML page, and it will stay that size. 100 pixels in world coordinates will equal 100 pixels in screen space. BUT! It is common to stretch the rendered view to have it fill the screen, or to render at a lower resolution and up-scale for speed. In that case, the screen size of the canvas element will change (e.g. via CSS), but the underlying render view will not, resulting in a mis-match between world coordinates and screen coordinates.

Key Components

Containers

The Container class provides a simple display object that does what its name implies - collect a set of child objects together. But beyond grouping objects, containers have a few uses that you should be aware of.

Commonly Used Attributes

The most common attributes you'll use when laying out and animating content in PixiJS are provided by the Container class:

Property Description
position X- and Y-position are given in pixels and change the position of the object relative to its parent, also available directly as object.x / object.y
rotation Rotation is specified in radians, and turns an object clockwise (0.0 - 2 * Math.PI)
angle Angle is an alias for rotation that is specified in degrees instead of radians (0.0 - 360.0)
pivot Point the object rotates around, in pixels - also sets origin for child objects
alpha Opacity from 0.0 (fully transparent) to 1.0 (fully opaque), inherited by children
scale Scale is specified as a percent with 1.0 being 100% or actual-size, and can be set independently for the x and y axis
skew Skew transforms the object in x and y similar to the CSS skew() function, and is specified in radians
visible Whether the object is visible or not, as a boolean value - prevents updating and rendering object and children
renderable Whether the object should be rendered - when false, object will still be updated, but won't be rendered, doesn't affect children

Containers as Groups

Almost every type of display object is also derived from Container! This means that in many cases you can create a parent-child hierarchy with the objects you want to render.

However, it's a good idea not to do this. Standalone Container objects are very cheap to render, and having a proper hierarchy of Container objects, each containing one or more renderable objects, provides flexibility in rendering order. It also future-proofs your code, as when you need to add an additional object to a branch of the tree, your animation logic doesn't need to change - just drop the new object into the proper Container, and your logic moves the Container with no changes to your code.

So that's the primary use for Containers - as groups of renderable objects in a hierarchy.

Check out the container example code.

Masking

Another common use for Container objects is as hosts for masked content. "Masking" is a technique where parts of your scene graph are only visible within a given area.

Think of a pop-up window. It has a frame made of one or more Sprites, then has a scrollable content area that hides content outside the frame. A Container plus a mask makes that scrollable area easy to implement. Add the Container, set its mask property to a Graphics object with a rect, and add the text, image, etc. content you want to display as children of that masked Container. Any content that extends beyond the rectangular mask will simply not be drawn. Move the contents of the Container to scroll as desired.

// Create the application helper and add its render target to the page
let app = new Application({ width: 640, height: 360 });
document.body.appendChild(app.view);

// Create window frame
let frame = new Graphics({
  x:320 - 104,
  y:180 - 104
})
.rect(0, 0, 208, 208)
.fill(0x666666)
.stroke({ color: 0xffffff, width: 4, alignment: 0 })

app.stage.addChild(frame);

// Create a graphics object to define our mask
let mask = new Graphics()
// Add the rectangular area to show
 .rect(0,0,200,200)
 .fill(0xffffff);

// Add container that will hold our masked content
let maskContainer = new Container();
// Set the mask to use our graphics object from above
maskContainer.mask = mask;
// Add the mask as a child, so that the mask is positioned relative to its parent
maskContainer.addChild(mask);
// Offset by the window's frame width
maskContainer.position.set(4,4);
// And add the container to the window!
frame.addChild(maskContainer);

// Create contents for the masked container
let text = new Text({
  text:'This text will scroll up and be masked, so you can see how masking works.  Lorem ipsum and all that.\n\n' +
  'You can put anything in the container and it will be masked!',
  style:{
    fontSize: 24,
    fill: 0x1010ff,
    wordWrap: true,
    wordWrapWidth: 180
  },
  x:10
});

maskContainer.addChild(text);

// Add a ticker callback to scroll the text up and down
let elapsed = 0.0;
app.ticker.add((ticker) => {
  // Update the text's y coordinate to scroll it
  elapsed += ticker.deltaTime;
  text.y = 10 + -100.0 + Math.cos(elapsed/50.0) * 100.0;
});

There are two types of masks supported by PixiJS:

Use a Graphics object to create a mask with an arbitrary shape - powerful, but doesn't support anti-aliasing

Sprite: Use the alpha channel from a Sprite as your mask, providing anti-aliased edging - not supported on the Canvas renderer

Filtering

Another common use for Container objects is as hosts for filtered content. Filters are an advanced, WebGL/WebGPU-only feature that allows PixiJS to perform per-pixel effects like blurring and displacements. By setting a filter on a Container, the area of the screen the Container encompasses will be processed by the filter after the Container's contents have been rendered.

Below are list of filters available by default in PixiJS. There is, however, a community repository with many more filters.

Filter Description
AlphaFilter Similar to setting alpha property, but flattens the Container instead of applying to children individually.
BlurFilter Apply a blur effect
ColorMatrixFilter A color matrix is a flexible way to apply more complex tints or color transforms (e.g., sepia tone).
DisplacementFilter Displacement maps create visual offset pixels, for instance creating a wavy water effect.
NoiseFilter Create random noise (e.g., grain effect).

Under the hood, each Filter we offer out of the box is written in both glsl (for WebGL) and wgsl (for WebGPU). This means all filters should work on both renderers.

Important: Filters should be used somewhat sparingly. They can slow performance and increase memory usage if used too often in a scene.

Sprites

Sprites are the simplest and most common renderable object in PixiJS. They represent a single image to be displayed on the screen. Each Sprite contains a Texture to be drawn, along with all the transformation and display state required to function in the scene graph.

Creating Sprites

To create a Sprite, all you need is a Texture (check out the Texture guide). Load a PNG's URL using the Assets class, then call Sprite.from(url) and you're all set. Unlike v7 you now must load your texture before using it, this is to ensure best practices.

Check out the sprite example code.

Using Sprites

In our Container guide, we learned about the Container class and the various properties it defines. Since Sprite objects are also containers, you can move a sprite, rotate it, and update any other display property.

Alpha, Tint and Blend Modes

Alpha is a standard display object property. You can use it to fade sprites into the scene by animating each sprite's alpha from 0.0 to 1.0 over a period of time.

Tinting allows you to multiply the color value of every pixel by a single color. For example, if you had a dungeon game, you might show a character's poison status by setting obj.tint = 0x00FF00, which would give a green tint to the character.

Blend modes change how pixel colors are added to the screen when rendering. The three main modes are add, which adds each pixel's RGB channels to whatever is under your sprite (useful for glows and lighting), multiply which works like tint, but on a per-pixel basis, and screen, which overlays the pixels, brightening whatever is underneath them.

Scale vs Width & Height

One common area of confusion when working with sprites lies in scaling and dimensions. The Container class allows you to set the x and y scale for any object. Sprites, being Containers, also support scaling. In addition, however, Sprites support explicit width and height attributes that can be used to achieve the same effect, but are in pixels instead of a percentage. This works because a Sprite object owns a Texture, which has an explicit width and height. When you set a Sprite's width, internally PixiJS converts that width into a percentage of the underlying texture's width and updates the object's x-scale. So width and height are really just convenience methods for changing scale, based on pixel dimensions rather than percentages.

Pivot vs Anchor

If you add a sprite to your stage and rotate it, it will by default rotate around the top-left corner of the image. In some cases, this is what you want. In many cases, however, what you want is for the sprite to rotate around the center of the image it contains, or around an arbitrary point.

There are two ways to achieve this: pivots and anchors

An object's pivot is an offset, expressed in pixels, from the top-left corner of the Sprite. It defaults to (0, 0). If you have a Sprite whose texture is 100px x 50px, and want to set the pivot point to the center of the image, you'd set your pivot to (50, 25) - half the width, and half the height. Note that pivots can be set outside of the image, meaning the pivot may be less than zero or greater than the width/height. This can be useful in setting up complex animation hierarchies, for example. Every Container has a pivot.

An anchor, in contrast, is only available for Sprites. Anchors are specified in percentages, from 0.0 to 1.0, in each dimension. To rotate around the center point of a texture using anchors, you'd set your Sprite's anchor to (0.5, 0.5) - 50% in width and height. While less common, anchors can also be outside the standard 0.0 - 1.0 range.

The nice thing about anchors is that they are resolution and dimension agnostic. If you set your Sprite to be anchored in the middle then later change the size of the texture, your object will still rotate correctly. If you had instead set a pivot using pixel-based calculations, changing the texture size would require changing your pivot point.

So, generally speaking, you'll want to use anchors when working with Sprites.

One final note: unlike CSS, where setting the transform-origin of the image doesn't move it, in PixiJS setting an anchor or pivot will move your object on the screen. In other words, setting an anchor or pivot affects not just the rotation origin, but also the position of the sprite relative to its parent.

Textures

We're slowly working our way down from the high level to the low. We've talked about the scene graph, and in general about display objects that live in it. We're about to get to sprites and other simple display objects. But before we do, we need to talk about textures.

In PixiJS, textures are one of the core resources used by display objects. A texture, broadly speaking, represents a source of pixels to be used to fill in an area on the screen. The simplest example is a sprite - a rectangle that is completely filled with a single texture. But things can get much more complex.

Life-cycle of a Texture

Let's examine how textures really work, by following the path your image data travels on its way to the screen.

Here's the flow we're going to follow: Source Image > Loader > BaseTexture > Texture

Serving the Image

To start with, you have the image you want to display. The first step is to make it available on your server. This may seem obvious, but if you're coming to PixiJS from other game development systems, it's worth remembering that everything has to be loaded over the network. If you're developing locally, please be aware that you must use a webserver to test, or your images won't load due to how browsers treat local file security.

Loading the Image

To work with the image, the first step is to pull the image file from your webserver into the user's web browser. To do this, we can use Assets.load('myTexture.png'). Assets wraps and deals with telling the browser to fetch the image, convert it and then let you know when that has been completed. This process is asynchronous - you request the load, then time passes, then a promise completes to let you know the load is completed. We'll go into the loader in a lot more depth in a later guide.

const texture = await Assets.load('myTexture.png');

// pass a texture explicitly
const sprite = new Sprite(texture);
// as options
const sprite2 = new Sprite({texture});
// from the cache as the texture is loaded
const sprite3 = Sprite.from('myTexture.png')

TextureSources Own the Data

Once the texture has loaded, the loaded <IMG> element contains the pixel data we need. But to use it to render something, PixiJS has to take that raw image file and upload it to the GPU. This brings us to the real workhorse of the texture system - the TextureSource class. Each TextureSource manages a single pixel source - usually an image, but can also be a Canvas or Video element. TextureSources allow PixiJS to convert the image to pixels and use those pixels in rendering. In addition, it also contains settings that control how the texture data is rendered, such as the wrap mode (for UV coordinates outside the 0.0-1.0 range) and scale mode (used when scaling a texture).

TextureSource are automatically cached, so that calling Texture.from() repeatedly for the same URL returns the same TextureSource each time. Destroying a TextureSource frees the image data associated with it.

Textures are a View on BaseTextures

So finally, we get to the Texture class itself! At this point, you may be wondering what the Texture object does. After all, the BaseTexture manages the pixels and render settings. And the answer is, it doesn't do very much. Textures are light-weight views on an underlying BaseTexture. Their main attribute is the source rectangle within the TextureSource from which to pull.

If all PixiJS drew were sprites, that would be pretty redundant. But consider SpriteSheets. A SpriteSheet is a single image that contains multiple sprite images arranged within. In a Spritesheet object, a single TextureSource is referenced by a set of Textures, one for each source image in the original sprite sheet. By sharing a single TextureSource, the browser only downloads one file, and our batching renderer can blaze through drawing sprites since they all share the same underlying pixel data. The SpriteSheet's Textures pull out just the rectangle of pixels needed by each sprite.

That is why we have both Textures and TextureSource - to allow sprite sheets, animations, button states, etc to be loaded as a single image, while only displaying the part of the master image that is needed.

Loading Textures

We will discuss resource loading in a later guide, but one of the most common issues new users face when building a PixiJS project is how best to load their textures.

here's a quick cheat sheet of one good solution:

  1. Show a loading image
  2. Use Assets to ensure that all textures are loaded
  3. optionally update your loading image based on progress callbacks
  4. On loader completion, run all objects and use Texture.from() to pull the loaded textures out of the texture cache
  5. Prepare your textures (optional - see below)
  6. Hide your loading image, start rendering your scene graph

Using this workflow ensures that your textures are pre-loaded, to prevent pop-in, and is relatively easy to code.

Regarding preparing textures: Even after you've loaded your textures, the images still need to be pushed to the GPU and decoded. Doing this for a large number of source images can be slow and cause lag spikes when your project first loads. To solve this, you can use the Prepare plugin, which allows you to pre-load textures in a final step before displaying your project.

Unloading Textures

Once you're done with a Texture, you may wish to free up the memory (both WebGL-managed buffers and browser-based) that it uses. To do so, you should call destroy() on the BaseTexture that owns the data. Remember that Textures don't manage pixel data!

This is a particularly good idea for short-lived imagery like cut-scenes that are large and will only be used once. If a texture is destroyed that was loaded via Assets then the assets class will automatically remove it from the cache for you.

Beyond Images

As we alluded to above, you can make a Texture out of more than just images:

Video: Pass an HTML5 <VIDEO> element to TextureSource.from() to allow you to display video in your project. Since it's a texture, you can tint it, add filters, or even apply it to custom geometry.

Canvas: Similarly, you can wrap an HTML5 <CANVAS> element in a BaseTexture to let you use canvas's drawing methods to dynamically create a texture.

SVG: Pass in an <SVG> element or load a .svg URL, and PixiJS will attempt to rasterize it. For highly network-constrained projects, this can allow for beautiful graphics with minimal network load times.

RenderTexture: A more advanced (but very powerful!) feature is to build a Texture from a RenderTexture. This can allow for building complex geometry using a Geometry object, then baking that geometry down to a simple texture.

Each of these texture sources has caveats and nuances that we can't cover in this guide, but they should give you a feeling for the power of PixiJS's texture system.

Check out the render texture example code.

Spritesheets

Now that you understand basic sprites, it's time to talk about a better way to create them - the Spritesheet class.

A Spritesheet is a media format for more efficiently downloading and rendering Sprites. While somewhat more complex to create and use, they are a key tool in optimizing your project.

Anatomy of a Spritesheet

The basic idea of a spritesheet is to pack a series of images together into a single image, track where each source image ends up, and use that combined image as a shared BaseTexture for the resulting Sprites.

The first step is to collect the images you want to combine. The sprite packer then collects the images, and creates a new combined image.

As this image is being created, the tool building it keeps track of the location of the rectangle where each source image is stored. It then writes out a JSON file with that information.

These two files, in combination, can be passed into a SpriteSheet constructor. The SpriteSheet object then parses the JSON, and creates a series of Texture objects, one for each source image, setting the source rectangle for each based on the JSON data. Each texture uses the same shared BaseTexture as its source.

Doubly Efficient

SpriteSheets help your project in two ways.

First, by speeding up the loading process. While downloading a SpriteSheet's texture requires moving the same (or even slightly more!) number of bytes, they're grouped into a single file. This means that the user's browser can request and download far fewer files for the same number of Sprites. The number of files itself is a key driver of download speed, because each request requires a round-trip to the webserver, and browsers are limited to how many files they can download simultaneously. Converting a project from individual source images to shared sprite sheets can cut your download time in half, at no cost in quality.

Second, by improving batch rendering. WebGL rendering speed scales roughly with the number of draw calls made. Batching multiple Sprites, etc. into a single draw call is the main secret to how PixiJS can run so blazingly fast. Maximizing batching is a complex topic, but when multiple Sprites all share a common BaseTexture, it makes it more likely that they can be batched together and rendered in a single call.

Creating SpriteSheets

You can use a 3rd party tool to assemble your sprite sheet files. Here are two that may fit your needs:

ShoeBox: ShoeBox is a free, Adobe AIR-based sprite packing utility that is great for small projects or learning how SpriteSheets work.

TexturePacker: TexturePacker is a more polished tool that supports advanced features and workflows. A free version is available which has all the necessary features for packing spritesheets for PixiJS. It's a good fit for larger projects and professional game development, or projects that need more complex tile mapping features.

Spritesheet data can also be created manually or programmatically, and supplied to a new AnimatedSprite. This may be an easier option if your sprites are already contained in a single image.

// Create object to store sprite sheet data
const atlasData = {
	frames: {
		enemy1: {
			frame: { x: 0, y:0, w:32, h:32 },
			sourceSize: { w: 32, h: 32 },
			spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
		},
		enemy2: {
			frame: { x: 32, y:0, w:32, h:32 },
			sourceSize: { w: 32, h: 32 },
			spriteSourceSize: { x: 0, y: 0, w: 32, h: 32 }
		},
	},
	meta: {
		image: 'images/spritesheet.png',
		format: 'RGBA8888',
		size: { w: 128, h: 32 },
		scale: 1
	},
	animations: {
		enemy: ['enemy1','enemy2'] //array of frames by name
	}
}


// Create the SpriteSheet from data and image
const spritesheet = new Spritesheet(
	Texture.from(atlasData.meta.image),
	atlasData
);

// Generate all the Textures asynchronously
await spritesheet.parse();

// spritesheet is ready to use!
const anim = new AnimatedSprite(spritesheet.animations.enemy);

// set the animation speed
anim.animationSpeed = 0.1666;
// play the animation on a loop
anim.play();
// add it to the stage to render
app.stage.addChild(anim);

Assets

The Assets package

The Assets package is a modern replacement for the old Loader class. It is a promise-based resource management solution that will download, cache and parse your assets into something you can use. The downloads can be simultaneous and in the background, meaning faster startup times for your app, the cache ensures that you never download the same asset twice and the extensible parser system allows you to easily extend and customize the process to your needs.

Getting started

Assets relies heavily on JavaScript Promises that all modern browsers support, however, if your target browser doesn't support promises you should look into polyfilling them.

Making our first Assets Promise

To quickly use the Assets instance, you just need to call Assets.load and pass in an asset. This will return a promise that when resolved will yield the value you seek. In this example, we will load a texture and then turn it into a sprite.

import { Application, Assets, Sprite } from 'pixi.js';

// Create a new application
const app = new Application();

// Initialize the application
await app.init({ background: '#1099bb', resizeTo: window });

// Append the application canvas to the document body
document.body.appendChild(app.canvas);

// Start loading right away and create a promise
const texturePromise = Assets.load('https://pixijs.com/assets/bunny.png');

// When the promise resolves, we have the texture!
texturePromise.then((resolvedTexture) =>
{
    // create a new Sprite from the resolved loaded Texture
    const bunny = Sprite.from(resolvedTexture);

    // center the sprite's anchor point
    bunny.anchor.set(0.5);

    // move the sprite to the center of the screen
    bunny.x = app.screen.width / 2;
    bunny.y = app.screen.height / 2;

    app.stage.addChild(bunny);
});

One very important thing to keep in mind while using Assets is that all requests are cached and if the URL is the same, the promise returned will also be the same. To show it in code:

promise1 = Assets.load('bunny.png')
promise2 = Assets.load('bunny.png')
// promise1 === promise2

Out of the box, the following assets types can be loaded without the need for external plugins:

  • Textures (avif, webp, png, jpg, gif)
  • Sprite sheets (json)
  • Bitmap fonts (xml, fnt, txt)
  • Web fonts (ttf, woff, woff2)
  • Json files (json)
  • Text files (txt)

More types can be added fairly easily by creating additional loader parsers.

Working with unrecognizable URLs

With the basic syntax, asset types are recognized by their file extension - for instance https://pixijs.com/assets/bunny.png ends with .png so Assets.load can figure it should use the texture loader.

In some cases you may not have control over the URLs and you have to work with ambiguous URLs without recognizable extensions. In this situation, you can specify an explicit loader:

promise = Assets.load({
  src: 'https://example.com/ambiguous-file-name',
  loadParser: 'loadTextures'
})

Here are some of the loader values you can use:

  • Textures: loadTextures
  • Web fonts: loadWebFont
  • Json files: loadJson
  • Text files: loadTxt

Warning about solved promises

When an asset is downloaded, it is cached as a promise inside the Assets instance and if you try to download it again you will get a reference to the already resolved promise. However promise handlers .then(...)/.catch(...)/.finally(...) are always asynchronous, this means that even if a promise was already resolved the code below the .then(...)/.catch(...)/.finally(...) will execute before the code inside them. See this example:

console.log(1);
alreadyResolvedPromise.then(() => console.log(2));
console.log(3);

// Console output:
// 1
// 3
// 2

To learn more about why this happens you will need to learn about Microtasks, however, using async functions should mitigate this problem.

Using Async/Await

There is a way to work with promises that is more intuitive and easier to read: async/await.

To use it we first need to create a function/method and mark it as async.

async function test() {
    // ...
}

This function now wraps the return value in a promise and allows us to use the await keyword before a promise to halt the execution of the code until it is resolved and gives us the value.

See this example:

// Create a new application
const app = new Application();
// Initialize the application
await app.init({ background: '#1099bb', resizeTo: window });
// Append the application canvas to the document body
document.body.appendChild(app.canvas);
const texture = await Assets.load('https://pixijs.com/assets/bunny.png');
// Create a new Sprite from the awaited loaded Texture
const bunny = Sprite.from(texture);
// Center the sprite's anchor point
bunny.anchor.set(0.5);
// Move the sprite to the center of the screen
bunny.x = app.screen.width / 2;
bunny.y = app.screen.height / 2;
app.stage.addChild(bunny);

The texture variable now is not a promise but the resolved texture that resulted after waiting for this promise to resolve.

const texture = await Assets.load('examples/assets/bunny.png');

This allows us to write more readable code without falling into callback hell and to better think when our program halts and yields.

Loading multiple assets

We can add assets to the cache and then load them all simultaneously by using Assets.add(...) and then calling Assets.load(...) with all the keys you want to have loaded. See the following example:

// Append the application canvas to the document body
document.body.appendChild(app.canvas);
// Add the assets to load
Assets.add({ alias: 'flowerTop', src: 'https://pixijs.com/assets/flowerTop.png' });
Assets.add({ alias: 'eggHead', src: 'https://pixijs.com/assets/eggHead.png' });
// Load the assets and get a resolved promise once both are loaded
const texturesPromise = Assets.load(['flowerTop', 'eggHead']); // => Promise<{flowerTop: Texture, eggHead: Texture}>
// When the promise resolves, we have the texture!
texturesPromise.then((textures) =>
{
    // Create a new Sprite from the resolved loaded Textures
    const flower = Sprite.from(textures.flowerTop);
    flower.anchor.set(0.5);
    flower.x = app.screen.width * 0.25;
    flower.y = app.screen.height / 2;
    app.stage.addChild(flower);
    const egg = Sprite.from(textures.eggHead);
    egg.anchor.set(0.5);
    egg.x = app.screen.width * 0.75;
    egg.y = app.screen.height / 2;
    app.stage.addChild(egg);
});

However, if you want to take full advantage of @pixi/Assets you should use bundles. Bundles are just a way to group assets together and can be added manually by calling Assets.addBundle(...)/Assets.loadBundle(...).

  Assets.addBundle('animals', {
    bunny: 'bunny.png',
    chicken: 'chicken.png',
    thumper: 'thumper.png',
  });

 const assets = await Assets.loadBundle('animals');

However, the best way to handle bundles is to use a manifest and call Assets.init({manifest}) with said manifest (or even better, an URL pointing to it). Splitting our assets into bundles that correspond to screens or stages of our app will come in handy for loading in the background while the user is using the app instead of locking them in a single monolithic loading screen.

{
   "bundles":[
      {
         "name":"load-screen",
         "assets":[
            {
               "alias":"background",
               "src":"sunset.png"
            },
            {
               "alias":"bar",
               "src":"load-bar.{png,webp}"
            }
         ]
      },
      {
         "name":"game-screen",
         "assets":[
            {
               "alias":"character",
               "src":"robot.png"
            },
            {
               "alias":"enemy",
               "src":"bad-guy.png"
            }
         ]
      }
   ]
}
Assets.init({manifest: "path/manifest.json"});

Beware that you can only call init once.

Remember there is no downside in repeating URLs since they will all be cached, so if you need the same asset in two bundles you can duplicate the request without any extra cost!

Background loading

The old approach to loading was to use Loader to load all your assets at the beginning of your app, but users are less patient now and want content to be instantly available so the practices are moving towards loading the bare minimum needed to show the user some content and, while they are interacting with that, we keep loading the following content in the background.

Luckily, Assets has us covered with a system that allows us to load everything in the background and in case we need some assets right now, bump them to the top of the queue so we can minimize loading times.

To achieve this, we have the methods Assets.backgroundLoad(...) and Assets.backgroundLoadBundle(...) that will passively begin to load these assets in the background. So when you finally come to loading them you will get a promise that resolves to the loaded assets immediately.

When you finally need the assets to show, you call the usual Assets.load(...) or Assets.loadBundle(...) and you will get the corresponding promise.

The best way to do this is using bundles, see the following example:

import { Application, Assets, Sprite } from 'pixi.js';

// Create a new application
const app = new Application();

async function init()
{
    // Initialize the application
    await app.init({ background: '#1099bb', resizeTo: window });

    // Append the application canvas to the document body
    document.body.appendChild(app.canvas);

    // Manifest example
    const manifestExample = {
        bundles: [
            {
                name: 'load-screen',
                assets: [
                    {
                        alias: 'flowerTop',
                        src: 'https://pixijs.com/assets/flowerTop.png',
                    },
                ],
            },
            {
                name: 'game-screen',
                assets: [
                    {
                        alias: 'eggHead',
                        src: 'https://pixijs.com/assets/eggHead.png',
                    },
                ],
            },
        ],
    };

    await Assets.init({ manifest: manifestExample });

    // Bundles can be loaded in the background too!
    Assets.backgroundLoadBundle(['load-screen', 'game-screen']);
}

init();

We create one bundle for each screen our game will have and set them all to start downloading at the beginning of our app. If the user progresses slowly enough in our app then they should never get to see a loading screen after the first one!

Text

Whether it's a high score or a diagram label, text is often the best way to convey information in your projects. Surprisingly, drawing text to the screen with WebGL is a very complex process - there's no built in support for it at all. One of the values PixiJS provides is in hiding this complexity to allow you to draw text in diverse styles, fonts and colors with a few lines of code. In addition, these bits of text are just as much scene objects as sprites - you can tint text, rotate it, alpha-blend it, and otherwise treat it like any other graphical object.

Let's dig into how this works.

There Are Three Kinds of Text

Because of the challenges of working with text in WebGL, PixiJS provides three very different solutions. In this guide, we're going to go over both methods in some detail to help you make the right choice for your project's needs. Selecting the wrong text type can have a large negative impact on your project's performance and appearance.

The Text Object

In order to draw text to the screen, you use a Text object. Under the hood, this class draws text to an off-screen buffer using the browser's normal text rendering, then uses that offscreen buffer as the source for drawing the text object. Effectively what this means is that whenever you create or change text, PixiJS creates a new rasterized image of that text, and then treats it like a sprite. This approach allows truly rich text display while keeping rendering speed high.

So when working with Text objects, there are two sets of options - standard display object options like position, rotation, etc that work after the text is rasterized internally, and text style options that are used while rasterizing. Because text once rendered is basically just a sprite, there's no need to review the standard options. Instead, let's focus on how text is styled.

Check out the text example code.

Text Styles

There are a lot of text style options available (see TextStyle), but they break down into 5 main groups:

Font: fontFamily to select the webfont to use, fontSize to specify the size of the text to draw, along with options for font weight, style and variant.

Appearance: Set the color with fill or add a stroke outline, including options for gradient fills. For more information on the fill property, see the Graphics Fill guide.

Drop-Shadows: Set a drop-shadow with dropShadow, with a host of related options to specify offset, blur, opacity, etc.

Layout: Enable with wordWrap and wordWrapWidth, and then customize the lineHeight and align or letterSpacing

Utilities: Add padding or trim extra space to deal with funky font families if needed.

To interactively test out feature of Text Style, check out this tool.

Loading and Using Fonts

In order for PixiJS to build a Text object, you'll need to make sure that the font you want to use is loaded by the browser. This can be easily accomplished with our good friends Assets

// load the fonts
await Assets.load('short-stack.woff2');

// now they can be used!

const text = new Text({
  text:'hello',
  style:{
    fontFamily:'short-stack'
  }
})

Caveats and Gotchas

While PixiJS does make working with text easy, there are a few things you need to watch out for.

First, changing an existing text string requires re-generating the internal render of that text, which is a slow operation that can impact performance if you change many text objects each frame. If your project requires lots of frequently changing text on the screen at once, consider using a BitmapText object (explained below) which uses a fixed bitmap font that doesn't require re-generation when text changes.

Second, be careful when scaling text. Setting a text object's scale to > 1.0 will result in blurry/pixely display, because the text is not re-rendered at the higher resolution needed to look sharp - it's still the same resolution it was when generated. To deal with this, you can render at a higher initial size and down-scale, instead. This will use more memory, but will allow your text to always look clear and crisp.

BitmapText

In addition to the standard Text approach to adding text to your project, PixiJS also supports bitmap fonts. Bitmap fonts are very different from TrueType or other general purpose fonts, in that they consist of a single image containing pre-rendered versions of every letter you want to use. When drawing text with a bitmap font, PixiJS doesn't need to render the font glyphs into a temporary buffer - it can simply copy and stamp out each character of a string from the master font image.

The primary advantage of this approach is speed - changing text frequently is much cheaper and rendering each additional piece of text is much faster due to the shared source texture.

Check out the bitmap text example code.

BitmapFont

  • 3rd party solutions
  • BitmapFont.from auto-generation

Selecting the Right Approach

Text

  • Static text
  • Small number of text objects
  • High fidelity text rendering (kerning e.g.)
  • Text layout (line & letter spacing)

BitmapText

  • Dynamic text
  • Large number of text objects
  • Lower memory

HTMLText

  • Static text
  • Need that HTML formatting

Graphics

Graphics is a complex and much misunderstood tool in the PixiJS toolbox. At first glance, it looks like a tool for drawing shapes. And it is! But it can also be used to generate masks. How does that work?

In this guide, we're going to de-mystify the Graphics object, starting with how to think about what it does.

Check out the graphics example code.

Graphics Is About Building - Not Drawing

First-time users of the Graphics class often struggle with how it works. Let's look at an example snippet that creates a Graphics object and draws a rectangle:

// Create a Graphics object, draw a rectangle and fill it
let obj = new Graphics()
  .rect(0, 0, 200, 100)
  .fill(0xff0000);

// Add it to the stage to render
app.stage.addChild(obj);

That code will work - you'll end up with a red rectangle on the screen. But it's pretty confusing when you start to think about it. Why am I drawing a rectangle when constructing the object? Isn't drawing something a one-time action? How does the rectangle get drawn the second frame? And it gets even weirder when you create a Graphics object with a bunch of drawThis and drawThat calls, and then you use it as a mask. What???

The problem is that the function names are centered around drawing, which is an action that puts pixels on the screen. But in spite of that, the Graphics object is really about building.

Let's look a bit deeper at that rect() call. When you call rect(), PixiJS doesn't actually draw anything. Instead, it stores the rectangle you "drew" into a list of geometry for later use. If you then add the Graphics object to the scene, the renderer will come along, and ask the Graphics object to render itself. At that point, your rectangle actually gets drawn - along with any other shapes, lines, etc. that you've added to the geometry list.

Once you understand what's going on, things start to make a lot more sense. When you use a Graphics object as a mask, for example, the masking system uses that list of graphics primitives in the geometry list to constrain which pixels make it to the screen. There's no drawing involved.

That's why it helps to think of the Graphics class not as a drawing tool, but as a geometry building tool.

Types of Primitives

There are a lot of functions in the Graphics class, but as a quick orientation, here's the list of basic primitives you can add:

  • Line
  • Rect
  • RoundRect
  • Circle
  • Ellipse
  • Arc
  • Bezier and Quadratic Curve

In addition, you have access to the following complex primitives:

  • Torus
  • Chamfer Rect
  • Fillet Rect
  • Regular Polygon
  • Star
  • Rounded Polygon

There is also support for svg. But due to the nature of how PixiJS renders holes (it favours performance) Some complex hole shapes may render incorrectly. But for the majority of shapes, this will do the trick!

 let mySvg = new Graphics().svg(`
   <svg>
     <path d="M 100 350 q 150 -300 300 0" stroke="blue" />
   </svg>
  `);

The GraphicsContext

Understanding the relationship between Sprites and their shared Texture can help grasp the concept of a GraphicsContext. Just as multiple Sprites can utilize a single Texture, saving memory by not duplicating pixel data, a GraphicsContext can be shared across multiple Graphics objects.

This sharing of a GraphicsContext means that the intensive task of converting graphics instructions into GPU-ready geometry is done once, and the results are reused, much like textures. Consider the difference in efficiency between these approaches:

Creating individual circles without sharing a context:

// Create 5 circles
for (let i = 0; i < 5; i++) {
  let circle = new Graphics()
    .circle(100, 100, 50)
    .fill('red');
}

Versus sharing a GraphicsContext:

// Create a master Graphicscontext
let circleContext = new GraphicsContext()
  .circle(100, 100, 50)
  .fill('red')

// Create 5 duplicate objects
for (let i = 0; i < 5; i++) {
  // Initialize the duplicate using our circleContext
  let duplicate = new Graphics(circleContext);
}

Now, this might not be a huge deal for circles and squares, but when you are using SVGs, it becomes quite important to not have to rebuild each time and instead share a GraphicsContext. It's recommended for maximum performance to create your contexts upfront and reuse them, just like textures!

let circleContext = new GraphicsContext()
  .circle(100, 100, 50)
  .fill('red')

let rectangleContext = new GraphicsContext()
  .rect(0, 0, 50, 50)
  .fill('red')

let frames = [circleContext, rectangleContext];
let frameIndex = 0;

const graphics = new Graphics(frames[frameIndex]);

// animate from square to circle:

function update()
{
  // swap the context - this is a very cheap operation!
  // much cheaper than clearing it each frame.
  graphics.context = frames[frameIndex++%frames.length];
}

If you don't explicitly pass a GraphicsContext when creating a Graphics object, then internally, it will have its own context, accessible via myGraphics.context. The GraphicsContext class manages the list of geometry primitives created by the Graphics parent object. Graphics functions are literally passed through to the internal contexts:

let circleGraphics = new Graphics()
  .circle(100, 100, 50)
  .fill('red')

same as:

let circleGraphics = new Graphics()

circleGraphics.context
  .circle(100, 100, 50)
  .fill('red')

Calling Graphics.destroy() will destroy the graphics. If a context was passed to it via the constructor then it will leave the destruction of that context to you. However if the context is internally created (the default), when destroyed the Graphics object will destroy its internal GraphicsContext.

Graphics For Display

OK, so now that we've covered how the Graphics class works, let's look at how you use it. The most obvious use of a Graphics object is to draw dynamically generated shapes to the screen.

Doing so is simple. Create the object, call the various builder functions to add your custom primitives, then add the object to the scene graph. Each frame, the renderer will come along, ask the Graphics object to render itself, and each primitive, with associated line and fill styles, will be drawn to the screen.

Graphics as a Mask

You can also use a Graphics object as a complex mask. To do so, build your object and primitives as usual. Next create a Container object that will contain the masked content, and set its mask property to your Graphics object. The children of the container will now be clipped to only show through inside the geometry you've created. This technique works for both WebGL and Canvas-based rendering.

Check out the masking example code.

Caveats and Gotchas

The Graphics class is a complex beast, and so there are a number of things to be aware of when using it.

Memory Leaks: Call destroy() on any Graphics object you no longer need to avoid memory leaks.

Holes: Holes you create have to be completely contained in the shape or else it may not be able to triangulate correctly.

Changing Geometry: If you want to change the shape of a Graphics object, you don't need to delete and recreate it. Instead you can use the clear() function to reset the contents of the geometry list, then add new primitives as desired. Be careful of performance when doing this every frame.

Performance: Graphics objects are generally quite performant. However, if you build highly complex geometry, you may pass the threshold that permits batching during rendering, which can negatively impact performance. It's better for batching to use many Graphics objects instead of a single Graphics with many shapes.

Transparency: Because the Graphics object renders its primitives sequentially, be careful when using blend modes or partial transparency with overlapping geometry. Blend modes like ADD and MULTIPLY will work on each primitive, not on the final composite image. Similarly, partially transparent Graphics objects will show primitives overlapping. To apply transparency or blend modes to a single flattened surface, consider using AlphaFilter or RenderTexture.

Graphics Fill

If you are new to graphics, please check out the graphics guide here. This guide dives a bit deeper into a specific aspect of graphics: how to fill them! The fill() method in PixiJS is particularly powerful, enabling you to fill shapes with colors, textures, or gradients. Whether you're designing games, UI components, or creative tools, mastering the fill() method is essential for creating visually appealing and dynamic graphics. This guide explores the different ways to use the fill() method to achieve stunning visual effects.

:::info Note The fillStyles discussed here can also be applied to Text objects! :::

Basic Color Fills

When creating a Graphics object, you can easily fill it with a color using the fill() method. Here's a simple example:

const obj = new Graphics()
  .rect(0, 0, 200, 100) // Create a rectangle with dimensions 200x100
  .fill('red'); // Fill the rectangle with a red color

alt text

This creates a red rectangle. PixiJS supports multiple color formats for the fill() method. Developers can choose a format based on their needs. For example, CSS color strings are user-friendly and readable, hexadecimal strings are compact and widely used in design tools, and numbers are efficient for programmatic use. Arrays and Color objects offer precise control, making them ideal for advanced graphics.

  • CSS color strings (e.g., 'red', 'blue')
  • Hexadecimal strings (e.g., '#ff0000')
  • Numbers (e.g., 0xff0000)
  • Arrays (e.g., [255, 0, 0])
  • Color objects for precise color control

Examples:

// Using a number
const obj1 = new Graphics().rect(0, 0, 100, 100).fill(0xff0000);

// Using a hex string
const obj2 = new Graphics().rect(0, 0, 100, 100).fill('#ff0000');

// Using an array
const obj3 = new Graphics().rect(0, 0, 100, 100).fill([255, 0, 0]);

// Using a Color object
const color = new Color();
const obj4 = new Graphics().rect(0, 0, 100, 100).fill(color);

Fill with a Style Object

For more advanced fills, you can use a FillStyle object. This allows for additional customization, such as setting opacity:

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill({
    color: 'red',
    alpha: 0.5, // 50% opacity
  });

alt text

Fill with Textures

Filling shapes with textures is just as simple:

const texture = await Assets.load('assets/image.png');
const obj = new Graphics().rect(0, 0, 100, 100)
  .fill(texture);

alt text

Local vs. Global Texture Space

Textures can be applied in two coordinate spaces:

  • Local Space (Default): The texture coordinates are mapped relative to the shape's dimensions and position. The texture coordinates use a normalized coordinate system where (0,0) is the top-left and (1,1) is the bottom-right of the shape, regardless of its actual pixel dimensions. For example, if you have a 300x200 pixel texture filling a 100x100 shape, the texture will be scaled to fit exactly within those 100x100 pixels. The texture's top-left corner (0,0) will align with the shape's top-left corner, and the texture's bottom-right corner (1,1) will align with the shape's bottom-right corner, stretching or compressing the texture as needed.
const shapes = new PIXI.Graphics()
    .rect(50,50,100, 100)
    .circle(250,100,50)
    .star(400,100,6,60,40)
    .roundRect(500,50,100,100,10)
    .fill({
        texture,
        textureSpace:'local' // default!
    });

alt text

  • Global Space: Set textureSpace: 'global' to make the texture position and scale relative to the Graphics object's coordinate system. Despite the name, this isn't truly "global" - the texture remains fixed relative to the Graphics object itself, maintaining its position even when the object moves or scales. See how the image goes across all the shapes (in the same graphics) below:
const shapes = new PIXI.Graphics()
    .rect(50,50,100, 100)
    .circle(250,100,50)
    .star(400,100,6,60,40)
    .roundRect(500,50,100,100,10)
    .fill({
        texture,
        textureSpace:'global'
    });

alt text

Using Matrices with Textures

To modify texture coordinates, you can apply a transformation matrix, which is a mathematical tool used to scale, rotate, or translate the texture. If you're unfamiliar with transformation matrices, they allow for precise control over how textures are rendered, and you can explore more about them here.

const matrix = new Matrix().scale(0.5, 0.5);

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill({
    texture: texture,
    matrix: matrix, // scale the texture down by 2
  });

alt text

Texture Gotcha's

  1. Sprite Sheets: If using a texture from a sprite sheet, the entire source texture will be used. To use a specific frame, create a new texture:
const spriteSheetTexture = Texture.from('assets/my-sprite-sheet.png');
const newTexture = renderer.generateTexture(Sprite.from(spriteSheetTexture));

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill(newTexture);
  1. Power of Two Textures: Textures should be power-of-two dimensions for proper tiling in WebGL1 (WebGL2 and WebGPU are fine).

Fill with Gradients

PixiJS supports both linear and radial gradients, which can be created using the FillGradient class. Gradients are particularly useful for adding visual depth and dynamic styling to shapes and text.

Linear Gradients

Linear gradients create a smooth color transition along a straight line. Here is an example of a simple linear gradient:

const gradient = new FillGradient({
  type: 'linear',
  colorStops: [
    { offset: 0, color: 'yellow' },
    { offset: 1, color: 'green' },
  ],
});

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill(gradient);

alt text

You can control the gradient direction with the following properties:

  • start {x, y}: These define the starting point of the gradient. For example, in a linear gradient, this is where the first color stop is positioned. These values are typically expressed in relative coordinates (0 to 1), where 0 represents the left/top edge and 1 represents the right/bottom edge of the shape.

  • end {x, y}: These define the ending point of the gradient. Similar to start {x, y}, these values specify where the last color stop is positioned in the shape's local coordinate system.

Using these properties, you can create various gradient effects, such as horizontal, vertical, or diagonal transitions. For example, setting start to {x: 0, y: 0} and end to {x: 1, y: 1} would result in a diagonal gradient from the top-left to the bottom-right of the shape.

const diagonalGradient = new FillGradient({
  type: 'linear',
  start: { x: 0, y: 0 },
  end: { x: 1, y: 1 },
  colorStops: [
    { offset: 0, color: 'yellow' },
    { offset: 1, color: 'green' },
  ],
});

alt text

Radial Gradients

Radial gradients create a smooth color transition in a circular pattern. Unlike linear gradients, they blend colors from one circle to another. Here is an example of a simple radial gradient:

const gradient = new FillGradient({
  type: 'radial',
  colorStops: [
    { offset: 0, color: 'yellow' },
    { offset: 1, color: 'green' },
  ],
});

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill(gradient);

alt text

You can control the gradient's shape and size using the following properties:

  • center {x, y}: These define the center of the inner circle where the gradient starts. Typically, these values are expressed in relative coordinates (0 to 1), where 0.5 represents the center of the shape.

  • innerRadius: The radius of the inner circle. This determines the size of the gradient's starting point.

  • outerCenter {x, y}: These define the center of the outer circle where the gradient ends. Like center {x, y}, these values are also relative coordinates.

  • outerRadius: The radius of the outer circle. This determines the size of the gradient's ending point.

By adjusting these properties, you can create a variety of effects, such as small, concentrated gradients or large, expansive ones. For example, setting a small r0 and a larger r1 will create a gradient that starts does not start to transition until the inner circle radius is reached.

const radialGradient = new FillGradient({
  type: 'radial',
  center: { x: 0.5, y: 0.5 },
  innerRadius: 0.25,
  outerCenter: { x: 0.5, y: 0.5 },
  outerRadius: 0.5,
  colorStops: [
    { offset: 0, color: 'blue' },
    { offset: 1, color: 'red' },
  ],
});

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill(gradient);

alt text

Gradient Gotcha's

  1. Memory Management: Use fillGradient.destroy() to free up resources when gradients are no longer needed.

  2. Animation: Update existing gradients instead of creating new ones for better performance.

  3. Custom Shaders: For complex animations, custom shaders may be more efficient.

  4. Texture and Matrix Limitations: Under the hood, gradient fills set both the texture and matrix properties internally. This means you cannot use a texture fill or matrix transformation at the same time as a gradient fill.

Combining Textures and Colors

You can combine a texture or gradients with a color tint and alpha to achieve more complex and visually appealing effects. This allows you to overlay a color on top of the texture or gradient, adjusting its transparency with the alpha value.

const gradient = new FillGradient({
    colorStops: [
        { offset: 0, color: 'blue' },
        { offset: 1, color: 'red' },
    ]
});

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill({
    fill: gradient,
    color: 'yellow',
    alpha: 0.5,
  });

alt text

const obj = new Graphics().rect(0, 0, 100, 100)
  .fill({
    texture: texture,
    color: 'yellow',
    alpha: 0.5,
  });

alt text


Hopefully, this guide has shown you how easy and powerful fills can be when working with graphics (and text!). By mastering the fill() method, you can unlock endless possibilities for creating visually dynamic and engaging graphics in PixiJS. Have fun!

Interaction

PixiJS is primarily a rendering system, but it also includes support for interactivity. Adding support for mouse and touch events to your project is simple and consistent.

Event Modes

Prior to v7, interaction was defined and managed by the Interaction package and its InteractionManager. Beginning with v7, however, a new event-based system has replaced the previous Interaction package, and expanded the definition of what it means for a Container to be interactive.

With this, we have introduced eventMode which allows you to control how an object responds to interaction events. If you're familiar with the former Interaction system, the eventMode is similar to the interactive property, but with more options.

eventMode Description
none Ignores all interaction events, similar to CSS's pointer-events: none. Good optimization for non-interactive children.
passive The default eventMode for all containers. Does not emit events and ignores hit-testing on itself, but does allow for events and hit-testing on its interactive children.
auto Does not emit events, but is hit tested if parent is interactive. Same as interactive = false in v7.
static Emits events and is hit tested. Same as interaction = true in v7. Useful for objects like buttons that do not move.
dynamic Emits events and is hit tested, but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving. Useful for elements that are independently moving or animating.

Event Types

PixiJS supports the following event types:

Event Type Description
pointercancel Fired when a pointer device button is released outside the display object that initially registered a pointerdown.
pointerdown Fired when a pointer device button is pressed on the display object.
pointerenter Fired when a pointer device enters the display object.
pointerleave Fired when a pointer device leaves the display object.
pointermove Fired when a pointer device is moved while over the display object.
globalpointermove Fired when a pointer device is moved, regardless of hit-testing the current object.
pointerout Fired when a pointer device is moved off the display object.
pointerover Fired when a pointer device is moved onto the display object.
pointertap Fired when a pointer device is tapped on the display object.
pointerup Fired when a pointer device button is released over the display object.
pointerupoutside Fired when a pointer device button is released outside the display object that initially registered a pointerdown.
mousedown Fired when a mouse button is pressed on the display object.
mouseenter Fired when the mouse cursor enters the display object.
mouseleave Fired when the mouse cursor leaves the display object.
mousemove Fired when the mouse cursor is moved while over the display object.
globalmousemove Fired when a mouse is moved, regardless of hit-testing the current object.
mouseout Fired when the mouse cursor is moved off the display object.
mouseover Fired when the mouse cursor is moved onto the display object.
mouseup Fired when a mouse button is released over the display object.
mouseupoutside Fired when a mouse button is released outside the display object that initially registered a mousedown.
click Fired when a mouse button is clicked (pressed and released) over the display object.
touchcancel Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchend Fired when a touch point is removed from the display object.
touchendoutside Fired when a touch point is removed outside of the display object that initially registered a touchstart.
touchmove Fired when a touch point is moved along the display object.
globaltouchmove Fired when a touch point is moved, regardless of hit-testing the current object.
touchstart Fired when a touch point is placed on the display object.
tap Fired when a touch point is tapped on the display object.
wheel Fired when a mouse wheel is spun over the display object.
rightclick Fired when a right mouse button is clicked (pressed and released) over the display object.
rightdown Fired when a right mouse button is pressed on the display object.
rightup Fired when a right mouse button is released over the display object.
rightupoutside Fired when a right mouse button is released outside the display object that initially registered a rightdown.

Enabling Interaction

Any Container-derived object (Sprite, Container, etc.) can become interactive simply by setting its eventMode property to any of the eventModes listed above. Doing so will cause the object to emit interaction events that can be responded to in order to drive your project's behavior.

Check out the click interactivity example code.

To respond to clicks and taps, bind to the events fired on the object, like so:

let sprite = Sprite.from('/some/texture.png');
sprite.on('pointerdown', (event) => { alert('clicked!'); });
sprite.eventMode = 'static';

Check out the Container for the list of interaction events supported.

Checking if an Object is Interactive

You can check if an object is interactive by calling the isInteractive property. This will return true if eventMode is set to static or dynamic.

if (sprite.isInteractive()) {
    // sprite is interactive
}

Use Pointer Events

PixiJS supports three types of interaction events: mouse, touch, and pointer.

  • Mouse events are fired by mouse movement, clicks etc.
  • Touch events are fired for touch-capable devices. And,
  • Pointer events are fired for both.

What this means is that, in many cases, you can write your project to use pointer events and it will just work when used with either mouse or touch input.

Given that, the only reason to use non-pointer events is to support different modes of operation based on input type or to support multi-touch interaction. In all other cases, prefer pointer events.

Optimization

Hit testing requires walking the full object tree, which in complex projects can become an optimization bottleneck.

To mitigate this issue, PixiJS Container-derived objects have a property named interactiveChildren. If you have Containers or other objects with complex child trees that you know will never be interactive, you can set this property to false, and the hit-testing algorithm will skip those children when checking for hover and click events.

As an example, if you were building a side-scrolling game, you would probably want to set background.interactiveChildren = false for your background layer with rocks, clouds, flowers, etc. Doing so would substantially speed up hit-testing due to the number of unclickable child objects the background layer would contain.

The EventSystem can also be customised to be more performant:

const app = new Application({
    eventMode: 'passive',
    eventFeatures: {
        move: true,
        /** disables the global move events which can be very expensive in large scenes */
        globalMove: false,
        click: true,
        wheel: true,
    }
});

Advanced Usage & Performance

Cache As Texture

Using cacheAsTexture in PixiJS

The cacheAsTexture function in PixiJS is a powerful tool for optimizing rendering in your applications. By rendering a container and its children to a texture, cacheAsTexture can significantly improve performance for static or infrequently updated containers. Let's explore how to use it effectively, along with its benefits and considerations.

:::info[Note] cacheAsTexture is PixiJS v8's equivalent of the previous cacheAsBitmap functionality. If you're migrating from v7 or earlier, simply replace cacheAsBitmap with cacheAsTexture in your code. :::


What Is cacheAsTexture?

When you set container.cacheAsTexture(), the container is rendered to a texture. Subsequent renders reuse this texture instead of rendering all the individual children of the container. This approach is particularly useful for containers with many static elements, as it reduces the rendering workload.

To update the texture after making changes to the container, call:

container.updateCacheTexture();

and to turn it off, call:

container.cacheAsTexture(false);

Basic Usage

Here's an example that demonstrates how to use cacheAsTexture:

import * as PIXI from 'pixi.js';

(async () =>
{
    // Create a new application
    const app = new Application();

    // Initialize the application
    await app.init({ background: '#1099bb', resizeTo: window });

    // Append the application canvas to the document body
    document.body.appendChild(app.canvas);

    // load sprite sheet..
    await Assets.load('https://pixijs.com/assets/spritesheet/monsters.json');

    // holder to store aliens
    const aliens = [];
    const alienFrames = ['eggHead.png', 'flowerTop.png', 'helmlok.png', 'skully.png'];

    let count = 0;

    // create an empty container
    const alienContainer = new Container();

    alienContainer.x = 400;
    alienContainer.y = 300;

    app.stage.addChild(alienContainer);

    // add a bunch of aliens with textures from image paths
    for (let i = 0; i < 100; i++)
    {
        const frameName = alienFrames[i % 4];

        // create an alien using the frame name..
        const alien = Sprite.from(frameName);

        alien.tint = Math.random() * 0xffffff;

        alien.x = Math.random() * 800 - 400;
        alien.y = Math.random() * 600 - 300;
        alien.anchor.x = 0.5;
        alien.anchor.y = 0.5;
        aliens.push(alien);
        alienContainer.addChild(alien);
    }

    // this will cache the container and its children as a single texture
    // so instead of drawing 100 sprites, it will draw a single texture!
    alienContainer.cacheAsTexture()
})();

In this example, the container and its children are rendered to a single texture, reducing the rendering overhead when the scene is drawn.

Play around with the example here.

Advanced Usage

Instead of enabling cacheAsTexture with true, you can pass a configuration object which is very similar to texture source options.

container.cacheAsTexture({
    resolution: 2,
    antialias: true,
});
  • resolution is the resolution of the texture. By default this is the same as you renderer or application.
  • antialias is the antialias mode to use for the texture. Much like the resolution this defaults to the renderer or application antialias mode.

Benefits of cacheAsTexture

  • Performance Boost: Rendering a complex container as a single texture avoids the need to process each child element individually during each frame.
  • Optimized for Static Content: Ideal for containers with static or rarely updated children.

Advanced Details

  • Memory Tradeoff: Each cached texture requires GPU memory. Using cacheAsTexture trades rendering speed for increased memory usage.
  • GPU Limitations: If your container is too large (e.g., over 4096x4096 pixels), the texture may fail to cache, depending on GPU limitations.

How It Works Internally

Under the hood, cacheAsTexture converts the container into a render group and renders it to a texture. It uses the same texture cache mechanism as filters:

container.enableRenderGroup();
container.renderGroup.cacheAsTexture = true;

Once the texture is cached, updating it via updateCacheTexture() is efficient and incurs minimal overhead. Its as fast as rendering the container normally.


Best Practices

DO:
  • Use for Static Content: Apply cacheAsTexture to containers with elements that don't change frequently, such as a UI panel with static decorations.
  • Leverage for Performance: Use cacheAsTexture to render complex containers as a single texture, reducing the overhead of processing each child element individually every frame. This is especially useful for containers that contain expensive effects eg filters.
  • Switch of Antialiasing: setting antialiasing to false can give a small performance boost, but the texture may look a bit more pixelated around its children's edges.
  • Resolution: Do adjust the resolution based on your situation, if something is scaled down, you can use a lower resolution.If something is scaled up, you may want to use a higher resolution. But be aware that the higher the resolution the larger the texture and memory footprint.
DON'T:
  • Apply to Very Large Containers: Avoid using cacheAsTexture on containers that are too large (e.g., over 4096x4096 pixels), as they may fail to cache due to GPU limitations. Instead, split them into smaller containers.
  • Overuse for Dynamic Content: Flick cacheAsTexture on / off frequently on containers, as this results in constant re-caching, negating its benefits. Its better to Cache as texture when you once, and then use updateCacheTexture to update it.
  • Apply to Sparse Content: Do not use cacheAsTexture for containers with very few elements or sparse content, as the performance improvement will be negligible.
  • Ignore Memory Impact: Be cautious of GPU memory usage. Each cached texture consumes memory, so overusing cacheAsTexture can lead to resource constraints.

Gotchas

  • Rendering Depends on Scene Visibility: The cache updates only when the containing scene is rendered. Modifying the layout after setting cacheAsTexture but before rendering your scene will be reflected in the cache.

  • Containers are rendered with no transform: Cached items are rendered at their actual size, ignoring transforms like scaling. For instance, an item scaled down by 50%, its texture will be cached at 100% size and then scaled down by the scene.

  • Caching and Filters: Filters may not behave as expected with cacheAsTexture. To cache the filter effect, wrap the item in a parent container and apply cacheAsTexture to the parent.

  • Reusing the texture: If you want to create a new texture based on the container, its better to use const texture = renderer.generateTexture(container) and share that amongst you objects!

By understanding and applying cacheAsTexture strategically, you can significantly enhance the rendering performance of your PixiJS projects. Happy coding!

Render Groups

Understanding RenderGroups in PixiJS

As you delve deeper into PixiJS, especially with version 8, you'll encounter a powerful feature known as RenderGroups. Think of RenderGroups as specialized containers within your scene graph that act like mini scene graphs themselves. Here's what you need to know to effectively use Render Groups in your projects:

What Are Render Groups?

Render Groups are essentially containers that PixiJS treats as self-contained scene graphs. When you assign parts of your scene to a Render Group, you're telling PixiJS to manage these objects together as a unit. This management includes monitoring for changes and preparing a set of render instructions specifically for the group. This is a powerful tool for optimizing your rendering process.

Why Use Render Groups?

The main advantage of using Render Groups lies in their optimization capabilities. They allow for certain calculations, like transformations (position, scale, rotation), tint, and alpha adjustments, to be offloaded to the GPU. This means that operations like moving or adjusting the Render Group can be done with minimal CPU impact, making your application more performance-efficient.

In practice, you're utilizing Render Groups even without explicit awareness. The root element you pass to the render function in PixiJS is automatically converted into a RenderGroup as this is where its render instructions will be stored. Though you also have the option to explicitly create additional RenderGroups as needed to further optimize your project.

This feature is particularly beneficial for:

  • Static Content: For content that doesn't change often, a Render Group can significantly reduce the computational load on the CPU. In this case static refers to the scene graph structure, not that actual values of the PixiJS elements inside it (eg position, scale of things).
  • Distinct Scene Parts: You can separate your scene into logical parts, such as the game world and the HUD (Heads-Up Display). Each part can be optimized individually, leading to overall better performance.

Examples

const myGameWorld = new Container({
  isRenderGroup:true
})

const myHud = new Container({
  isRenderGroup:true
})

scene.addChild(myGameWorld, myHud)

renderer.render(scene) // this action will actually convert the scene to a render group under the hood

Check out the container example.

Best Practices

  • Don't Overuse: While Render Groups are powerful, using too many can actually degrade performance. The goal is to find a balance that optimizes rendering without overwhelming the system with too many separate groups. Make sure to profile when using them. The majority of the time you won't need to use them at all!
  • Strategic Grouping: Consider what parts of your scene change together and which parts remain static. Grouping dynamic elements separately from static elements can lead to performance gains.

Performance Tips

General

  • Only optimize when you need to! PixiJS can handle a fair amount of content off the bat
  • Be mindful of the complexity of your scene. The more objects you add the slower things will end up
  • Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
  • Some older mobile devices run things a little slower. Passing in the option useContextAlpha: false and antialias: false to the Renderer or Application can help with performance
  • Culling is disabled by default as it's often better to do this at an application level or set objects to be cullable = true. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance

Sprites

  • Use Spritesheets where possible to minimize total textures
  • Sprites can be batched with up to 16 different textures (dependent on hardware)
  • This is the fastest way to render content
  • On older devices use smaller low resolution textures
  • Add the extention @0.5x.png to the 50% scale-down spritesheet so PixiJS will visually-double them automatically
  • Draw order can be important

Graphics

  • Graphics objects are fastest when they are not modified constantly (not including the transform, alpha or tint!)
  • Graphics objects are batched when under a certain size (100 points or smaller)
  • Small Graphics objects are as fast as Sprites (rectangles, triangles)
  • Using 100s of graphics complex objects can be slow, in this instance use sprites (you can create a texture)

Texture

  • Textures are automatically managed by a Texture Garbage Collector
  • You can also manage them yourself by using texture.destroy()
  • If you plan to destroy more than one at once add a random delay to their destruction to remove freezing
  • Delay texture destroy if you plan to delete a lot of textures yourself

Text

  • Avoid changing it on every frame as this can be expensive (each time it draws to a canvas and then uploads to GPU)
  • Bitmap Text gives much better performance for dynamically changing text
  • Text resolution matches the renderer resolution, decrease resolution yourself by setting the resolution property, which can consume less memory

Masks

  • Masks can be expensive if too many are used: e.g., 100s of masks will really slow things down
  • Axis-aligned Rectangle masks are the fastest (as they use scissor rect)
  • Graphics masks are second fastest (as they use the stencil buffer)
  • Sprite masks are the third fastest (they use filters). They are really expensive. Do not use too many in your scene!

Filters

  • Release memory: container.filters = null
  • If you know the size of them: container.filterArea = new Rectangle(x,y,w,h). This can speed things up as it means the object does not need to be measured
  • Filters are expensive, using too many will start to slow things down!

BlendModes

  • Different blend modes will cause batches to break (de-optimize)
  • ScreenSprite / NormalSprite / ScreenSprite / NormalSprite would be 4 draw calls
  • ScreenSprite / ScreenSprite / NormalSprite / NormalSprite would be 2 draw calls

Events

  • If an object has no interactive children use interactiveChildren = false. The event system will then be able to avoid crawling through the object
  • Setting hitArea = new Rectangle(x,y,w,h) as above should stop the event system from crawling through the object

Tutorials

Getting Started Example

import { Application } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
})();

Getting Started

Welcome to the PixiJS tutorial!

Please go through the tutorial steps at your own pace and challenge yourself using the editor on the right hand side. Here PixiJS has already been included as guided under the Getting Started section. Let's start with the creation of a PixiJS canvas application and add its view to the DOM.

We will be using an asynchronous immediately invoked function expression (IIFE), but you are free to switch to use promises instead.

Application Setup

Let's create the application and initialize it within the IIFE before appending its canvas to the DOM. If you came from PixiJS v7 or below, the key differences to pay attention to is that application options are now passed in as an object parameter to the init call, and that it is asynchronous which should be awaited before proceeding to use the application.

const app = new Application();

await app.init({ background: '#1099bb', resizeTo: window });
document.body.appendChild(app.canvas);

When you are ready, proceed to the next exercise using the Next > button below, or feel free to skip to any exercise using the drop-down menu on the top right hand corner of the card.

import { Application } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
})();
import { Application, Assets, Sprite } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the bunny texture.
    const texture = await Assets.load('https://pixijs.com/assets/bunny.png');

    // Create a new Sprite from an image path
    const bunny = new Sprite(texture);

    // Add to stage
    app.stage.addChild(bunny);

    // Center the sprite's anchor point
    bunny.anchor.set(0.5);

    // Move the sprite to the center of the screen
    bunny.x = app.screen.width / 2;
    bunny.y = app.screen.height / 2;
})();

Creating a Sprite

So far all we've been doing is prep work. We haven't actually told PixiJS to draw anything. Let's fix that by adding an image to be displayed.

There are a number of ways to draw images in PixiJS, but the simplest is by using a Sprite. We'll get into the details of how the scene graph works in a later guide, but for now all you need to know is that PixiJS renders a hierarchy of Containers. A Sprite is an extension of Container that wraps a loaded image resource to allow drawing it, scaling it, rotating it, and so forth.

Before PixiJS can render an image, it needs to be loaded. Just like in any web page, image loading happens asynchronously. For now, we will simply load a single texture up on the spot with the Assets utility class.

const texture = await Assets.load('https://pixijs.com/assets/bunny.png');

Then we need to create and add our new bunny sprite to the stage. The stage is also simply a Container that is the root of the scene graph. Every child of the stage container will be rendered every frame. By adding our sprite to the stage, we tell PixiJS's renderer we want to draw it.

const bunny = new Sprite(texture);

app.stage.addChild(bunny);

Now let's set the Sprite's anchor and position it so that it's bang on at the center.

bunny.anchor.set(0.5);

bunny.x = app.screen.width / 2;
bunny.y = app.screen.height / 2;
import { Application, Assets, Sprite } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the bunny texture.
    const texture = await Assets.load('https://pixijs.com/assets/bunny.png');

    // Create a new Sprite from an image path.
    const bunny = new Sprite(texture);

    // Add to stage.
    app.stage.addChild(bunny);

    // Center the sprite's anchor point.
    bunny.anchor.set(0.5);

    // Move the sprite to the center of the screen.
    bunny.x = app.screen.width / 2;
    bunny.y = app.screen.height / 2;
})();
import { Application, Assets, Sprite } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the bunny texture.
    const texture = await Assets.load('https://pixijs.com/assets/bunny.png');

    // Create a new Sprite from an image path.
    const bunny = new Sprite(texture);

    // Add to stage.
    app.stage.addChild(bunny);

    // Center the sprite's anchor point.
    bunny.anchor.set(0.5);

    // Move the sprite to the center of the screen.
    bunny.x = app.screen.width / 2;
    bunny.y = app.screen.height / 2;

    // Add an animation loop callback to the application's ticker.
    app.ticker.add((time) =>
    {
        /**
         * Just for fun, let's rotate mr rabbit a little.
         * Time is a Ticker object which holds time related data.
         * Here we use deltaTime, which is the time elapsed between the frame callbacks
         * to create frame-independent transformation. Keeping the speed consistent.
         */
        bunny.rotation += 0.1 * time.deltaTime;
    });
})();

Writing an Update Loop

While you can use PixiJS for static content, for most projects you'll want to add animation. Our sample app is actually cranking away, rendering the same sprite in the same place multiple times a second. All we have to do to make the image move is to update its attributes once per frame. To do this, we want to hook into the application's ticker. A ticker is a PixiJS object that runs one or more callbacks each frame. Doing so is surprisingly easy. Add the following to the end of your script block:

app.ticker.add((time) => {
    bunny.rotation += 0.1 * time.deltaTime;
});

All you need to do is to call app.ticker.add(...), pass it a callback function, and then update your scene in that function. It will get called every frame, and you can move, rotate etc. whatever you'd like to drive your project's animations.

import { Application, Assets, Sprite } from 'pixi.js';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the bunny texture.
    const texture = await Assets.load('https://pixijs.com/assets/bunny.png');

    // Create a new Sprite from an image path.
    const bunny = new Sprite(texture);

    // Add to stage.
    app.stage.addChild(bunny);

    // Center the sprite's anchor point.
    bunny.anchor.set(0.5);

    // Move the sprite to the center of the screen.
    bunny.x = app.screen.width / 2;
    bunny.y = app.screen.height / 2;

    // Add an animation loop callback to the application's ticker.
    app.ticker.add((time) =>
    {
        /**
         * Just for fun, let's rotate mr rabbit a little.
         * Time is a Ticker object which holds time related data.
         * Here we use deltaTime, which is the time elapsed between the frame callbacks
         * to create frame-independent transformation. Keeping the speed consistent.
         */
        bunny.rotation += 0.1 * time.deltaTime;
    });
})();

You did it!

Congratulations! Now you are ready for the real world ~

Choo Choo Train Example

import { Application } from 'pixi.js';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
})();

Onboard the Choo Choo Train!

Welcome to the Choo Choo Train workshop!

We are going to handcraft a cute little scene of a train moving through a landscape at night. We will solely be using the Graphics API to draw out the whole scene. In this tutorial, we will be exploring a handful of methods it provides to draw a variety of shapes. For the full list of methods, please check out the Graphics documentation.

Please go through the tutorial steps at your own pace and challenge yourself using the editor on the right hand side. Here PixiJS has already been included as guided under the Getting Started section. Let's start off by creation a PixiJS application, initialize it, add its canvas to the DOM, and preload the required assets ahead of the subsequent steps.

We will be using an asynchronous immediately invoked function expression (IIFE), but you are free to switch to use promises instead.

Application Setup

Let's create the application outside of the IIFE just so that it can be referenced across other functions declared outside. We can then initialize the application and appending its canvas to the DOM inside the IIFE.

await app.init({ background: '#021f4b', resizeTo: window });
document.body.appendChild(app.canvas);

At this point, you should see the preview filled with an empty light blue background.

When you are ready, proceed to the next exercise using the Next > button below, or feel free to skip to any exercise using the drop-down menu on the top right hand corner of the card.

import { Graphics } from 'pixi.js';

export function addStars(app)
{
    const starCount = 20;

    // Create a graphics object to hold all the stars.
    const graphics = new Graphics();

    for (let index = 0; index < starCount; index++)
    {
        // Randomize the position, radius, and rotation of each star.
        const x = (index * 0.78695 * app.screen.width) % app.screen.width;
        const y = (index * 0.9382 * app.screen.height) % app.screen.height;
        const radius = 2 + Math.random() * 3;
        const rotation = Math.random() * Math.PI * 2;

        // Draw the star onto the graphics object.
        graphics.star(x, y, 5, radius, 0, rotation).fill({ color: 0xffdf00, alpha: radius / 5 });
    }

    // Add the stars to the stage.
    app.stage.addChild(graphics);
}
import { Graphics } from 'pixi.js';

export function addStars(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application } from 'pixi.js';
import { addStars } from './addStars';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
})();

Adding Stars

Let's start with the sky! It's a little plain and boring right now, so how about adding some stars to it?

Because we will be drawing many different elements on the remaining steps, let's separate the building of each element into its own function to be called from within the main IIFE. Here, the addStars function has been set up for you to fill out.

Graphics API has a built-in star(x, y, points, radius, innerRadius?, rotation?) method for this with the ability to specify number of star points, its rotation, radius and even inner radius if you prefer it with a hollow.

Here, we will use a for-loop to create a number of 5-point stars with randomized radius, rotation and deterministically randomized positions across the whole scene. Let create 20 scattered stars with a radius size between 2 - 5 units to start under a single Graphics instance. After drawing out the individual invisible shape, we can then use the fill(style) method to color it in, specifying the color and the opacity calculated from the percentage of random radius to the max radius.

TIPS: The Graphics API methods (with a few exceptions) return back the Graphics instance so it can be used for chained as you will see in the future steps

const starCount = 20;
const graphics = new Graphics();

for (let index = 0; index < starCount; index++)
{
    const x = (index * 0.78695 * app.screen.width) % app.screen.width;
    const y = (index * 0.9382 * app.screen.height) % app.screen.height;
    const radius = 2 + Math.random() * 3;
    const rotation = Math.random() * Math.PI * 2;

    graphics.star(x, y, 5, radius, 0, rotation).fill({ color: 0xffdf00, alpha: radius / 5 });
}

app.stage.addChild(graphics);
import { Graphics } from 'pixi.js';
import moonSvg from './moon.svg';

export function addMoon(app)
{
    // Create a moon graphics object from an SVG code.
    const graphics = new Graphics().svg(moonSvg);

    // Position the moon.
    graphics.x = app.screen.width / 2 + 100;
    graphics.y = app.screen.height / 8;

    // Add the moon to the stage.
    app.stage.addChild(graphics);
}
import { Graphics } from 'pixi.js';

export function addMoon(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application } from 'pixi.js';
import { addMoon } from './addMoon';
import { addStars } from './addStars';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
})();

Adding Moon

For the moon crescent, we will cheat a little bit with the included moon SVG file.

Graphics API also has a built-in svg(svgString) method for drawing vector graphics using SVG data. Have a go at it on the set up addMoon function.

const graphics = new Graphics().svg(parsedSvg);

graphics.x = app.screen.width / 2 + 100;
graphics.y = app.screen.height / 8;
app.stage.addChild(graphics);
import { Graphics } from 'pixi.js';

export function addMountains(app)
{
    // Create two mountain groups where one will be on the screen and the other will be off screen.
    // When the first group moves off screen, it will be moved to the right of the second group.
    const group1 = createMountainGroup(app);
    const group2 = createMountainGroup(app);

    // Position the 2nd group off the screen to the right.
    group2.x = app.screen.width;

    // Add the mountain groups to the stage.
    app.stage.addChild(group1, group2);

    // Animate the mountain groups
    app.ticker.add((time) =>
    {
        // Calculate the amount of distance to move the mountain groups per tick.
        const dx = time.deltaTime * 0.5;

        // Move the mountain groups leftwards.
        group1.x -= dx;
        group2.x -= dx;

        // Reposition the mountain groups when they move off screen.
        if (group1.x <= -app.screen.width)
        {
            group1.x += app.screen.width * 2;
        }
        if (group2.x <= -app.screen.width)
        {
            group2.x += app.screen.width * 2;
        }
    });
}

function createMountainGroup(app)
{
    // Create a graphics object to hold all the mountains in a group.
    const graphics = new Graphics();

    // Width of all the mountains.
    const width = app.screen.width / 2;

    // Starting point on the y-axis of all the mountains.
    // This is the bottom of the screen.
    const startY = app.screen.height;

    // Start point on the x-axis of the individual mountain.
    const startXLeft = 0;
    const startXMiddle = Number(app.screen.width) / 4;
    const startXRight = app.screen.width / 2;

    // Height of the individual mountain.
    const heightLeft = app.screen.height / 2;
    const heightMiddle = (app.screen.height * 4) / 5;
    const heightRight = (app.screen.height * 2) / 3;

    // Color of the individual mountain.
    const colorLeft = 0xc1c0c2;
    const colorMiddle = 0x7e818f;
    const colorRight = 0x8c919f;

    graphics
        // Draw the middle mountain
        .moveTo(startXMiddle, startY)
        .bezierCurveTo(
            startXMiddle + width / 2,
            startY - heightMiddle,
            startXMiddle + width / 2,
            startY - heightMiddle,
            startXMiddle + width,
            startY,
        )
        .fill({ color: colorMiddle })

        // Draw the left mountain
        .moveTo(startXLeft, startY)
        .bezierCurveTo(
            startXLeft + width / 2,
            startY - heightLeft,
            startXLeft + width / 2,
            startY - heightLeft,
            startXLeft + width,
            startY,
        )
        .fill({ color: colorLeft })

        // Draw the right mountain
        .moveTo(startXRight, startY)
        .bezierCurveTo(
            startXRight + width / 2,
            startY - heightRight,
            startXRight + width / 2,
            startY - heightRight,
            startXRight + width,
            startY,
        )
        .fill({ color: colorRight });

    return graphics;
}
import { Graphics } from 'pixi.js';

export function addMountains(app)
{
    /** -- INSERT CODE HERE -- */
}

function createMountainGroup(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application } from 'pixi.js';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addStars } from './addStars';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
})();

Adding Mountains

For the background let's put up some mountains, shall we? We will also animate them to the left to give an impression that the scene is moving rightwards.

Create Mountain Groups

Since we are moving the mountains to the left, they will eventually go off the screen and at the same time leaving empty spaces to the right. To fix this, we will be looping them back to the right of the scene once they go out of the scene view. In order to make the loop seamless, we will be making 2 mountain groups where each covers the whole scene. Then we will offset one group off the screen to the right. This is so that the second group and slowly filling in the screen from the right as the first group moving off the screen to the left before looping back to be offscreen to the right of the second group and repeating the process.

Let start by filling in the logic for creating a mountain group in the createMountainGroup() function which will return a Graphics instance of a mountain group. We will use this to create the 2 group instances later.

Here, we are using a single Graphics instance for a group of mountains. Taking into account the screen dimension we can draw out 3 mountains with different heights and colors. In this case, we will imagine the Graphics instance as a pen and for each of the mountain we move the pen to the starting position using Graphics API's moveTo(x, y) method and then contour out the mountain arc using bezierCurveTo(cx1, cy1, cx2, cy2, x, y) method, where [cx, cy] positions are control point coordinates for the curve going from where it was to the [x, y] position. Again, we then need to fill the resulted shape with fill(style).

TIPS: In this case, we do not have to connect the end point to the starting point as the Graphics' context will automatically infer a closed shape by doing so for the fill.

const graphics = new Graphics();
const width = app.screen.width / 2;
const startY = app.screen.height;
const startXLeft = 0;
const startXMiddle = Number(app.screen.width) / 4;
const startXRight = app.screen.width / 2;
const heightLeft = app.screen.height / 2;
const heightMiddle = (app.screen.height * 4) / 5;
const heightRight = (app.screen.height * 2) / 3;
const colorLeft = 0xc1c0c2;
const colorMiddle = 0x7e818f;
const colorRight = 0x8c919f;

graphics
    // Draw the middle mountain
    .moveTo(startXMiddle, startY)
    .bezierCurveTo(
        startXMiddle + width / 2,
        startY - heightMiddle,
        startXMiddle + width / 2,
        startY - heightMiddle,
        startXMiddle + width,
        startY,
    )
    .fill({ color: colorMiddle })

    // Draw the left mountain
    .moveTo(startXLeft, startY)
    .bezierCurveTo(
        startXLeft + width / 2,
        startY - heightLeft,
        startXLeft + width / 2,
        startY - heightLeft,
        startXLeft + width,
        startY,
    )
    .fill({ color: colorLeft })

    // Draw the right mountain
    .moveTo(startXRight, startY)
    .bezierCurveTo(
        startXRight + width / 2,
        startY - heightRight,
        startXRight + width / 2,
        startY - heightRight,
        startXRight + width,
        startY,
    )
    .fill({ color: colorRight });

return graphics;

Set Up Mountain Groups

With the createMountainGroup() helper function, we can then create 2 instances of the mountain group and offset one of them off the screen to the right.

const group1 = createMountainGroup(app);
const group2 = createMountainGroup(app);

group2.x = app.screen.width;
app.stage.addChild(group1, group2);

You should now see a single group of mountains covering the whole scene.

Animate Mountains

Using the application's ticker, we can add a callback function which will reposition the mountain groups every ticker update, creating a continuous animation. The callback function will be supplied with the Ticker object in which time-related data can be inferred like the deltaTime that we will be using to calculate the distance for the mountain to move consistently. Remember to reposition the groups when they moved completely off the screen.

app.ticker.add((time) =>
{
    const dx = time.deltaTime * 0.5;

    group1.x -= dx;
    group2.x -= dx;

    if (group1.x <= -app.screen.width)
    {
        group1.x += app.screen.width * 2;
    }
    if (group2.x <= -app.screen.width)
    {
        group2.x += app.screen.width * 2;
    }
});
import { Graphics } from 'pixi.js';

export function addTrees(app)
{
    // Width of each tree.
    const treeWidth = 200;

    // Position of the base of the trees on the y-axis.
    const y = app.screen.height - 20;

    // Spacing between each tree.
    const spacing = 15;

    // Calculate the number of trees needed to fill the screen horizontally.
    const count = app.screen.width / (treeWidth + spacing) + 1;

    // Create an array to store all the trees.
    const trees = [];

    for (let index = 0; index < count; index++)
    {
        // Randomize the height of each tree within a constrained range.
        const treeHeight = 225 + Math.random() * 50;

        // Create a tree instance.
        const tree = createTree(treeWidth, treeHeight);

        // Initially position the tree.
        tree.x = index * (treeWidth + spacing);
        tree.y = y;

        // Add the tree to the stage and the reference array.
        app.stage.addChild(tree);
        trees.push(tree);
    }

    // Animate the trees.
    app.ticker.add((time) =>
    {
        // Calculate the amount of distance to move the trees per tick.
        const dx = time.deltaTime * 3;

        trees.forEach((tree) =>
        {
            // Move the trees leftwards.
            tree.x -= dx;

            // Reposition the trees when they move off screen.
            if (tree.x <= -(treeWidth / 2 + spacing))
            {
                tree.x += count * (treeWidth + spacing) + spacing * 3;
            }
        });
    });
}

function createTree(width, height)
{
    // Define the dimensions of the tree trunk.
    const trunkWidth = 30;
    const trunkHeight = height / 4;

    // Define the dimensions and parameters for the tree crown layers.
    const crownHeight = height - trunkHeight;
    const crownLevels = 4;
    const crownLevelHeight = crownHeight / crownLevels;
    const crownWidthIncrement = width / crownLevels;

    // Define the colors of the parts.
    const crownColor = 0x264d3d;
    const trunkColor = 0x563929;

    const graphics = new Graphics()
        // Draw the trunk.
        .rect(-trunkWidth / 2, -trunkHeight, trunkWidth, trunkHeight)
        .fill({ color: trunkColor });

    for (let index = 0; index < crownLevels; index++)
    {
        const y = -trunkHeight - crownLevelHeight * index;
        const levelWidth = width - crownWidthIncrement * index;
        const offset = index < crownLevels - 1 ? crownLevelHeight / 2 : 0;

        // Draw a crown layer.
        graphics
            .moveTo(-levelWidth / 2, y)
            .lineTo(0, y - crownLevelHeight - offset)
            .lineTo(levelWidth / 2, y)
            .fill({ color: crownColor });
    }

    return graphics;
}
import { Graphics } from 'pixi.js';

export function addTrees(app)
{
    /** -- INSERT CODE HERE -- */
}

function createTree(width, height)
{
    /** -- INSERT CODE HERE -- */
}
import { Application } from 'pixi.js';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addStars } from './addStars';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
})();

Adding Trees

Let's apply the same principles we used on the mountains step and do the same thing for the trees layer.

Create Tree

Starting off with the helper function to create a tree, createTree(width, height) which will instantiate a Graphics element with a tree of specified width and height drawn on. We begin with drawing the trunk using Graphics API's rect(x, y, width, height) method and fill it out with fill(style) method as usual.

const trunkWidth = 30;
const trunkHeight = height / 4;
const trunkColor = 0x563929;
const graphics = new Graphics()
        .rect(-trunkWidth / 2, -trunkHeight, trunkWidth, trunkHeight)
        .fill({ color: trunkColor });

Then for the crown, we will draw 4 stacking triangles with each triangle being thinner as we move upwards and the top triangles slightly overlapping the lower ones. Here's an example of how we can achieve that iteratively:

const crownHeight = height - trunkHeight;
const crownLevels = 4;
const crownLevelHeight = crownHeight / crownLevels;
const crownWidthIncrement = width / crownLevels;
const crownColor = 0x264d3d;

for (let index = 0; index < crownLevels; index++)
{
    const y = -trunkHeight - crownLevelHeight * index;
    const levelWidth = width - crownWidthIncrement * index;
    const offset = index < crownLevels - 1 ? crownLevelHeight / 2 : 0;

    graphics
        .moveTo(-levelWidth / 2, y)
        .lineTo(0, y - crownLevelHeight - offset)
        .lineTo(levelWidth / 2, y)
        .fill({ color: crownColor });
}

return graphics;

Set Up Trees

Now in the addTree() function we can instantiate as many trees as we need to cover the screen horizontally, with a few additions as offscreen buffers.

const treeWidth = 200;
const y = app.screen.height - 20;
const spacing = 15;
const count = app.screen.width / (treeWidth + spacing) + 1;
const trees = [];

for (let index = 0; index < count; index++)
{
    const treeHeight = 225 + Math.random() * 50;
    const tree = createTree(treeWidth, treeHeight);

    tree.x = index * (treeWidth + spacing);
    tree.y = y;

    app.stage.addChild(tree);
    trees.push(tree);
}

Animate Trees

Then do the same animation animation setup as we did for the mountains using the application's ticker. However, we will make the rate of change (dx) faster than that of the mountains to simulate the trees being closer to the camera, which should make them go by faster due to the parallax effect.

app.ticker.add((time) =>
{
    const dx = time.deltaTime * 3;

    trees.forEach((tree) =>
    {
        tree.x -= dx;

        if (tree.x <= -(treeWidth / 2 + spacing))
        {
            tree.x += count * (treeWidth + spacing) + spacing * 3;
        }
    });
});
import { Graphics } from 'pixi.js';

export function addGround(app)
{
    const width = app.screen.width;

    // Create and draw the bottom ground graphic.
    const groundHeight = 20;
    const groundY = app.screen.height;
    const ground = new Graphics().rect(0, groundY - groundHeight, width, groundHeight).fill({ color: 0xdddddd });

    // Add the ground to the stage.
    app.stage.addChild(ground);

    // Define the total height of the track. Both the planks and the rail layers.
    const trackHeight = 15;

    // Define the dimensions and parameters for the planks.
    const plankWidth = 50;
    const plankHeight = trackHeight / 2;
    const plankGap = 20;
    const plankCount = width / (plankWidth + plankGap) + 1;
    const plankY = groundY - groundHeight;

    // Create an array to store all the planks.
    const planks = [];

    for (let index = 0; index < plankCount; index++)
    {
        // Create and draw a plank graphic.
        const plank = new Graphics().rect(0, plankY - plankHeight, plankWidth, plankHeight).fill({ color: 0x241811 });

        // Position the plank to distribute it across the screen.
        plank.x = index * (plankWidth + plankGap);

        // Add the plank to the stage and the reference array.
        app.stage.addChild(plank);
        planks.push(plank);
    }

    // Create and draw the rail strip graphic.
    const railHeight = trackHeight / 2;
    const railY = plankY - plankHeight;
    const rail = new Graphics().rect(0, railY - railHeight, width, railHeight).fill({ color: 0x5c5c5c });

    // Add the rail to the stage.
    app.stage.addChild(rail);

    // Animate just the planks to simulate the passing of the ground.
    // Since the rail and the ground are uniform strips, they do not need to be animated.
    app.ticker.add((time) =>
    {
        // Calculate the amount of distance to move the planks per tick.
        const dx = time.deltaTime * 6;

        planks.forEach((plank) =>
        {
            // Move the planks leftwards.
            plank.x -= dx;

            // Reposition the planks when they move off screen.
            if (plank.x <= -(plankWidth + plankGap))
            {
                plank.x += plankCount * (plankWidth + plankGap) + plankGap * 1.5;
            }
        });
    });
}
import { Graphics } from 'pixi.js';

export function addGround(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application } from 'pixi.js';
import { addGround } from './addGround';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addStars } from './addStars';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
    addGround(app);
})();

Adding Ground

The trees are floating in space right at this point, but that's because we left some space for the ground layer. Let's fill that up together now!

We will be making 3 layers of the ground with the bottom-most being the snow and the top two being the train track parts.

Snow Layer

For this, we can simply draw a long rectangle strip across the screen and fill in the color of the snow.

const width = app.screen.width;
const groundHeight = 20;
const groundY = app.screen.height;
const ground = new Graphics()
    .rect(0, groundY - groundHeight, width, groundHeight)
    .fill({ color: 0xdddddd });

app.stage.addChild(ground);

Track's Planks

For the planks, we will be doing the same thing as we did for the trees. First by defining the dimensions of each plank and determining the amount needed to cover the width of the scene with a few additional offscreen buffers as we will be animating them as well. We will position them on top of the snow layer.

const trackHeight = 15;
const plankWidth = 50;
const plankHeight = trackHeight / 2;
const plankGap = 20;
const plankCount = width / (plankWidth + plankGap) + 1;
const plankY = groundY - groundHeight;
const planks = [];

for (let index = 0; index < plankCount; index++)
{
    const plank = new Graphics()
        .rect(0, plankY - plankHeight, plankWidth, plankHeight)
        .fill({ color: 0x241811 });

    plank.x = index * (plankWidth + plankGap);
    app.stage.addChild(plank);
    planks.push(plank);
}

Then add the animation to the planks in the similar manner to the trees animation. Again, making the rate of change (dx) even faster than the trees to simulate the track being closer to the camera, and hence travel faster across the screen (Parallax Effect).

app.ticker.add((time) =>
{
    const dx = time.deltaTime * 6;

    planks.forEach((plank) =>
    {
        plank.x -= dx;

        if (plank.x <= -(plankWidth + plankGap))
        {
            plank.x += plankCount * (plankWidth + plankGap) + plankGap * 1.5;
        }
    });
});

Track's Rail

For the metal rail for the train's wheels to go onto, it will be another simple rectangle strip just like the ground and we will place them above the planks layer.

const railHeight = trackHeight / 2;
const railY = plankY - plankHeight;
const rail = new Graphics()
    .rect(0, railY - railHeight, width, railHeight)
    .fill({ color: 0x5c5c5c });

app.stage.addChild(rail);

import { Container, Graphics } from 'pixi.js';

export function addTrain(app, container)
{
    const head = createTrainHead(app);

    // Add the head to the train container.
    container.addChild(head);

    // Add the train container to the stage.
    app.stage.addChild(container);

    const scale = 0.75;

    // Adjust the scaling of the train.
    container.scale.set(scale);

    // Position the train, taking into account the variety of screen width.
    // To keep the train as the main focus, the train is offset slightly to the left of the screen center.
    container.x = app.screen.width / 2 - head.width / 2;
    container.y = app.screen.height - 35 - 55 * scale;
}

function createTrainHead(app)
{
    // Create a container to hold all the train head parts.
    const container = new Container();

    // Define the dimensions of the head front.
    const frontHeight = 100;
    const frontWidth = 140;
    const frontRadius = frontHeight / 2;

    // Define the dimensions of the cabin.
    const cabinHeight = 200;
    const cabinWidth = 150;
    const cabinRadius = 15;

    // Define the dimensions of the chimney.
    const chimneyBaseWidth = 30;
    const chimneyTopWidth = 50;
    const chimneyHeight = 70;
    const chimneyDomeHeight = 25;
    const chimneyTopOffset = (chimneyTopWidth - chimneyBaseWidth) / 2;
    const chimneyStartX = cabinWidth + frontWidth - frontRadius - chimneyBaseWidth;
    const chimneyStartY = -frontHeight;

    // Define the dimensions of the roof.
    const roofHeight = 25;
    const roofExcess = 20;

    // Define the dimensions of the door.
    const doorWidth = cabinWidth * 0.7;
    const doorHeight = cabinHeight * 0.7;
    const doorStartX = (cabinWidth - doorWidth) * 0.5;
    const doorStartY = -(cabinHeight - doorHeight) * 0.5 - doorHeight;

    // Define the dimensions of the window.
    const windowWidth = doorWidth * 0.8;
    const windowHeight = doorHeight * 0.4;
    const offset = (doorWidth - windowWidth) / 2;

    const graphics = new Graphics()
        // Draw the chimney
        .moveTo(chimneyStartX, chimneyStartY)
        .lineTo(chimneyStartX - chimneyTopOffset, chimneyStartY - chimneyHeight + chimneyDomeHeight)
        .quadraticCurveTo(
            chimneyStartX + chimneyBaseWidth / 2,
            chimneyStartY - chimneyHeight - chimneyDomeHeight,
            chimneyStartX + chimneyBaseWidth + chimneyTopOffset,
            chimneyStartY - chimneyHeight + chimneyDomeHeight,
        )
        .lineTo(chimneyStartX + chimneyBaseWidth, chimneyStartY)
        .fill({ color: 0x121212 })

        // Draw the head front
        .roundRect(
            cabinWidth - frontRadius - cabinRadius,
            -frontHeight,
            frontWidth + frontRadius + cabinRadius,
            frontHeight,
            frontRadius,
        )
        .fill({ color: 0x7f3333 })

        // Draw the cabin
        .roundRect(0, -cabinHeight, cabinWidth, cabinHeight, cabinRadius)
        .fill({ color: 0x725f19 })

        // Draw the roof
        .rect(-roofExcess / 2, cabinRadius - cabinHeight - roofHeight, cabinWidth + roofExcess, roofHeight)
        .fill({ color: 0x52431c })

        // Draw the door
        .roundRect(doorStartX, doorStartY, doorWidth, doorHeight, cabinRadius)
        .stroke({ color: 0x52431c, width: 3 })

        // Draw the window
        .roundRect(doorStartX + offset, doorStartY + offset, windowWidth, windowHeight, 10)
        .fill({ color: 0x848484 });

    // Define the dimensions of the wheels.
    const bigWheelRadius = 55;
    const smallWheelRadius = 35;
    const wheelGap = 5;
    const wheelOffsetY = 5;

    // Create all the wheels.
    const backWheel = createTrainWheel(bigWheelRadius);
    const midWheel = createTrainWheel(smallWheelRadius);
    const frontWheel = createTrainWheel(smallWheelRadius);

    // Position the wheels.
    backWheel.x = bigWheelRadius;
    backWheel.y = wheelOffsetY;
    midWheel.x = backWheel.x + bigWheelRadius + smallWheelRadius + wheelGap;
    midWheel.y = backWheel.y + bigWheelRadius - smallWheelRadius;
    frontWheel.x = midWheel.x + smallWheelRadius * 2 + wheelGap;
    frontWheel.y = midWheel.y;

    // Add all the parts to the container.
    container.addChild(graphics, backWheel, midWheel, frontWheel);

    // Animate the wheels - making the big wheel rotate proportionally slower than the small wheels.
    app.ticker.add((time) =>
    {
        const dr = time.deltaTime * 0.15;

        backWheel.rotation += dr * (smallWheelRadius / bigWheelRadius);
        midWheel.rotation += dr;
        frontWheel.rotation += dr;
    });

    return container;
}

function createTrainWheel(radius)
{
    // Define the dimensions of the wheel.
    const strokeThickness = radius / 3;
    const innerRadius = radius - strokeThickness;

    return (
        new Graphics()
            .circle(0, 0, radius)
            // Draw the wheel
            .fill({ color: 0x848484 })
            // Draw the tyre
            .stroke({ color: 0x121212, width: strokeThickness, alignment: 1 })
            // Draw the spokes
            .rect(-strokeThickness / 2, -innerRadius, strokeThickness, innerRadius * 2)
            .rect(-innerRadius, -strokeThickness / 2, innerRadius * 2, strokeThickness)
            .fill({ color: 0x4f4f4f })
    );
}
import { Container, Graphics } from 'pixi.js';

export function addTrain(app, container)
{
    const head = createTrainHead();

    /** -- INSERT CODE HERE -- */
}

function createTrainHead(app)
{
    /** -- INSERT CODE HERE -- */
}

function createTrainWheel(radius)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Container } from 'pixi.js';
import { addGround } from './addGround';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addStars } from './addStars';
import { addTrain } from './addTrain';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Create a container to hold all the train parts.
const trainContainer = new Container();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
    addGround(app);
    addTrain(app, trainContainer);
})();

Adding Train Head

We will start by making the head of the train first, and to do so we will be separating them into parts:

  • Cabin
  • Door
  • Window
  • Roof
  • Front
  • Chimney
  • Wheels

Apart from the wheels, the parts will be drawn using a single Graphics instance. Let wrap all of the logic for this inside the already set-up createTrainHead() function that will return a Container element holding all the parts together.

Body

The body parts includes the cabin with its overlaying door and window topped with a roof, and the protruding front with the chimney on top.

const frontHeight = 100;
const frontWidth = 140;
const frontRadius = frontHeight / 2;

const cabinHeight = 200;
const cabinWidth = 150;
const cabinRadius = 15;

const chimneyBaseWidth = 30;
const chimneyTopWidth = 50;
const chimneyHeight = 70;
const chimneyDomeHeight = 25;
const chimneyTopOffset = (chimneyTopWidth - chimneyBaseWidth) / 2;
const chimneyStartX = cabinWidth + frontWidth - frontRadius - chimneyBaseWidth;
const chimneyStartY = -frontHeight;

const roofHeight = 25;
const roofExcess = 20;

const doorWidth = cabinWidth * 0.7;
const doorHeight = cabinHeight * 0.7;
const doorStartX = (cabinWidth - doorWidth) * 0.5;
const doorStartY = -(cabinHeight - doorHeight) * 0.5 - doorHeight;

const windowWidth = doorWidth * 0.8;
const windowHeight = doorHeight * 0.4;
const offset = (doorWidth - windowWidth) / 2;

const graphics = new Graphics()
    // Draw the chimney
    .moveTo(chimneyStartX, chimneyStartY)
    .lineTo(chimneyStartX - chimneyTopOffset, chimneyStartY - chimneyHeight + chimneyDomeHeight)
    .quadraticCurveTo(
        chimneyStartX + chimneyBaseWidth / 2,
        chimneyStartY - chimneyHeight - chimneyDomeHeight,
        chimneyStartX + chimneyBaseWidth + chimneyTopOffset,
        chimneyStartY - chimneyHeight + chimneyDomeHeight,
    )
    .lineTo(chimneyStartX + chimneyBaseWidth, chimneyStartY)
    .fill({ color: 0x121212 })

    // Draw the head front
    .roundRect(
        cabinWidth - frontRadius - cabinRadius,
        -frontHeight,
        frontWidth + frontRadius + cabinRadius,
        frontHeight,
        frontRadius,
    )
    .fill({ color: 0x7f3333 })

    // Draw the cabin
    .roundRect(0, -cabinHeight, cabinWidth, cabinHeight, cabinRadius)
    .fill({ color: 0x725f19 })

    // Draw the roof
    .rect(-roofExcess / 2, cabinRadius - cabinHeight - roofHeight, cabinWidth + roofExcess, roofHeight)
    .fill({ color: 0x52431c })

    // Draw the door
    .roundRect(doorStartX, doorStartY, doorWidth, doorHeight, cabinRadius)
    .stroke({ color: 0x52431c, width: 3 })

    // Draw the window
    .roundRect(doorStartX + offset, doorStartY + offset, windowWidth, windowHeight, 10)
    .fill({ color: 0x848484 });

Wheels

For the wheels, lets make a helper function that will instantiate individual wheel given a radius. This has been set up for you as the createTrainWheel(radius) function.

Inside a wheel, we can split it further into parts as:

  • Wheel base
  • Tyre surrounding the base
  • Spokes on the base
const strokeThickness = radius / 3;
const innerRadius = radius - strokeThickness;

return (
    new Graphics()
        .circle(0, 0, radius)
        // Draw the wheel
        .fill({ color: 0x848484 })
        // Draw the tyre
        .stroke({ color: 0x121212, width: strokeThickness, alignment: 1 })
        // Draw the spokes
        .rect(-strokeThickness / 2, -innerRadius, strokeThickness, innerRadius * 2)
        .rect(-innerRadius, -strokeThickness / 2, innerRadius * 2, strokeThickness)
        .fill({ color: 0x4f4f4f })
);

Then we can this helper function inside the createTrainHead() function to create the 3 wheels for the train head which include one larger wheel at the back and two standard sized ones in front.

const bigWheelRadius = 55;
const smallWheelRadius = 35;
const wheelGap = 5;
const wheelOffsetY = 5;

const backWheel = createTrainWheel(bigWheelRadius);
const midWheel = createTrainWheel(smallWheelRadius);
const frontWheel = createTrainWheel(smallWheelRadius);

backWheel.x = bigWheelRadius;
backWheel.y = wheelOffsetY;
midWheel.x = backWheel.x + bigWheelRadius + smallWheelRadius + wheelGap;
midWheel.y = backWheel.y + bigWheelRadius - smallWheelRadius;
frontWheel.x = midWheel.x + smallWheelRadius * 2 + wheelGap;
frontWheel.y = midWheel.y;

Combine and Animate

Now that we have the Graphics instance of the train head's body and its wheels, let add them all onto a wrapping container and then animate the spinning of the wheels before returning the container as the result. Notice here that we make the back wheel rotate proportionally slower like it logically should as it's bigger with more circumference to cover in a revolution.

const container = new Container();

container.addChild(graphics, backWheel, midWheel, frontWheel);

app.ticker.add((time) =>
{
    const dr = time.deltaTime * 0.15;

    backWheel.rotation += dr * (smallWheelRadius / bigWheelRadius);
    midWheel.rotation += dr;
    frontWheel.rotation += dr;
});

return container;


```javascript src/tutorials/v8.0.0/chooChooTrain/step8/addTrain-completed.js
import { Container, Graphics } from 'pixi.js';

export function addTrain(app, container)
{
    const head = createTrainHead(app);
    const carriage = createTrainCarriage(app);

    // Position the carriage behind the head.
    carriage.x = -carriage.width;

    // Add the head and the carriage to the train container.
    container.addChild(head, carriage);

    // Add the train container to the stage.
    app.stage.addChild(container);

    const scale = 0.75;

    // Adjust the scaling of the train.
    container.scale.set(scale);

    // Position the train on the x-axis, taking into account the variety of screen width.
    // To keep the train as the main focus, the train is offset slightly to the left of the screen center.
    container.x = app.screen.width / 2 - head.width / 2;

    // Define animation parameters.
    let elapsed = 0;
    const shakeDistance = 3;
    const baseY = app.screen.height - 35 - 55 * scale;
    const speed = 0.5;

    // Initially position the train on the y-axis.
    container.y = baseY;

    // Animate the train - bobbing it up and down a tiny bit on the track.
    app.ticker.add((time) =>
    {
        elapsed += time.deltaTime;
        const offset = (Math.sin(elapsed * 0.5 * speed) * 0.5 + 0.5) * shakeDistance;

        container.y = baseY + offset;
    });
}

function createTrainHead(app)
{
    // Create a container to hold all the train head parts.
    const container = new Container();

    // Define the dimensions of the head front.
    const frontHeight = 100;
    const frontWidth = 140;
    const frontRadius = frontHeight / 2;

    // Define the dimensions of the cabin.
    const cabinHeight = 200;
    const cabinWidth = 150;
    const cabinRadius = 15;

    // Define the dimensions of the chimney.
    const chimneyBaseWidth = 30;
    const chimneyTopWidth = 50;
    const chimneyHeight = 70;
    const chimneyDomeHeight = 25;
    const chimneyTopOffset = (chimneyTopWidth - chimneyBaseWidth) / 2;
    const chimneyStartX = cabinWidth + frontWidth - frontRadius - chimneyBaseWidth;
    const chimneyStartY = -frontHeight;

    // Define the dimensions of the roof.
    const roofHeight = 25;
    const roofExcess = 20;

    // Define the dimensions of the door.
    const doorWidth = cabinWidth * 0.7;
    const doorHeight = cabinHeight * 0.7;
    const doorStartX = (cabinWidth - doorWidth) * 0.5;
    const doorStartY = -(cabinHeight - doorHeight) * 0.5 - doorHeight;

    // Define the dimensions of the window.
    const windowWidth = doorWidth * 0.8;
    const windowHeight = doorHeight * 0.4;
    const offset = (doorWidth - windowWidth) / 2;

    const graphics = new Graphics()
        // Draw the chimney
        .moveTo(chimneyStartX, chimneyStartY)
        .lineTo(chimneyStartX - chimneyTopOffset, chimneyStartY - chimneyHeight + chimneyDomeHeight)
        .quadraticCurveTo(
            chimneyStartX + chimneyBaseWidth / 2,
            chimneyStartY - chimneyHeight - chimneyDomeHeight,
            chimneyStartX + chimneyBaseWidth + chimneyTopOffset,
            chimneyStartY - chimneyHeight + chimneyDomeHeight,
        )
        .lineTo(chimneyStartX + chimneyBaseWidth, chimneyStartY)
        .fill({ color: 0x121212 })

        // Draw the head front
        .roundRect(
            cabinWidth - frontRadius - cabinRadius,
            -frontHeight,
            frontWidth + frontRadius + cabinRadius,
            frontHeight,
            frontRadius,
        )
        .fill({ color: 0x7f3333 })

        // Draw the cabin
        .roundRect(0, -cabinHeight, cabinWidth, cabinHeight, cabinRadius)
        .fill({ color: 0x725f19 })

        // Draw the roof
        .rect(-roofExcess / 2, cabinRadius - cabinHeight - roofHeight, cabinWidth + roofExcess, roofHeight)
        .fill({ color: 0x52431c })

        // Draw the door
        .roundRect(doorStartX, doorStartY, doorWidth, doorHeight, cabinRadius)
        .stroke({ color: 0x52431c, width: 3 })

        // Draw the window
        .roundRect(doorStartX + offset, doorStartY + offset, windowWidth, windowHeight, 10)
        .fill({ color: 0x848484 });

    // Define the dimensions of the wheels.
    const bigWheelRadius = 55;
    const smallWheelRadius = 35;
    const wheelGap = 5;
    const wheelOffsetY = 5;

    // Create all the wheels.
    const backWheel = createTrainWheel(bigWheelRadius);
    const midWheel = createTrainWheel(smallWheelRadius);
    const frontWheel = createTrainWheel(smallWheelRadius);

    // Position the wheels.
    backWheel.x = bigWheelRadius;
    backWheel.y = wheelOffsetY;
    midWheel.x = backWheel.x + bigWheelRadius + smallWheelRadius + wheelGap;
    midWheel.y = backWheel.y + bigWheelRadius - smallWheelRadius;
    frontWheel.x = midWheel.x + smallWheelRadius * 2 + wheelGap;
    frontWheel.y = midWheel.y;

    // Add all the parts to the container.
    container.addChild(graphics, backWheel, midWheel, frontWheel);

    // Animate the wheels - making the big wheel rotate proportionally slower than the small wheels.
    app.ticker.add((time) =>
    {
        const dr = time.deltaTime * 0.15;

        backWheel.rotation += dr * (smallWheelRadius / bigWheelRadius);
        midWheel.rotation += dr;
        frontWheel.rotation += dr;
    });

    return container;
}

function createTrainCarriage(app)
{
    // Create a container to hold all the train carriage parts.
    const container = new Container();

    // Define the dimensions of the carriage parts.
    const containerHeight = 125;
    const containerWidth = 200;
    const containerRadius = 15;
    const edgeHeight = 25;
    const edgeExcess = 20;
    const connectorWidth = 30;
    const connectorHeight = 10;
    const connectorGap = 10;
    const connectorOffsetY = 20;

    const graphics = new Graphics()
        // Draw the body
        .roundRect(edgeExcess / 2, -containerHeight, containerWidth, containerHeight, containerRadius)
        .fill({ color: 0x725f19 })

        // Draw the top edge
        .rect(0, containerRadius - containerHeight - edgeHeight, containerWidth + edgeExcess, edgeHeight)
        .fill({ color: 0x52431c })

        // Draw the connectors
        .rect(containerWidth + edgeExcess / 2, -connectorOffsetY - connectorHeight, connectorWidth, connectorHeight)
        .rect(
            containerWidth + edgeExcess / 2,
            -connectorOffsetY - connectorHeight * 2 - connectorGap,
            connectorWidth,
            connectorHeight,
        )
        .fill({ color: 0x121212 });

    // Define the dimensions of the wheels.
    const wheelRadius = 35;
    const wheelGap = 40;
    const centerX = (containerWidth + edgeExcess) / 2;
    const offsetX = wheelRadius + wheelGap / 2;

    // Create the wheels.
    const backWheel = createTrainWheel(wheelRadius);
    const frontWheel = createTrainWheel(wheelRadius);

    // Position the wheels.
    backWheel.x = centerX - offsetX;
    frontWheel.x = centerX + offsetX;
    frontWheel.y = backWheel.y = 25;

    // Add all the parts to the container.
    container.addChild(graphics, backWheel, frontWheel);

    // Animate the wheels.
    app.ticker.add((time) =>
    {
        const dr = time.deltaTime * 0.15;

        backWheel.rotation += dr;
        frontWheel.rotation += dr;
    });

    return container;
}

function createTrainWheel(radius)
{
    // Define the dimensions of the wheel.
    const strokeThickness = radius / 3;
    const innerRadius = radius - strokeThickness;

    return (
        new Graphics()
            .circle(0, 0, radius)
            // Draw the wheel
            .fill({ color: 0x848484 })
            // Draw the tyre
            .stroke({ color: 0x121212, width: strokeThickness, alignment: 1 })
            // Draw the spokes
            .rect(-strokeThickness / 2, -innerRadius, strokeThickness, innerRadius * 2)
            .rect(-innerRadius, -strokeThickness / 2, innerRadius * 2, strokeThickness)
            .fill({ color: 0x4f4f4f })
    );
}
import { Container, Graphics } from 'pixi.js';

export function addTrain(app, container)
{
    const head = createTrainHead(app);
    const carriage = createTrainCarriage(app);

    /** -- ADJUST CODE HERE -- */

    // Add the head to the train container.
    container.addChild(head);

    // Add the train container to the stage.
    app.stage.addChild(container);

    const scale = 0.75;

    // Adjust the scaling of the train.
    container.scale.set(scale);

    // Position the train, taking into account the variety of screen width.
    // To keep the train as the main focus, the train is offset slightly to the left of the screen center.
    container.x = app.screen.width / 2 - head.width / 2;
    container.y = app.screen.height - 35 - 55 * scale;
}

function createTrainHead(app)
{
    // Create a container to hold all the train head parts.
    const container = new Container();

    // Define the dimensions of the head front.
    const frontHeight = 100;
    const frontWidth = 140;
    const frontRadius = frontHeight / 2;

    // Define the dimensions of the cabin.
    const cabinHeight = 200;
    const cabinWidth = 150;
    const cabinRadius = 15;

    // Define the dimensions of the chimney.
    const chimneyBaseWidth = 30;
    const chimneyTopWidth = 50;
    const chimneyHeight = 70;
    const chimneyDomeHeight = 25;
    const chimneyTopOffset = (chimneyTopWidth - chimneyBaseWidth) / 2;
    const chimneyStartX = cabinWidth + frontWidth - frontRadius - chimneyBaseWidth;
    const chimneyStartY = -frontHeight;

    // Define the dimensions of the roof.
    const roofHeight = 25;
    const roofExcess = 20;

    // Define the dimensions of the door.
    const doorWidth = cabinWidth * 0.7;
    const doorHeight = cabinHeight * 0.7;
    const doorStartX = (cabinWidth - doorWidth) * 0.5;
    const doorStartY = -(cabinHeight - doorHeight) * 0.5 - doorHeight;

    // Define the dimensions of the window.
    const windowWidth = doorWidth * 0.8;
    const windowHeight = doorHeight * 0.4;
    const offset = (doorWidth - windowWidth) / 2;

    const graphics = new Graphics()
        // Draw the chimney
        .moveTo(chimneyStartX, chimneyStartY)
        .lineTo(chimneyStartX - chimneyTopOffset, chimneyStartY - chimneyHeight + chimneyDomeHeight)
        .quadraticCurveTo(
            chimneyStartX + chimneyBaseWidth / 2,
            chimneyStartY - chimneyHeight - chimneyDomeHeight,
            chimneyStartX + chimneyBaseWidth + chimneyTopOffset,
            chimneyStartY - chimneyHeight + chimneyDomeHeight,
        )
        .lineTo(chimneyStartX + chimneyBaseWidth, chimneyStartY)
        .fill({ color: 0x121212 })

        // Draw the head front
        .roundRect(
            cabinWidth - frontRadius - cabinRadius,
            -frontHeight,
            frontWidth + frontRadius + cabinRadius,
            frontHeight,
            frontRadius,
        )
        .fill({ color: 0x7f3333 })

        // Draw the cabin
        .roundRect(0, -cabinHeight, cabinWidth, cabinHeight, cabinRadius)
        .fill({ color: 0x725f19 })

        // Draw the roof
        .rect(-roofExcess / 2, cabinRadius - cabinHeight - roofHeight, cabinWidth + roofExcess, roofHeight)
        .fill({ color: 0x52431c })

        // Draw the door
        .roundRect(doorStartX, doorStartY, doorWidth, doorHeight, cabinRadius)
        .stroke({ color: 0x52431c, width: 3 })

        // Draw the window
        .roundRect(doorStartX + offset, doorStartY + offset, windowWidth, windowHeight, 10)
        .fill({ color: 0x848484 });

    // Define the dimensions of the wheels.
    const bigWheelRadius = 55;
    const smallWheelRadius = 35;
    const wheelGap = 5;
    const wheelOffsetY = 5;

    // Create all the wheels.
    const backWheel = createTrainWheel(bigWheelRadius);
    const midWheel = createTrainWheel(smallWheelRadius);
    const frontWheel = createTrainWheel(smallWheelRadius);

    // Position the wheels.
    backWheel.x = bigWheelRadius;
    backWheel.y = wheelOffsetY;
    midWheel.x = backWheel.x + bigWheelRadius + smallWheelRadius + wheelGap;
    midWheel.y = backWheel.y + bigWheelRadius - smallWheelRadius;
    frontWheel.x = midWheel.x + smallWheelRadius * 2 + wheelGap;
    frontWheel.y = midWheel.y;

    // Add all the parts to the container.
    container.addChild(graphics, backWheel, midWheel, frontWheel);

    // Animate the wheels - making the big wheel rotate proportionally slower than the small wheels.
    app.ticker.add((time) =>
    {
        const dr = time.deltaTime * 0.15;

        backWheel.rotation += dr * (smallWheelRadius / bigWheelRadius);
        midWheel.rotation += dr;
        frontWheel.rotation += dr;
    });

    return container;
}

function createTrainCarriage(app)
{
    /** -- INSERT CODE HERE -- */
}

function createTrainWheel(radius)
{
    // Define the dimensions of the wheel.
    const strokeThickness = radius / 3;
    const innerRadius = radius - strokeThickness;

    return (
        new Graphics()
            .circle(0, 0, radius)
            // Draw the wheel
            .fill({ color: 0x848484 })
            // Draw the tyre
            .stroke({ color: 0x121212, width: strokeThickness, alignment: 1 })
            // Draw the spokes
            .rect(-strokeThickness / 2, -innerRadius, strokeThickness, innerRadius * 2)
            .rect(-innerRadius, -strokeThickness / 2, innerRadius * 2, strokeThickness)
            .fill({ color: 0x4f4f4f })
    );
}
import { Application, Container } from 'pixi.js';
import { addGround } from './addGround';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addStars } from './addStars';
import { addTrain } from './addTrain';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Create a container to hold all the train parts.
const trainContainer = new Container();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
    addGround(app);
    addTrain(app, trainContainer);
})();

Adding Train Carriage

Accompanying the head, let's add a trailing carriage to complete a running train. Here we will be doing the same procedures as when we were building the head inside the new createTrainCarriage() function. The carriage consists of 4 parts:

  • Container
  • Top Edge
  • Connectors
  • Wheels

We can re-use the createTrainWheel(radius) function to create the two standard sized wheels which will be animated in the same manner as before.

const container = new Container();

const containerHeight = 125;
const containerWidth = 200;
const containerRadius = 15;
const edgeHeight = 25;
const edgeExcess = 20;
const connectorWidth = 30;
const connectorHeight = 10;
const connectorGap = 10;
const connectorOffsetY = 20;

const graphics = new Graphics()
    // Draw the body
    .roundRect(edgeExcess / 2, -containerHeight, containerWidth, containerHeight, containerRadius)
    .fill({ color: 0x725f19 })

    // Draw the top edge
    .rect(0, containerRadius - containerHeight - edgeHeight, containerWidth + edgeExcess, edgeHeight)
    .fill({ color: 0x52431c })

    // Draw the connectors
    .rect(containerWidth + edgeExcess / 2, -connectorOffsetY - connectorHeight, connectorWidth, connectorHeight)
    .rect(
        containerWidth + edgeExcess / 2,
        -connectorOffsetY - connectorHeight * 2 - connectorGap,
        connectorWidth,
        connectorHeight,
    )
    .fill({ color: 0x121212 });

const wheelRadius = 35;
const wheelGap = 40;
const centerX = (containerWidth + edgeExcess) / 2;
const offsetX = wheelRadius + wheelGap / 2;

const backWheel = createTrainWheel(wheelRadius);
const frontWheel = createTrainWheel(wheelRadius);

backWheel.x = centerX - offsetX;
frontWheel.x = centerX + offsetX;
frontWheel.y = backWheel.y = 25;

container.addChild(graphics, backWheel, frontWheel);

app.ticker.add((time) =>
{
    const dr = time.deltaTime * 0.15;

    backWheel.rotation += dr;
    frontWheel.rotation += dr;
});

return container;

Assemble Train

With the createTrainHead() and createTrainCarriage() functions completed, let's use them to create the sections, adding them to a wrapping container, offsetting the trailing carriage to be behind the train head. We can then top it up with a little bobble up and down to simulate shaking due to the travel along the track.

const head = createTrainHead();
const carriage = createTrainCarriage();

carriage.x = -carriage.width;

trainContainer.addChild(head, carriage);
app.stage.addChild(trainContainer);

const scale = 0.75;

trainContainer.scale.set(scale);
trainContainer.x = app.screen.width / 2 - head.width / 2;

let elapsed = 0;
const shakeDistance = 3;
const baseY = app.screen.height - 35 - 55 * scale;
const speed = 0.5;

trainContainer.y = baseY;

app.ticker.add((time) =>
{
    elapsed += time.deltaTime;
    const offset = (Math.sin(elapsed * 0.5 * speed) * 0.5 + 0.5) * shakeDistance;

    trainContainer.y = baseY + offset;
});
import { Graphics } from 'pixi.js';

export function addSmokes(app, train)
{
    const groupCount = 5;
    const particleCount = 7;

    // Create an array to store all the smoke groups.
    const groups = [];

    // Define the emitter position based on the train's position.
    const baseX = train.x + 170;
    const baseY = train.y - 120;

    for (let index = 0; index < groupCount; index++)
    {
        const smokeGroup = new Graphics();

        for (let i = 0; i < particleCount; i++)
        {
            // Randomize the position and radius of each particle.
            const radius = 20 + Math.random() * 20;
            const x = (Math.random() * 2 - 1) * 40;
            const y = (Math.random() * 2 - 1) * 40;

            // Draw a smoke particle.
            smokeGroup.circle(x, y, radius);
        }

        // Fill the smoke group with gray color.
        smokeGroup.fill({ color: 0xc9c9c9 });

        // Position the smoke group.
        smokeGroup.x = baseX;
        smokeGroup.y = baseY;

        // Add a tick custom property to the smoke group for storing the animation progress ratio.
        smokeGroup.tick = index * (1 / groupCount);

        // Add the smoke group to the stage and the reference array.
        app.stage.addChild(smokeGroup);
        groups.push(smokeGroup);
    }

    // Animate the smoke groups.
    app.ticker.add((time) =>
    {
        // Calculate the change in amount of animation progress ratio per tick.
        const dt = time.deltaTime * 0.01;

        groups.forEach((group) =>
        {
            // Update the animation progress ratio.
            group.tick = (group.tick + dt) % 1;

            // Update the position and scale of the smoke group based on the animation progress ratio.
            group.x = baseX - Math.pow(group.tick, 2) * 400;
            group.y = baseY - group.tick * 200;
            group.scale.set(Math.pow(group.tick, 0.75));
            group.alpha = 1 - Math.pow(group.tick, 0.5);
        });
    });
}
import { Graphics } from 'pixi.js';

export function addSmokes(app, train)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Container } from 'pixi.js';
import { addGround } from './addGround';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addSmokes } from './addSmokes';
import { addStars } from './addStars';
import { addTrain } from './addTrain';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Create a container to hold all the train parts.
const trainContainer = new Container();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
    addGround(app);
    addTrain(app, trainContainer);
    addSmokes(app, trainContainer);
})();

Adding Smokes

For the final touch, let's create groups of smoke particles animating in from the train chimney and out off the screen.

Create Smoke Groups

First we need to create the individual groups of circular particles of varying size and position within the cluster, each group under a single Graphics instance. For the purpose of animation, we then assign a custom tick property to each group which will be used to reference the percentage of the animation from the chimney to the disappearing point.

const groupCount = 5;
const particleCount = 7;
const groups = [];
const baseX = trainContainer.x + 170;
const baseY = trainContainer.y - 120;

for (let index = 0; index < groupCount; index++)
{
    const smokeGroup = new Graphics();

    for (let i = 0; i < particleCount; i++)
    {
        const radius = 20 + Math.random() * 20;
        const x = (Math.random() * 2 - 1) * 40;
        const y = (Math.random() * 2 - 1) * 40;

        smokeGroup.circle(x, y, radius);
    }

    smokeGroup.fill({ color: 0xc9c9c9, alpha: 0.5 });

    smokeGroup.x = baseX;
    smokeGroup.y = baseY;
    smokeGroup.tick = index * (1 / groupCount);

    groups.push(smokeGroup);
}

Animate Smokes

As you can see, we previously offset the tick value on each group initially to distribute them out so that it illustrates the constant line of smokes coming out from the chimney. We then use the same technique of using the application's ticker for the animation, incrementing the tick value on all groups which is then used to calculate the position and scale of each. The value is modulated so that it goes back to the starting point when it finishes at the disappearing point, ie. the value will loop infinitely from 0 -> 1.

app.ticker.add((time) =>
{
    const dt = time.deltaTime * 0.01;

    groups.forEach((group) =>
    {
        group.tick = (group.tick + dt) % 1;
        group.x = baseX - Math.pow(group.tick, 2) * 400;
        group.y = baseY - group.tick * 200;
        group.scale.set(Math.pow(group.tick, 0.75));
    });
});
import { Application, Container } from 'pixi.js';
import { addGround } from './addGround';
import { addMoon } from './addMoon';
import { addMountains } from './addMountains';
import { addSmokes } from './addSmokes';
import { addStars } from './addStars';
import { addTrain } from './addTrain';
import { addTrees } from './addTrees';

// Create a PixiJS application.
const app = new Application();

// Create a container to hold all the train parts.
const trainContainer = new Container();

// Asynchronous IIFE
(async () =>
{
    // Intialize the application.
    await app.init({ background: '#021f4b', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    addStars(app);
    addMoon(app);
    addMountains(app);
    addTrees(app);
    addGround(app);
    addTrain(app, trainContainer);
    addSmokes(app, trainContainer);
})();

You did it!

Congratulations, hope you enjoyed the journey! Now you are an expert on the Graphics API. Make sure to explore other features that the API has to offer on the official documentation, like the ability to cut shapes out from existing ones, advance lines and curves, using gradients or textures for fill and stroke - just to list a few.

Feel free to head back to the gallery and explore other tutorials.

Fish Pond Example

import { Application, Assets } from 'pixi.js';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();
})();

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}
import { Application, Assets } from 'pixi.js';

// Create a PixiJS application.
const app = new Application();

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();
})();

async function setup()
{
    /** -- INSERT CODE HERE -- */
}

async function preload()
{
    /** -- INSERT CODE HERE -- */
}

Let's make a pond!

Welcome to the Fish Pond workshop!

We are going to build a virtual pond and fill them with a number of colorful fishes. In the process, we will be learning about basic manipulation of Sprites, TilingSprite and Filter, specifically the Displacement Filter.

Please go through the tutorial steps at your own pace and challenge yourself using the editor on the right hand side. Here PixiJS has already been included as guided under the Getting Started section. Let's start off by creation a PixiJS application, initialize it, add its canvas to the DOM, and preload the required assets ahead of the subsequent steps.

We will be using an asynchronous immediately invoked function expression (IIFE), but you are free to switch to use promises instead.

Application Setup

Let's create the application outside of the IIFE just so that it can be referenced across other functions declared outside. The initialization and appending the application's canvas will be done from within the setup function which is called inside the IIFE.

async function setup()
{
    await app.init({ background: '#1099bb', resizeTo: window });
    document.body.appendChild(app.canvas);
}

Preloading Assets

After the application setup, we will then preload all the textures required for the rest of the tutorial. Here we also provide aliases so that they can be intuitively referred to later on. This will be done inside the preload function which is also called inside the IIFE after the setup.

async function preload()
{
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];
    await Assets.load(assets);
}

At this point, you should see the preview filled with an empty light blue background.

When you are ready, proceed to the next exercise using the Next > button below, or feel free to skip to any exercise using the drop-down menu on the top right hand corner of the card.

import { Sprite } from 'pixi.js';

export function addBackground(app)
{
    // Create a background sprite.
    const background = Sprite.from('background');

    // Center background sprite anchor.
    background.anchor.set(0.5);

    /**
     * If the preview is landscape, fill the width of the screen
     * and apply horizontal scale to the vertical scale for a uniform fit.
     */
    if (app.screen.width > app.screen.height)
    {
        background.width = app.screen.width * 1.2;
        background.scale.y = background.scale.x;
    }
    else
    {
        /**
         * If the preview is square or portrait, then fill the height of the screen instead
         * and apply the scaling to the horizontal scale accordingly.
         */
        background.height = app.screen.height * 1.2;
        background.scale.x = background.scale.y;
    }

    // Position the background sprite in the center of the stage.
    background.x = app.screen.width / 2;
    background.y = app.screen.height / 2;

    // Add the background to the stage.
    app.stage.addChild(background);
}
import { Sprite } from 'pixi.js';

export function addBackground(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Assets } from 'pixi.js';
import { addBackground } from './addBackground';

// Create a PixiJS application.
const app = new Application();

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();

    addBackground(app);
})();

Adding a Background

Now lets fill the pond with some rocks and pebbles, shall we? Let's work inside the already prepared addBackground function.

Create and Setup Background Sprite

We already preloaded the pond background asset as the alias 'background' so we can just simply create a sprite

const background = Sprite.from('background');

background.anchor.set(0.5);

Fit and Position Sprite

Now we want the background sprite to fill the whole screen without any distortion so we will compare and fill the longer axis and then apply the same scale on the smaller axis for a uniform scaling.

(Note: x1.2 scaling to the dimension is to overflow the screen slightly to compensate for the last's step distortion from post-processing)

if (app.screen.width > app.screen.height)
{
    background.width = app.screen.width * 1.2;
    background.scale.y = background.scale.x;
}
else
{
    background.height = app.screen.height  * 1.2;
    background.scale.x = background.scale.y;
}

When we manually set the width or height on a sprite, it will apply a scale on the corresponding axis depending on the width or height of the original texture. Hence, we can simply equalize the scale on both axes this way.

Then we simply position it at the center of the preview.

background.x = app.screen.width / 2;
background.y = app.screen.height / 2;

Finally, we'll add our new background to the Scene Graph of our application:

app.stage.addChild(background);

We got a beautiful pond! Now let's proceed to add some fishes!

import { Container, Sprite } from 'pixi.js';

export function addFishes(app, fishes)
{
    // Create a container to hold all the fish sprites.
    const fishContainer = new Container();

    // Add the fish container to the stage.
    app.stage.addChild(fishContainer);

    const fishCount = 20;
    const fishAssets = ['fish1', 'fish2', 'fish3', 'fish4', 'fish5'];

    // Create a fish sprite for each fish.
    for (let i = 0; i < fishCount; i++)
    {
        // Cycle through the fish assets for each sprite.
        const fishAsset = fishAssets[i % fishAssets.length];

        // Create a fish sprite.
        const fish = Sprite.from(fishAsset);

        // Center the sprite anchor.
        fish.anchor.set(0.5);

        // Assign additional properties for the animation.
        fish.direction = Math.random() * Math.PI * 2;
        fish.speed = 2 + Math.random() * 2;
        fish.turnSpeed = Math.random() - 0.8;

        // Randomly position the fish sprite around the stage.
        fish.x = Math.random() * app.screen.width;
        fish.y = Math.random() * app.screen.height;

        // Randomly scale the fish sprite to create some variety.
        fish.scale.set(0.5 + Math.random() * 0.2);

        // Add the fish sprite to the fish container.
        fishContainer.addChild(fish);

        // Add the fish sprite to the fish array.
        fishes.push(fish);
    }
}

export function animateFishes(app, fishes, time)
{
    // Extract the delta time from the Ticker object.
    const delta = time.deltaTime;

    // Define the padding around the stage where fishes are considered out of sight.
    const stagePadding = 100;
    const boundWidth = app.screen.width + stagePadding * 2;
    const boundHeight = app.screen.height + stagePadding * 2;

    // Iterate through each fish sprite.
    fishes.forEach((fish) =>
    {
        // Animate the fish movement direction according to the turn speed.
        fish.direction += fish.turnSpeed * 0.01;

        // Animate the fish position according to the direction and speed.
        fish.x += Math.sin(fish.direction) * fish.speed;
        fish.y += Math.cos(fish.direction) * fish.speed;

        // Apply the fish rotation according to the direction.
        fish.rotation = -fish.direction - Math.PI / 2;

        // Wrap the fish position when it goes out of bounds.
        if (fish.x < -stagePadding)
        {
            fish.x += boundWidth;
        }
        if (fish.x > app.screen.width + stagePadding)
        {
            fish.x -= boundWidth;
        }
        if (fish.y < -stagePadding)
        {
            fish.y += boundHeight;
        }
        if (fish.y > app.screen.height + stagePadding)
        {
            fish.y -= boundHeight;
        }
    });
}
import { Container, Sprite } from 'pixi.js';

export function addFishes(app, fishes)
{
    /** -- INSERT CODE HERE -- */
}

export function animateFishes(app, fishes, time)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Assets } from 'pixi.js';
import { addBackground } from './addBackground';
import { addFishes, animateFishes } from './addFishes';

// Create a PixiJS application.
const app = new Application();

// Store an array of fish sprites for animation.
const fishes = [];

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();

    addBackground(app);
    addFishes(app, fishes);

    // Add the fish animation callback to the application's ticker.
    app.ticker.add((time) => animateFishes(app, fishes, time));
})();

Adding Fishes

What's a pond without the fishes, right? Let's use what we learn from the previous step to add some fish sprites to the scene as well. We will also animate them afterwards to give them life.

Create and Setup Fish Sprites

Let's encapsulate all the following setup within the addFishes function that has already been prepared for you. We begin by creating a container to hold all the fish sprites together and add it to the stage. This is a great practice for better separation.

const fishContainer = new Container();

app.stage.addChild(fishContainer);

Then we declare some reference variables like how many fishes should there be in the pond and what are the fish types available. For the types, we refer to the 5 different fish assets we have preloaded earlier and made them into an array of aliases.

const fishCount = 20;
const fishAssets = ['fish1', 'fish2', 'fish3', 'fish4', 'fish5'];

Instead of creating each of the fish individually, which will be super tedious, we will use a simple for loop to create each of the fish until it reaches our desire count, also cycling through the fish asset aliases array. In addition to the basic setup and applying initial transforms, we also assign them with custom properties like direction, speed and turnSpeed which will be used during the animation. We will store the fishes in a reference array defined outside of the IIFE.

for (let i = 0; i < fishCount; i++)
{
    const fishAsset = fishAssets[i % fishAssets.length];
    const fish = Sprite.from(fishAsset);

    fish.anchor.set(0.5);

    fish.direction = Math.random() * Math.PI * 2;
    fish.speed = 2 + Math.random() * 2;
    fish.turnSpeed = Math.random() - 0.8;

    fish.x = Math.random() * app.screen.width;
    fish.y = Math.random() * app.screen.height;
    fish.scale.set(0.5 + Math.random() * 0.2);

    fishContainer.addChild(fish);
    fishes.push(fish);
}

Animate Fishes

It's time to give the fishes some movements! Another function animateFishes has been prepared and connected to the application's ticker which will be continuously called. It is supplied with a Ticker object which we can use to infer the amount of time passed between the calls.

We will declare a few variables to help us with the animation. We extract deltaTime from the Ticker object which tells us the amount of time passed since last call, in seconds. We also define an imaginary bound that is larger than the stage itself to wrap the position of the fishes when they go off the screen. We use this bound instead of the actual screen size to avoid having the fishes disappear before they actually go off the edges, since the fish sprites' anchor is in the center so, eg. when a fish.x = 0, half of the fish's width is still apparent on the screen.

const delta = time.deltaTime;

const stagePadding = 100;
const boundWidth = app.screen.width + stagePadding * 2;
const boundHeight = app.screen.height + stagePadding * 2;

We can then simply loop through individual fishes array and update them one by one. First by updating the fish's pseudo direction which dictates the changes in its sprite position and rotation. To keep the fish within the screen bound, we use the padded bound defined earlier to check and wrap the fish as soon as it goes off the bound.

fishes.forEach((fish) =>
{
    fish.direction += fish.turnSpeed * 0.01;
    fish.x += Math.sin(fish.direction) * fish.speed;
    fish.y += Math.cos(fish.direction) * fish.speed;
    fish.rotation = -fish.direction - Math.PI / 2;

    if (fish.x < -stagePadding)
    {
        fish.x += boundWidth;
    }
    if (fish.x > app.screen.width + stagePadding)
    {
        fish.x -= boundWidth;
    }
    if (fish.y < -stagePadding)
    {
        fish.y += boundHeight;
    }
    if (fish.y > app.screen.height + stagePadding)
    {
        fish.y -= boundHeight;
    }
});
import { Texture, TilingSprite } from 'pixi.js';

// Reference to the water overlay.
let overlay;

export function addWaterOverlay(app)
{
    // Create a water texture object.
    const texture = Texture.from('overlay');

    // Create a tiling sprite with the water texture and specify the dimensions.
    overlay = new TilingSprite({
        texture,
        width: app.screen.width,
        height: app.screen.height,
    });

    // Add the overlay to the stage.
    app.stage.addChild(overlay);
}

export function animateWaterOverlay(app, time)
{
    // Extract the delta time from the Ticker object.
    const delta = time.deltaTime;

    // Animate the overlay.
    overlay.tilePosition.x -= delta;
    overlay.tilePosition.y -= delta;
}
import { Texture, TilingSprite } from 'pixi.js';

// Reference to the water overlay.
let overlay;

export function addWaterOverlay(app)
{
    /** -- INSERT CODE HERE -- */
}

export function animateWaterOverlay(app, time)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Assets } from 'pixi.js';
import { addBackground } from './addBackground';
import { addFishes, animateFishes } from './addFishes';
import { addWaterOverlay, animateWaterOverlay } from './addWaterOverlay';

// Create a PixiJS application.
const app = new Application();

// Store an array of fish sprites for animation.
const fishes = [];

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();

    addBackground(app);
    addFishes(app, fishes);
    addWaterOverlay(app);

    // Add the animation callbacks to the application's ticker.
    app.ticker.add((time) =>
    {
        animateFishes(app, fishes, time);
        animateWaterOverlay(app, time);
    });
})();

Adding Water Overlay

At the point, the fishes look like they are floating on the rocks and pebbles. We will overlay what we have so far with a tiling sprite of a tiled water texture. Tiling sprite is essentially a sprite with the capabilities of transforming and rending an infinitely repeating grid of a single texture, preferably a tiled one where the edges seamlessly connect with each other when put together. We will use this to give an illusion of a forever moving water surface.

Create and Setup Tiling Sprite

Here we create a tiling sprite, supplying a texture and dimensions as an option object, and add it to the stage.

// Create a water texture object.
const texture = Texture.from('overlay');

// Create a tiling sprite with the water texture and specify the dimensions.
overlay = new TilingSprite({
    texture,
    width: app.screen.width,
    height: app.screen.height,
});

// Add the overlay to the stage.
app.stage.addChild(overlay);

Animate Overlay

Similar to the previous step, we will now animate the water overlay using the application's ticker. The code has been modified to call both animation functions for the fish and this overlay so we only need to add the animation logic inside the animateWaterOverlay function:

// Extract the delta time from the Ticker object.
const delta = time.deltaTime;

// Animate the overlay.
overlay.tilePosition.x -= delta;
overlay.tilePosition.y -= delta;

Congratulations, we have now completed a beautiful pond! But we can take it a step further. Let's proceed to the final touch!

import { DisplacementFilter, Sprite } from 'pixi.js';

export function addDisplacementEffect(app)
{
    // Create a sprite from the preloaded displacement asset.
    const sprite = Sprite.from('displacement');

    // Set the base texture wrap mode to repeat to allow the texture UVs to be tiled and repeated.
    sprite.texture.baseTexture.wrapMode = 'repeat';

    // Create a displacement filter using the sprite texture.
    const filter = new DisplacementFilter({
        sprite,
        scale: 50,
    });

    // Add the filter to the stage.
    app.stage.filters = [filter];
}
import { DisplacementFilter, Sprite } from 'pixi.js';

export function addDisplacementEffect(app)
{
    /** -- INSERT CODE HERE -- */
}
import { Application, Assets } from 'pixi.js';
import { addBackground } from './addBackground';
import { addDisplacementEffect } from './addDisplacementEffect';
import { addFishes, animateFishes } from './addFishes';
import { addWaterOverlay, animateWaterOverlay } from './addWaterOverlay';

// Create a PixiJS application.
const app = new Application();

// Store an array of fish sprites for animation.
const fishes = [];

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();

    addBackground(app);
    addFishes(app, fishes);
    addWaterOverlay(app);
    addDisplacementEffect(app);

    // Add the animation callbacks to the application's ticker.
    app.ticker.add((time) =>
    {
        animateFishes(app, fishes, time);
        animateWaterOverlay(app, time);
    });
})();

Adding Displacement Effect

Let's be a bit extra and simulate distortion effect from the water.

PixiJS comes with a handful of filters built-in and many dozens of fancy ones on the PixiJS Filters package. Here, we will be using the displacement filter for the distortion, which is built-in to the native PixiJS so we do not have to install any additional filter packages.

Displacement filter requires a sprite as a parameter for its options object. We will need to create a sprite from the displacement map asset and set its base texture's wrap mode to be 'repeat' so that the shader can tile and repeated it.

const sprite = Sprite.from('displacement');

sprite.texture.baseTexture.wrapMode = 'repeat';

From here, we can simply create the displacement filter and add it to the stage container's filters list.

const filter = new DisplacementFilter({
    sprite,
    scale: 50,
});

app.stage.filters = [filter];

Now you should see the post-processed pond in effect. Looks like we are looking down directly into a real pond, right?

import { Application, Assets } from 'pixi.js';
import { addBackground } from './addBackground';
import { addDisplacementEffect } from './addDisplacementEffect';
import { addFishes, animateFishes } from './addFishes';
import { addWaterOverlay, animateWaterOverlay } from './addWaterOverlay';

// Create a PixiJS application.
const app = new Application();

// Store an array of fish sprites for animation.
const fishes = [];

async function setup()
{
    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);
}

async function preload()
{
    // Create an array of asset data to load.
    const assets = [
        { alias: 'background', src: 'https://pixijs.com/assets/tutorials/fish-pond/pond_background.jpg' },
        { alias: 'fish1', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish1.png' },
        { alias: 'fish2', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish2.png' },
        { alias: 'fish3', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish3.png' },
        { alias: 'fish4', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish4.png' },
        { alias: 'fish5', src: 'https://pixijs.com/assets/tutorials/fish-pond/fish5.png' },
        { alias: 'overlay', src: 'https://pixijs.com/assets/tutorials/fish-pond/wave_overlay.png' },
        { alias: 'displacement', src: 'https://pixijs.com/assets/tutorials/fish-pond/displacement_map.png' },
    ];

    // Load the assets defined above.
    await Assets.load(assets);
}

// Asynchronous IIFE
(async () =>
{
    await setup();
    await preload();

    addBackground(app);
    addFishes(app, fishes);
    addWaterOverlay(app);
    addDisplacementEffect(app);

    // Add the animation callbacks to the application's ticker.
    app.ticker.add((time) =>
    {
        animateFishes(app, fishes, time);
        animateWaterOverlay(app, time);
    });
})();

You did it!

Spine Boy Adventure Example

import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);
})();

SpineBoy Adventure

Welcome to the SpineBoy Adventure workshop!

Let's venture into the world of the PixiJS ecosystem. We are going to explore one of the official plugins; Spine plugin (@esotericsoftware/spine-pixi-v8) which allow us to render and manipulate Spine animations on our PixiJS.

We will be creating a mini interactive side-scroller experience using the famous SpineBoy which will be controlled by the keyboard. For the sake of simplicity, we will be focusing on just the movement around the scene.

What is Spine

Spine, developed by Esoteric Software, is a 2D animation software specifically designed for games. It streamlines 2D game animation with skeletal animation, robust tools, and exportable, lightweight animations.

Application Setup

As usual, let's begin by creating an application, initializing it, and appending its canvas to the DOM inside the IIFE.

await app.init({ background: '#021f4b', resizeTo: window });
document.body.appendChild(app.canvas);

Assets Preloading

Let's then preload all of our required assets upfront which includes:

  1. Spine Assets
    • Skeleton data file.
    • Accompanying ATLAS.
  2. Scene Images
    • Static sky gradient image.
    • Tiled image of the massive buildings in the distance.
    • Tiled image of the city skyline.
    • Tiled image of the platform that the character will be moving on.
await Assets.load([
    {
        alias: 'spineSkeleton',
        src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
    },
    {
        alias: 'spineAtlas',
        src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
    },
    {
        alias: 'sky',
        src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
    },
    {
        alias: 'background',
        src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
    },
    {
        alias: 'midground',
        src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
    },
    {
        alias: 'platform',
        src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
    },
]);

Now you are ready to dive straight into the adventure! Proceed to the next exercise using the Next > button below, or feel free to skip to any exercise using the drop-down menu on the top right hand corner of the card.

import { Container } from 'pixi.js';
import { Spine } from '@esotericsoftware/spine-pixi-v8';

// Class for handling the character Spine and its animations.
export class SpineBoy
{
    constructor()
    {
        // Create the main view.
        this.view = new Container();

        // Create the Spine instance using the preloaded Spine asset aliases.
        this.spine = Spine.from({
            skeleton: 'spineSkeleton',
            atlas: 'spineAtlas',
        });

        // Add the spine to the main view.
        this.view.addChild(this.spine);
    }
}
import { Container } from 'pixi.js';
import { Spine } from '@esotericsoftware/spine-pixi-v8';

// Class for handling the character Spine and its animations.
export class SpineBoy
{
    constructor()
    {
        // Create the main view.
        this.view = new Container();

        /** -- INSERT CODE HERE -- */
    }
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust character transformation.
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - 80;
    spineBoy.spine.scale.set(0.5);

    // Add character to the stage.
    app.stage.addChild(spineBoy.view);
})();
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    /** -- INSERT CODE HERE -- */
})();

Setting Up Character

We will now create a class for containing and handling our character Spine animations.

Here, a `SpineBoy`` class has been set up on a different file. Lets start off by doing the minimum to get the character Spine displayed. Inside the class, a view container has also been set up to hold any of the content from within the class.

We can use the Spine.from(options) method to instantiate our SpineBoy using the preloaded Character's Spine skeleton file and ATLAS file. We then store it as the spine member of the class for future references both internally and externally. And of course, remember to add it to the class' view container.

this.spine = Spine.from({
    skeleton: 'spineSkeleton',
    atlas: 'spineAtlas',
});
this.view.addChild(this.spine);

Let's also create an instance of our SpineBoy class on our main index.js file and add its view to our application's stage. To keep it simple, let just keep our character in the middle of the screen and 80 pixels from the bottom of the screen, and also scale it down a little to ensure the fit.

// Create our character
const spineBoy = new SpineBoy();

// Adjust character transformation.
spineBoy.view.x = app.screen.width / 2;
spineBoy.view.y = app.screen.height - 80;
spineBoy.spine.scale.set(0.5);

// Add character to the stage.
app.stage.addChild(spineBoy.view);
// Map keyboard key codes to controller's state keys
const keyMap = {
    Space: 'space',
    KeyW: 'up',
    ArrowUp: 'up',
    KeyA: 'left',
    ArrowLeft: 'left',
    KeyS: 'down',
    ArrowDown: 'down',
    KeyD: 'right',
    ArrowRight: 'right',
};

// Class for handling keyboard inputs.
export class Controller
{
    constructor()
    {
        // The controller's state.
        this.keys = {
            up: { pressed: false, doubleTap: false, timestamp: 0 },
            left: { pressed: false, doubleTap: false, timestamp: 0 },
            down: { pressed: false, doubleTap: false, timestamp: 0 },
            right: { pressed: false, doubleTap: false, timestamp: 0 },
            space: { pressed: false, doubleTap: false, timestamp: 0 },
        };

        // Register event listeners for keydown and keyup events.
        window.addEventListener('keydown', (event) => this.keydownHandler(event));
        window.addEventListener('keyup', (event) => this.keyupHandler(event));
    }

    keydownHandler(event)
    {
        const key = keyMap[event.code];

        if (!key) return;

        const now = Date.now();

        // If not already in the double-tap state, toggle the double tap state if the key was pressed twice within 300ms.
        this.keys[key].doubleTap = this.keys[key].doubleTap || now - this.keys[key].timestamp < 300;

        // Toggle on the key pressed state.
        this.keys[key].pressed = true;
    }

    keyupHandler(event)
    {
        const key = keyMap[event.code];

        if (!key) return;

        const now = Date.now();

        // Reset the key pressed state.
        this.keys[key].pressed = false;

        // Reset double tap only if the key is in the double-tap state.
        if (this.keys[key].doubleTap) this.keys[key].doubleTap = false;
        // Otherwise, update the timestamp to track the time difference till the next potential key down.
        else this.keys[key].timestamp = now;
    }
}
// Map keyboard key codes to controller's state keys
const keyMap = {
    Space: 'space',
    KeyW: 'up',
    ArrowUp: 'up',
    KeyA: 'left',
    ArrowLeft: 'left',
    KeyS: 'down',
    ArrowDown: 'down',
    KeyD: 'right',
    ArrowRight: 'right',
};

// Class for handling keyboard inputs.
export class Controller
{
    constructor()
    {
        // The controller's state.
        this.keys = {
            up: { pressed: false, doubleTap: false, timestamp: 0 },
            left: { pressed: false, doubleTap: false, timestamp: 0 },
            down: { pressed: false, doubleTap: false, timestamp: 0 },
            right: { pressed: false, doubleTap: false, timestamp: 0 },
            space: { pressed: false, doubleTap: false, timestamp: 0 },
        };

        // Register event listeners for keydown and keyup events.
        window.addEventListener('keydown', (event) => this.keydownHandler(event));
        window.addEventListener('keyup', (event) => this.keyupHandler(event));
    }

    keydownHandler(event)
    {
        /** -- INSERT CODE HERE -- */
    }

    keyupHandler(event)
    {
        /** -- INSERT CODE HERE -- */
    }
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - 80;
    spineBoy.spine.scale.set(0.5);

    // Add character to the stage.
    app.stage.addChild(spineBoy.view);

    let currentAnimation;

    // Animate the character - just testing the controller at this point
    app.ticker.add((time) =>
    {
        const rightPressed = controller.keys.right.pressed;
        const animationName = rightPressed ? 'walk' : 'idle';
        const loop = true;

        // Apply the animation if it's different from the active one.
        if (currentAnimation !== animationName)
        {
            // Store the current animation name.
            currentAnimation = animationName;

            // Animate the character spine based on the right key state,
            spineBoy.spine.state.setAnimation(0, animationName, loop);
        }
    });
})();
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - 80;
    spineBoy.spine.scale.set(0.5);

    // Add character to the stage.
    app.stage.addChild(spineBoy.view);

    /** -- INSERT CODE HERE -- */
})();

Adding Keyboard Controller

Before we proceed to work on the character animations, we will need a handler for our keyboard input.

To speed things up, a Controller class has been set up on another file with the key map and the controller state map define, as well as the key listeners hooked up.

As you can we, we have 3 tracked properties on each of the state keys:

  • pressed simply tells whether the key is being pressed.
  • doubleTap tracks if the key has been rapidly pressed after letting go.
  • timestamp is an internal time tracker for determining whether the tap is considered as a double tap.

Please note that we have also defined W, A, S and D keys as directional input on the key map so they will behave like the arrow keys.

Let's start by updating our key-down and key-up handlers so that the controller state is updated accordingly.

Key-Down Handler

For this, we simply need to set the pressed state of the corresponded key state to true. And so for the doubleTap if the difference in time from the point of the timestamp recorded for that key is less than a threshold, 300ms in this case. Since the key-down handler will be called continuously while a key is held, the doubleTap state should remain true on subsequent callback if it was already, despite the growing deference in time from the timestamp (As the timestamp only gets reset on the key-up handler).

const key = keyMap[event.code];

if (!key) return;

const now = Date.now();

this.keys[key].pressed = true;
this.keys[key].doubleTap = this.keys[key].doubleTap || now - this.keys[key].timestamp < 300;

Key-Up Handler

Similary, we reset the pressed state of the corresponded key state to false on key-up, as well as the doubleTap state if it was previously true. Otherwise, we reset the timestamp to allow subsequent key presses to validate any rapid double-tap.

const key = keyMap[event.code];

if (!key) return;

const now = Date.now();

this.keys[key].pressed = false;

if (this.keys[key].doubleTap) this.keys[key].doubleTap = false;
else this.keys[key].timestamp = now;

Using Controller

Just like for our character, we then create an instance of the controller on the main index.js' IIFE.

const controller = new Controller();

Then we can try connecting the controller state to the character's walk animation. Let's do this for just the right key for now on an application's ticker update. Here, we temporarily store a reference to an active animation key on spot to only allow playing once per toggle since we are already specifying for them to be loops. The toggle will be between the animations with the key of idle and walk.

let currentAnimation;

app.ticker.add((time) =>
{
    const rightPressed = controller.keys.right.pressed;
    const animationName = rightPressed ? 'walk' : 'idle';
    const loop = true;

    if (currentAnimation !== animationName)
    {
        currentAnimation = animationName;
        spineBoy.spine.state.setAnimation(0, animationName, loop);
    }
});
import { Container } from 'pixi.js';
import { Spine } from '@esotericsoftware/spine-pixi-v8';

// Define the Spine animation map for the character.
// name: animation track key.
// loop: do the animation once or infinitely.
const animationMap = {
    idle: {
        name: 'idle',
        loop: true,
    },
    walk: {
        name: 'walk',
        loop: true,
    },
    run: {
        name: 'run',
        loop: true,
    },
    jump: {
        name: 'jump',
        timeScale: 1.5,
    },
    hover: {
        name: 'hoverboard',
        loop: true,
    },
    spawn: {
        name: 'portal',
    },
};

// Class for handling the character Spine and its animations.
export class SpineBoy
{
    constructor()
    {
        // The character's state.
        this.state = {
            walk: false,
            run: false,
            hover: false,
            jump: false,
        };

        // Create the main view and a nested view for directional scaling.
        this.view = new Container();
        this.directionalView = new Container();

        // Create the Spine instance using the preloaded Spine asset aliases.
        this.spine = Spine.from({
            skeleton: 'spineSkeleton',
            atlas: 'spineAtlas',
        });

        // Add the Spine instance to the directional view.
        this.directionalView.addChild(this.spine);

        // Add the directional view to the main view.
        this.view.addChild(this.directionalView);

        // Set the default mix duration for all animations.
        // This is the duration to blend from the previous animation to the next.
        this.spine.state.data.defaultMix = 0.2;
    }

    // Play the portal-in spawn animation.
    spawn()
    {
        this.spine.state.setAnimation(0, animationMap.spawn.name);
    }

    // Play the spine animation.
    playAnimation({ name, loop = false, timeScale = 1 })
    {
        // Skip if the animation is already playing.
        if (this.currentAnimationName === name) return;

        // Play the animation on main track instantly.
        const trackEntry = this.spine.state.setAnimation(0, name, loop);

        // Apply the animation's time scale (speed).
        trackEntry.timeScale = timeScale;
    }

    update()
    {
        // Play the jump animation if not already playing.
        if (this.state.jump) this.playAnimation(animationMap.jump);

        // Skip the rest of the animation updates during the jump animation.
        if (this.isAnimationPlaying(animationMap.jump)) return;

        // Handle the character animation based on the latest state and in the priority order.
        if (this.state.hover) this.playAnimation(animationMap.hover);
        else if (this.state.run) this.playAnimation(animationMap.run);
        else if (this.state.walk) this.playAnimation(animationMap.walk);
        else this.playAnimation(animationMap.idle);
    }

    isSpawning()
    {
        return this.isAnimationPlaying(animationMap.spawn);
    }

    isAnimationPlaying({ name })
    {
        // Check if the current animation on main track equals to the queried.
        // Also check if the animation is still ongoing.
        return this.currentAnimationName === name && !this.spine.state.getCurrent(0).isComplete();
    }

    // Return the name of the current animation on main track.
    get currentAnimationName()
    {
        return this.spine.state.getCurrent(0)?.animation.name;
    }

    // Return character's facing direction.
    get direction()
    {
        return this.directionalView.scale.x > 0 ? 1 : -1;
    }

    // Set character's facing direction.
    set direction(value)
    {
        this.directionalView.scale.x = value;
    }
}
import { Container } from 'pixi.js';
import { Spine } from '@esotericsoftware/spine-pixi-v8';

// Define the Spine animation map for the character.
// name: animation track key.
// loop: do the animation once or infinitely.
const animationMap = {
    idle: {
        name: 'idle',
        loop: true,
    },
    walk: {
        name: 'walk',
        loop: true,
    },
    run: {
        name: 'run',
        loop: true,
    },
    jump: {
        name: 'jump',
        timeScale: 1.5,
    },
    hover: {
        name: 'hoverboard',
        loop: true,
    },
    spawn: {
        name: 'portal',
    },
};

// Class for handling the character Spine and its animations.
export class SpineBoy
{
    constructor()
    {
        // The character's state.
        this.state = {
            walk: false,
            run: false,
            hover: false,
            jump: false,
        };

        // Create the main view and a nested view for directional scaling.
        this.view = new Container();
        this.directionalView = new Container();

        // Create the Spine instance using the preloaded Spine asset aliases.
        this.spine = Spine.from({
            skeleton: 'spineSkeleton',
            atlas: 'spineAtlas',
        });

        // Add the Spine instance to the directional view.
        this.directionalView.addChild(this.spine);

        // Add the directional view to the main view.
        this.view.addChild(this.directionalView);

        // Set the default mix duration for all animations.
        // This is the duration to blend from the previous animation to the next.
        this.spine.state.data.defaultMix = 0.2;
    }

    // Play the portal-in spawn animation.
    spawn()
    {
        this.spine.state.setAnimation(0, animationMap.spawn.name);
    }

    // Play the spine animation.
    playAnimation({ name, loop = false, timeScale = 1 })
    {
        // Skip if the animation is already playing.
        if (this.currentAnimationName === name) return;

        // Play the animation on main track instantly.
        const trackEntry = this.spine.state.setAnimation(0, name, loop);

        // Apply the animation's time scale (speed).
        trackEntry.timeScale = timeScale;
    }

    update()
    {
        /** -- INSERT CODE HERE -- */
    }

    isSpawning()
    {
        return this.isAnimationPlaying(animationMap.spawn);
    }

    isAnimationPlaying({ name })
    {
        // Check if the current animation on main track equals to the queried.
        // Also check if the animation is still ongoing.
        return this.currentAnimationName === name && !this.spine.state.getCurrent(0).isComplete();
    }

    // Return the name of the current animation on main track.
    get currentAnimationName()
    {
        return this.spine.state.getCurrent(0)?.animation.name;
    }

    // Return character's facing direction.
    get direction()
    {
        return this.directionalView.scale.x > 0 ? 1 : -1;
    }

    // Set character's facing direction.
    set direction(value)
    {
        this.directionalView.scale.x = value;
    }
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - 80;
    spineBoy.spine.scale.set(0.5);

    // Add character to the stage.
    app.stage.addChild(spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the character based on the controller's input.
    app.ticker.add(() =>
    {
        // Ignore the update loops while the character is doing the spawn animation.
        if (spineBoy.isSpawning()) return;

        // Update character's state based on the controller's input.
        spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
        if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
        else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
        spineBoy.state.hover = controller.keys.down.pressed;
        if (controller.keys.left.pressed) spineBoy.direction = -1;
        else if (controller.keys.right.pressed) spineBoy.direction = 1;
        spineBoy.state.jump = controller.keys.space.pressed;

        // Update character's animation based on the latest state.
        spineBoy.update();
    });
})();
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - 80;
    spineBoy.spine.scale.set(0.5);

    // Add character to the stage.
    app.stage.addChild(spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the character based on the controller's input.
    app.ticker.add(() =>
    {
        /** -- INSERT CODE HERE -- */
    });
})();

Animating Character

Returning to the star of our workshop, let's upgrade our Character to handle various movement animations. For this example, we will simply store a state set where we can then use an update loop to trigger animations according to the combination of the state values. We can then externally update the character state depending on the controller input state.

Preparation

For the upgrade, an animation map and assorted helper methods have been added to make handling Spine animation a little cleaner.

Animation Map

This lists out all the available animations to be included in our character, each with a name parameter that corresponds to an animation key existed on the character Spine data and an optional loop and timeScale parameters to customize the animation.

const animationMap = {
    idle: {
        name: 'idle',
        loop: true,
    },
    walk: {
        name: 'walk',
        loop: true,
    },
    run: {
        name: 'run',
        loop: true,
    },
    jump: {
        name: 'jump',
        timeScale: 1.5,
    },
    hover: {
        name: 'hoverboard',
        loop: true,
    },
    spawn: {
        name: 'portal',
    },
};

Helper Methods

playAnimation(animation)

Wraps Spine state's setAnimation(track, name, loop) method that plays an animation using a passed in animation data defined on the animation map. It prevents the same animation from being played on top of each other.


isAnimationPlaying(animation)

Check whether an animation is still active. That is when the Spine state's main track has a track entry of an animation with a key equals to that of the queried animation's name, and that the track entry is yet completed.


spawn()

Simply kick start the portal-in spawn animation. To be triggered externally.


isSpawning()

Utilizing the isAnimationPlaying(animation) to check if the spawn animation is still ongoing.


Handling Direction

You may have noticed that the spine instance is now wrapped in an extra directionalView container before being added to the main view. This is just to distinctly separate the transform, especially the horizontal scaling in this case where we will externally set to be 1 for rightward or -1 for leftward depending on the controller input state. A getter and setter for direction have been added for simplification.

Spine State Animation Default Mix

this.spine.state.data.defaultMix = 0.2 sets the default amount of time in second for the state to blend the animations when transitioning from one to another for all animations, like a cross-fade of the skeletal positions.

Update Loop

The only thing left to do is to handle the animation according to the character state in real-time on the update() method. Let's utilize all the stuff that has been prepared for us. In a logical order of priority for this specific example:

  • jump state should be handle immediately and the character should remain in the jump animation until it finishes even the jump state is no longer true.

  • The rest of the state members should trigger a corresponding animation immediately, depending on the priority order: hover > run > walk > idle. Note that multiple state members can be true at the same time, ie. walk will be true while run is true since the directional key is down in both scenarios.

if (this.state.jump) this.playAnimation(animationMap.jump);
if (this.isAnimationPlaying(animationMap.jump)) return;
if (this.state.hover) this.playAnimation(animationMap.hover);
else if (this.state.run) this.playAnimation(animationMap.run);
else if (this.state.walk) this.playAnimation(animationMap.walk);
else this.playAnimation(animationMap.idle);

Connecting to Controller

Back on index.js, let's trigger the character's spawn animation at the start and update our application's ticker update callback.

On the callback, we should skip updating the character state and calling its local update loop while the spawn animation is happening. Otherwise, we can hook the controller input state to the character state as followed:

  • left and right input pressed state will toggle on character's walk state and will update its direction value which should flip the character back and fourth horizontally to face the correct way. doubleTap state will also toggle on character's run state while still updating the direction accordingly.
  • down input state is dedicated to character's hover state.
  • space input state is dedicated to character's jump state.
spineBoy.spawn();

app.ticker.add(() =>
{
    if (spineBoy.isSpawning()) return;

    spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
    if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
    else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
    spineBoy.state.hover = controller.keys.down.pressed;
    if (controller.keys.left.pressed) spineBoy.direction = -1;
    else if (controller.keys.right.pressed) spineBoy.direction = 1;
    spineBoy.state.jump = controller.keys.space.pressed;

    spineBoy.update();
});
import { Container, Sprite, Texture, TilingSprite } from 'pixi.js';

// Class for handling the environment.
export class Scene
{
    constructor(width, height)
    {
        // Create a main view that holds all layers.
        this.view = new Container();

        // Create the stationary sky that fills the entire screen.
        this.sky = Sprite.from('sky');
        this.sky.anchor.set(0, 1);
        this.sky.width = width;
        this.sky.height = height;

        // Create textures for the background, mid-ground, and platform.
        const backgroundTexture = Texture.from('background');
        const midgroundTexture = Texture.from('midground');
        const platformTexture = Texture.from('platform');

        // Calculate the ideal platform height depending on the passed-in screen height.
        const maxPlatformHeight = platformTexture.height;
        const platformHeight = Math.min(maxPlatformHeight, height * 0.4);

        // Calculate the scale to be apply to all tiling textures for consistency.
        const scale = (this.scale = platformHeight / maxPlatformHeight);

        const baseOptions = {
            tileScale: { x: scale, y: scale },
            anchor: { x: 0, y: 1 },
            applyAnchorToTexture: true,
        };

        // Create the tiling sprite layers.
        this.background = new TilingSprite({
            texture: backgroundTexture,
            width,
            height: backgroundTexture.height * scale,
            ...baseOptions,
        });
        this.midground = new TilingSprite({
            texture: midgroundTexture,
            width,
            height: midgroundTexture.height * scale,
            ...baseOptions,
        });
        this.platform = new TilingSprite({
            texture: platformTexture,
            width,
            height: platformHeight,
            ...baseOptions,
        });

        // Calculate the floor height for external referencing.
        this.floorHeight = platformHeight * 0.43;

        // Position the backdrop layers.
        this.background.y = this.midground.y = -this.floorHeight;

        // Add all layers to the main view.
        this.view.addChild(this.sky, this.background, this.midground, this.platform);
    }
}
import { Container, Sprite, Texture, TilingSprite } from 'pixi.js';

// Class for handling the environment.
export class Scene
{
    constructor(width, height)
    {
        // Create a main view that holds all layers.
        this.view = new Container();

        /** -- INSERT CODE HERE -- */
    }
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { Scene } from './Scene';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create a scene that holds the environment.
    const scene = new Scene(app.screen.width, app.screen.height);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    scene.view.y = app.screen.height;
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - scene.floorHeight;
    spineBoy.spine.scale.set(scene.scale * 0.32);

    // Add scene and character to the stage.
    app.stage.addChild(scene.view, spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the character based on the controller's input.
    app.ticker.add(() =>
    {
        // Ignore the update loops while the character is doing the spawn animation.
        if (spineBoy.isSpawning()) return;

        // Update character's state based on the controller's input.
        spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
        if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
        else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
        spineBoy.state.hover = controller.keys.down.pressed;
        if (controller.keys.left.pressed) spineBoy.direction = -1;
        else if (controller.keys.right.pressed) spineBoy.direction = 1;
        spineBoy.state.jump = controller.keys.space.pressed;

        // Update character's animation based on the latest state.
        spineBoy.update();
    });
})();

Setting Up Scene

The scene is much less complicated and only involves a static Sprite for the sky and 3 TilingSprites for the parallax layers of the platform, the mid-ground and the background.

Again, a Scene class has been set up on another file with a view container added. And since we already preloaded all the required assets, we can go straight to the action.

We will establish the scene from bottom up so we are going to anchor all element at the bottom right corner.

Sky

Create the sky sprite, set the anchor as mentioned and use the passed in scene width and height as dimensions to fill up the whole scene.

this.sky = Sprite.from('sky');
this.sky.anchor.set(0, 1);
this.sky.width = width;
this.sky.height = height;

Parallax Layers

For the parallax layers, we begin by creating Textures from the preloaded assets.

const backgroundTexture = Texture.from('background');
const midgroundTexture = Texture.from('midground');
const platformTexture = Texture.from('platform');

We then calculate the ideal platform height which is 40% of the scene height but not exceeding the platform texture height. And then calculate a scale that we need to apply to the platform tiling texture to get it to the ideal height, which we also apply to other parallax layers for visual consistency.

const maxPlatformHeight = platformTexture.height;
const platformHeight = Math.min(maxPlatformHeight, height * 0.4);
const scale = this.scale = platformHeight / maxPlatformHeight;

Now we can create the TilingSprite objects from the defined textures and parameters.

const baseOptions = {
    tileScale: { x: scale, y: scale },
    anchor: { x: 0, y: 1 },
    applyAnchorToTexture: true,
};

this.background = new TilingSprite({
    texture: backgroundTexture,
    width,
    height: backgroundTexture.height * scale,
    ...baseOptions,
});
this.midground = new TilingSprite({
    texture: midgroundTexture,
    width,
    height: midgroundTexture.height * scale,
    ...baseOptions,
});
this.platform = new TilingSprite({
    texture: platformTexture,
    width,
    height: platformHeight,
    ...baseOptions,
});

After that, we need to horizontally offset the mid-ground and background layers to be just above the platform floor. Unfortunately, the platform tiling texture also includes the lamp element so we have to manually define the true height from the bottom of the platform to the floor surface. Let's store this as a member of the class, floorHeight, for external uses as well.

Then to wrap up the scene class, we just need to offset the mentioned layers up a floorHeight amount and add all layers to the main view.

this.floorHeight = platformHeight * 0.43;
this.background.y = this.midground.y = -this.floorHeight;
this.view.addChild(this.sky, this.background, this.midground, this.platform);

Adding the Scene

Note that index.js has already been updated to instantiate the scene and add it to the stage before the character.

const scene = new Scene(app.screen.width, app.screen.height);

app.stage.addChild(scene.view, spineBoy.view);

The scene is then placed at the bottom the screen and the character's transformation has been updated to take into account the platform floor height and the scene scaling.

scene.view.y = app.screen.height;
spineBoy.view.x = app.screen.width / 2;
spineBoy.view.y = app.screen.height - scene.floorHeight;
spineBoy.spine.scale.set(scene.scale * 0.32);


```javascript src/tutorials/v8.0.0/spineBoyAdventure/step6/Scene2-completed.js
import { Container, Sprite, Texture, TilingSprite } from 'pixi.js';

// Class for handling the environment.
export class Scene
{
    constructor(width, height)
    {
        // Create a main view that holds all layers.
        this.view = new Container();

        // Create the stationary sky that fills the entire screen.
        this.sky = Sprite.from('sky');
        this.sky.anchor.set(0, 1);
        this.sky.width = width;
        this.sky.height = height;

        // Create textures for the background, mid-ground, and platform.
        const backgroundTexture = Texture.from('background');
        const midgroundTexture = Texture.from('midground');
        const platformTexture = Texture.from('platform');

        // Calculate the ideal platform height depending on the passed-in screen height.
        const maxPlatformHeight = platformTexture.height;
        const platformHeight = Math.min(maxPlatformHeight, height * 0.4);

        // Calculate the scale to be apply to all tiling textures for consistency.
        const scale = (this.scale = platformHeight / maxPlatformHeight);

        const baseOptions = {
            tileScale: { x: scale, y: scale },
            anchor: { x: 0, y: 1 },
            applyAnchorToTexture: true,
        };

        // Create the tiling sprite layers.
        this.background = new TilingSprite({
            texture: backgroundTexture,
            width,
            height: backgroundTexture.height * scale,
            ...baseOptions,
        });
        this.midground = new TilingSprite({
            texture: midgroundTexture,
            width,
            height: midgroundTexture.height * scale,
            ...baseOptions,
        });
        this.platform = new TilingSprite({
            texture: platformTexture,
            width,
            height: platformHeight,
            ...baseOptions,
        });

        // Calculate the floor height for external referencing.
        this.floorHeight = platformHeight * 0.43;

        // Position the backdrop layers.
        this.background.y = this.midground.y = -this.floorHeight;

        // Add all layers to the main view.
        this.view.addChild(this.sky, this.background, this.midground, this.platform);
    }

    // Use the platform's horizontal position as the key position for the scene.
    get positionX()
    {
        return this.platform.tilePosition.x;
    }

    // Set the horizontal position of the platform layer while applying parallax scrolling to the backdrop layers.
    set positionX(value)
    {
        this.background.tilePosition.x = value * 0.1;
        this.midground.tilePosition.x = value * 0.25;
        this.platform.tilePosition.x = value;
    }
}
import { Container, Sprite, Texture, TilingSprite } from 'pixi.js';

// Class for handling the environment.
export class Scene
{
    constructor(width, height)
    {
        // Create a main view that holds all layers.
        this.view = new Container();

        // Create the stationary sky that fills the entire screen.
        this.sky = Sprite.from('sky');
        this.sky.anchor.set(0, 1);
        this.sky.width = width;
        this.sky.height = height;

        // Create textures for the background, mid-ground, and platform.
        const backgroundTexture = Texture.from('background');
        const midgroundTexture = Texture.from('midground');
        const platformTexture = Texture.from('platform');

        // Calculate the ideal platform height depending on the passed-in screen height.
        const maxPlatformHeight = platformTexture.height;
        const platformHeight = Math.min(maxPlatformHeight, height * 0.4);

        // Calculate the scale to be apply to all tiling textures for consistency.
        const scale = (this.scale = platformHeight / maxPlatformHeight);

        const baseOptions = {
            tileScale: { x: scale, y: scale },
            anchor: { x: 0, y: 1 },
            applyAnchorToTexture: true,
        };

        // Create the tiling sprite layers.
        this.background = new TilingSprite({
            texture: backgroundTexture,
            width,
            height: backgroundTexture.height * scale,
            ...baseOptions,
        });
        this.midground = new TilingSprite({
            texture: midgroundTexture,
            width,
            height: midgroundTexture.height * scale,
            ...baseOptions,
        });
        this.platform = new TilingSprite({
            texture: platformTexture,
            width,
            height: platformHeight,
            ...baseOptions,
        });

        // Calculate the floor height for external referencing.
        this.floorHeight = platformHeight * 0.43;

        // Position the backdrop layers.
        this.background.y = this.midground.y = -this.floorHeight;

        // Add all layers to the main view.
        this.view.addChild(this.sky, this.background, this.midground, this.platform);
    }

    // Use the platform's horizontal position as the key position for the scene.
    get positionX()
    {
        /** -- INSERT CODE HERE -- */
    }

    // Set the horizontal position of the platform layer while applying parallax scrolling to the backdrop layers.
    set positionX(value)
    {
        /** -- INSERT CODE HERE -- */
    }
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { Scene } from './Scene';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create a scene that holds the environment.
    const scene = new Scene(app.screen.width, app.screen.height);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    scene.view.y = app.screen.height;
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - scene.floorHeight;
    spineBoy.spine.scale.set(scene.scale * 0.32);

    // Add scene and character to the stage.
    app.stage.addChild(scene.view, spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the scene and the character based on the controller's input.
    app.ticker.add(() =>
    {
        // Ignore the update loops while the character is doing the spawn animation.
        if (spineBoy.isSpawning()) return;

        // Update character's state based on the controller's input.
        spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
        if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
        else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
        spineBoy.state.hover = controller.keys.down.pressed;
        if (controller.keys.left.pressed) spineBoy.direction = -1;
        else if (controller.keys.right.pressed) spineBoy.direction = 1;
        spineBoy.state.jump = controller.keys.space.pressed;

        // Update character's animation based on the latest state.
        spineBoy.update();

        // Determine the scene's horizontal scrolling speed based on the character's state.
        let speed = 1.25;

        if (spineBoy.state.hover) speed = 7.5;
        else if (spineBoy.state.run) speed = 3.75;

        // Shift the scene's position based on the character's facing direction, if in a movement state.
        if (spineBoy.state.walk) scene.positionX -= speed * scene.scale * spineBoy.direction;
    });
})();
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { Scene } from './Scene';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create a scene that holds the environment.
    const scene = new Scene(app.screen.width, app.screen.height);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    scene.view.y = app.screen.height;
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - scene.floorHeight;
    spineBoy.spine.scale.set(scene.scale * 0.32);

    // Add scene and character to the stage.
    app.stage.addChild(scene.view, spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the scene and the character based on the controller's input.
    app.ticker.add(() =>
    {
        // Ignore the update loops while the character is doing the spawn animation.
        if (spineBoy.isSpawning()) return;

        // Update character's state based on the controller's input.
        spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
        if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
        else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
        spineBoy.state.hover = controller.keys.down.pressed;
        if (controller.keys.left.pressed) spineBoy.direction = -1;
        else if (controller.keys.right.pressed) spineBoy.direction = 1;
        spineBoy.state.jump = controller.keys.space.pressed;

        // Update character's animation based on the latest state.
        spineBoy.update();

        /** -- INSERT CODE HERE -- */
    });
})();

Animating Scene

Last but not least, we need to match the Scene scroll according to the character movement state.

Lets begin by having an unified positionX property for the Scene class. For the getter, this will simply return the tilePosition.x of the platform TilingSprite, and similarly for the setter we set its tilePosition.x directly but also so set tilePosition.x of the mid-ground and the background TilingSprites at descending fractions of the value. This is to create a parallax scrolling effect for the backdrop layers as the platform horizontal position changes.

Getter

return this.platform.tilePosition.x;

Setter

this.background.tilePosition.x = value * 0.1;
this.midground.tilePosition.x = value * 0.25;
this.platform.tilePosition.x = value;

Then on the main index.js, let's manipulate this positionX property at the end of the application's ticker callback to animate the scrolling accordingly. Here, we will use 3 different scrolling speeds for character's walk, run and hover state. We need to also add to or subtract from the property depending on the direction/

let speed = 1.25;

if (spineBoy.state.hover) speed = 7.5;
else if (spineBoy.state.run) speed = 3.75;

if (spineBoy.state.walk)
{
    scene.positionX -= speed * scene.scale * spineBoy.direction;
}
import { Application, Assets } from 'pixi.js';
import '@esotericsoftware/spine-pixi-v8';
import { Controller } from './Controller';
import { Scene } from './Scene';
import { SpineBoy } from './SpineBoy';

// Asynchronous IIFE
(async () =>
{
    // Create a PixiJS application.
    const app = new Application();

    // Intialize the application.
    await app.init({ background: '#1099bb', resizeTo: window });

    // Then adding the application's canvas to the DOM body.
    document.body.appendChild(app.canvas);

    // Load the assets.
    await Assets.load([
        {
            alias: 'spineSkeleton',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pro.skel',
        },
        {
            alias: 'spineAtlas',
            src: 'https://raw.githubusercontent.com/pixijs/spine-v8/main/examples/assets/spineboy-pma.atlas',
        },
        {
            alias: 'sky',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/sky.png',
        },
        {
            alias: 'background',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/background.png',
        },
        {
            alias: 'midground',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/midground.png',
        },
        {
            alias: 'platform',
            src: 'https://pixijs.com/assets/tutorials/spineboy-adventure/platform.png',
        },
    ]);

    // Create a controller that handles keyboard inputs.
    const controller = new Controller();

    // Create a scene that holds the environment.
    const scene = new Scene(app.screen.width, app.screen.height);

    // Create our character
    const spineBoy = new SpineBoy();

    // Adjust views' transformation.
    scene.view.y = app.screen.height;
    spineBoy.view.x = app.screen.width / 2;
    spineBoy.view.y = app.screen.height - scene.floorHeight;
    spineBoy.spine.scale.set(scene.scale * 0.32);

    // Add scene and character to the stage.
    app.stage.addChild(scene.view, spineBoy.view);

    // Trigger character's spawn animation.
    spineBoy.spawn();

    // Animate the scene and the character based on the controller's input.
    app.ticker.add(() =>
    {
        // Ignore the update loops while the character is doing the spawn animation.
        if (spineBoy.isSpawning()) return;

        // Update character's state based on the controller's input.
        spineBoy.state.walk = controller.keys.left.pressed || controller.keys.right.pressed;
        if (spineBoy.state.run && spineBoy.state.walk) spineBoy.state.run = true;
        else spineBoy.state.run = controller.keys.left.doubleTap || controller.keys.right.doubleTap;
        spineBoy.state.hover = controller.keys.down.pressed;
        if (controller.keys.left.pressed) spineBoy.direction = -1;
        else if (controller.keys.right.pressed) spineBoy.direction = 1;
        spineBoy.state.jump = controller.keys.space.pressed;

        // Update character's animation based on the latest state.
        spineBoy.update();

        // Determine the scene's horizontal scrolling speed based on the character's state.
        let speed = 1.25;

        if (spineBoy.state.hover) speed = 7.5;
        else if (spineBoy.state.run) speed = 3.75;

        // Shift the scene's position based on the character's facing direction, if in a movement state.
        if (spineBoy.state.walk) scene.positionX -= speed * scene.scale * spineBoy.direction;
    });
})();

You did it!

Congratulations, we hope the adventure was worthwhile! There is so much more Spine and the Pixi Spine plugin can do so please feel free to check out Esoteric's official Spine runtime API documentation and explore our Pixi Spine examples.

PixiJS Userland Projects

PixiJS Userland Projects

A curated list of active community plugins and tools that extend PixiJS. These are maintained under the pixijs-userland GitHub organization.


PIXI.TextStyle Generator A tool for configuring text styles in PixiJS.


Rectangular tilemap implementation for PixiJS Highly optimized tile rendering via WebGL and Canvas.


Pixi.js plugin for Spine animation Official support for integrating Spine skeleton animations in PixiJS projects.


3D-like perspective rendering Enable 2.5D projection effects in your PixiJS scenes.


Configurable 2D camera and panning/zooming viewport Touch and mouse support built-in. Useful for large or zoomable scenes.


Adobe Animate CC extension for PixiJS export Exports content from Animate to run in PixiJS.


PIXI-based particle system editor Design particle effects in a visual editor.


Flexible and fast particle system for PixiJS Includes gravity, alpha, scale, and animation controls.


Anti-aliased replacement for PIXI.Graphics Improves the visual quality of drawn shapes.


Advanced color modes and lighting for PixiJS Supports sprites, meshes, and color transformations.


Z-order layering plugin Manages display object layering independently of display hierarchy.


Dynamic lighting via deferred shading Bring per-pixel lights and shadows to your PixiJS scenes.


Tiled map loader Load .tmx maps from Tiled into PixiJS.


Display object for marquee UI selection Enables rectangular selection dragging, similar to RTS games or UI editors.


Color filters and presets A collection of ready-to-use color manipulation filters.


Organization website GitHub Pages site for the PixiJS Userland project list and documentation.


LDtk level loader Load levels created in LDtk for use with PixiJS.


Improved sprite renderer with anti-aliasing and blend modes Helps reduce edge artifacts and adds 3 custom blend modes.


Run PixiJS in Node.js (no browser) Enables Pixi rendering in headless or server-side contexts.

API Reference

accessibility

The accessibility module provides screen reader and keyboard navigation support for PixiJS content. This is very important as it can possibly help people with disabilities access PixiJS content.

This module is a mixin for AbstractRenderer and needs to be imported if managing your own renderer:

import 'pixi.js/accessibility';

Make objects accessible by setting their properties:

container.accessible = true;        // Enable accessibility for this container
container.accessibleType = 'button'// Type of DOM element to create (default: 'button')
container.accessibleTitle = 'Play'// Optional: Add screen reader labels

By default, the accessibility system activates when users press the tab key. For cases where you need control over when accessibility features are active, configuration options are available:

const app = new Application({
    accessibilityOptions: {
        enabledByDefault: true,    // Create accessibility elements immediatelyactivateOnTab: false,      // Prevent tab key activationdebug: false,               // Show accessibility divsdeactivateOnMouseMove: false, // Prevent accessibility from being deactivated when mouse moves
    }
});

The system can also be controlled programmatically:

app.renderer.accessibility.setAccessibilityEnabled(true);

See AccessibleOptions for all configuration options.

Classes

AccessibilitySystem

Interface Definitions

AccessibleOptions

When accessible is enabled on any display object, these properties will affect its accessibility.

Properties:
Name Type Default Description
accessible boolean false Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set
accessibleChildren boolean true Setting to false will prevent any children inside this container to be accessible. Defaults to true.
accessibleHint string | null Sets the aria-label attribute of the shadow div
accessibleText string | null Sets the text content of the shadow div
accessibleTitle string Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'
accessibleType keyof 'button' Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.
tabIndex number 0

Type Definitions

PointerEvents

See accessibility_accessibilityTarget.ts.html:3

The type of the pointer event to listen for. Can be any of the following:

  • auto
  • none
  • visiblePainted
  • visibleFill
  • visibleStroke
  • visible
  • painted
  • fill
  • stroke
  • all
  • inherit

See: https://developer.mozilla.org/en-US/docs/Web/CSS/pointer-events

AccessibilitySystem

The Accessibility system provides screen reader and keyboard navigation support for PixiJS content. It creates an accessible DOM layer over the canvas that can be controlled programmatically or through user interaction.

By default, the system activates when users press the tab key. This behavior can be customized through options:

const app = new Application({
    accessibilityOptions: {
        enabledByDefault: true,    // Enable immediately instead of waiting for tabactivateOnTab: false,      // Disable tab key activationdebug: false,               // Show/hide accessibility divsdeactivateOnMouseMove: false, // Prevent accessibility from being deactivated when mouse moves
    }
});

The system can also be controlled programmatically:

app.renderer.accessibility.setAccessibilityEnabled(true);

To make individual containers accessible:

container.accessible = true;

An instance of this class is automatically created at renderer.accessibility

new AccessibilitySystem (renderer)

See accessibility_AccessibilitySystem.ts.html:190

Name Type Description
renderer WebGLRenderer | WebGPURenderer A reference to the current renderer

Implements

Members

defaultOptionsAccessibilityOptionsstatic

default options used by the system

Properties:
Name Type Default Description
activateOnTab boolean true Whether to activate accessibility when tab key is pressed
deactivateOnMouseMove boolean true Whether to deactivate accessibility when mouse moves
debug boolean false Whether to visually show the accessibility divs for debugging
enabledByDefault boolean false Whether to enable accessibility features on initialization

debugboolean

Whether accessibility divs are visible for debugging

Default Value:

: - false

isActivebooleanreadonly

Value of true if accessibility is currently active and accessibility layers are showing.

isMobileAccessibilitybooleanreadonly

Value of true if accessibility is enabled for touch devices.

Methods

destroy () void

See accessibility_AccessibilitySystem.ts.html:828

Destroys the accessibility system. Removes all elements and listeners.

setAccessibilityEnabled (enabled) void

See accessibility_AccessibilitySystem.ts.html:845

Enables or disables the accessibility system.

Name Type Description
enabled boolean Whether to enable or disable accessibility.

AccessibleOptions

When accessible is enabled on any display object, these properties will affect its accessibility.

Properties:
Name Type Default Description
accessible boolean false Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set
accessibleChildren boolean true Setting to false will prevent any children inside this container to be accessible. Defaults to true.
accessibleHint string | null Sets the aria-label attribute of the shadow div
accessibleText string | null Sets the text content of the shadow div
accessibleTitle string Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'
accessibleType keyof 'button' Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.
tabIndex number 0

Members

accessibleboolean

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

Default Value:

: - false

accessibleChildrenboolean

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

Default Value:

: - true

accessibleHintstring | null

Sets the aria-label attribute of the shadow div

accessibleTextstring | null

Sets the text content of the shadow div

accessibleTitlestring

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'

accessibleTypekeyof

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

Default Value:

: - 'button'

tabIndexnumber

Default Value:

: - 0

app

The app module provides a set of classes to use as a starting point when building applications.

This module has a mixin for TickerPlugin and ResizePlugin. These will need to be imported if you are managing your own renderer.

import { Application } from'pixi.js';

const app = new Application();

await app.init();

// don't forget to add the canvas to the DOMdocument.body.appendChild(app.canvas);

Classes

Application

ApplicationInitHook

CullerPlugin

ResizePlugin

TickerPlugin

Interface Definitions

ApplicationOptions

Application options supplied to the init method.

Properties:
Name Type Default Description
autoStart boolean true Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.
resizeTo Window | HTMLElement Element to automatically resize the renderer to.
sharedTicker boolean false Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.
Example
import { Application } from 'pixi.js';

 const app = new Application();

 await app.init({
    autoStart: false,
    resizeTo: window,
    sharedTicker: true,
 });

ResizePluginOptions

Application options for the ResizePlugin.

Properties:
Name Type Attributes Default Description
resizeTo Window | HTMLElement <optional> window Element to automatically resize the renderer to.

TickerPluginOptions

Application options for the TickerPlugin.

Properties:
Name Type Attributes Default Description
autoStart boolean <optional> true Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.
sharedTicker boolean <optional> false Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.

Application

Convenience class to create a new PixiJS application.

This class automatically creates the renderer, ticker and root container.

new Application ()

See app_Application.ts.html:118

Create new Application instance

Example

import { Application, Sprite } from 'pixi.js';

 // Create the application
 const app = new Application();

 await app.init({ width: 800, height: 600 });

 // Add the view to the DOM
 document.body.appendChild(app.canvas);

 // ex, add display objects
 app.stage.addChild(Sprite.from('something.png'));

Members

_pluginsApplicationPlugin[]static

Collection of installed plugins.

canvasHTMLCanvasElementreadonly

Reference to the renderer's canvas element.

rendererRenderer

WebGL renderer if available, otherwise CanvasRenderer.

resizeToWindow | HTMLElement

The HTML element or window to automatically resize the renderer's view element to match width and height.

screenRectanglereadonly

Reference to the renderer's screen rectangle. Its safe to use as filterArea or hitArea for the whole screen.

The root display container that's rendered.

tickerTicker

Ticker for doing render updates.

Default Value:

: - Ticker.shared

viewHTMLCanvasElementDeprecated : since 8.0.0

Reference to the renderer's canvas element.

Methods

destroy (rendererDestroyOptions, options) void

See app_Application.ts.html:191

Destroys the application and all of its resources.

Name Type Attributes Default Description
rendererDestroyOptions object | boolean <optional> false The options for destroying the renderer.
rendererDestroyOptions.removeView boolean <optional> false Removes the Canvas element from the DOM.
options object | boolean <optional> false The options for destroying the stage.
options.children boolean <optional> false If set to true, all the children will have their destroy method called as well. options will be passed on to those calls.
options.texture boolean <optional> false Only used for children with textures e.g. Sprites. If options.children is set to true, it should destroy the texture of the child sprite.
options.textureSource boolean <optional> false Only used for children with textures e.g. Sprites. If options.children is set to true, it should destroy the texture source of the child sprite.
options.context boolean <optional> false Only used for children with graphicsContexts e.g. Graphics. If options.children is set to true, it should destroy the context of the child graphics.

init (options)

See app_Application.ts.html:135

Name Type Attributes Description
options Partial<ApplicationOptions> <optional> The optional application and renderer parameters.

render () void

See app_Application.ts.html:152

Render the current stage.

resize () void

See app_ResizePlugin.ts.html:118

Execute an immediate resize on the renderer, this is not throttled and can be expensive to call many times in a row. Will resize only if resizeTo property is set.

start () void

See app_TickerPlugin.ts.html:106

Convenience method for starting the render.

stop () void

See app_TickerPlugin.ts.html:95

Convenience method for stopping the render.

ApplicationInitHook

Calls global PIXI_APP_INIT hook with the application instance, after the application is initialized.

new ApplicationInitHook ()

ApplicationOptions

Application options supplied to the init method.

Properties:
Name Type Default Description
autoStart boolean true Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.
resizeTo Window | HTMLElement Element to automatically resize the renderer to.
sharedTicker boolean false Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.

Example

import { Application } from 'pixi.js';

 const app = new Application();

 await app.init({
    autoStart: false,
    resizeTo: window,
    sharedTicker: true,
 });

Extends

Members

autoStartboolean

Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.

Default Value:

: - true

resizeToWindow | HTMLElement

Element to automatically resize the renderer to.

sharedTickerboolean

Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.

Default Value:

: - false

CullerPlugin

An Application plugin that will automatically cull your stage using the renderers screen size.

new CullerPlugin ()

See: Culler

Example

import { extensions, CullerPlugin } from 'pixi.js';

 extensions.add(CullerPlugin);

ResizePlugin

Middleware for Application's resize functionality.

Adds the following methods to Application:

new ResizePlugin ()

Middleware for Application's resize functionality.

Example

import { extensions, ResizePlugin } from 'pixi.js';

 extensions.add(ResizePlugin);

ResizePluginOptions

Application options for the ResizePlugin.

Properties:
Name Type Attributes Default Description
resizeTo Window | HTMLElement <optional> window Element to automatically resize the renderer to.

Members

resizeToWindow | HTMLElement

Element to automatically resize the renderer to.

Default Value:

: - window

TickerPlugin

Middleware for Application's Ticker functionality.

Adds the following methods to Application:

new TickerPlugin ()

Middleware for Application's Ticker functionality.

Example

import { extensions, TickerPlugin } from 'pixi.js';

 extensions.add(TickerPlugin);

TickerPluginOptions

Application options for the TickerPlugin.

Properties:
Name Type Attributes Default Description
autoStart boolean <optional> true Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.
sharedTicker boolean <optional> false Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.

Members

autoStartboolean

Automatically starts the rendering after the construction. Note: Setting this parameter to false does NOT stop the shared ticker even if you set options.sharedTicker to true in case that it is already started. Stop it by your own.

Default Value:

: - true

sharedTickerboolean

Settrue to use Ticker.shared, false to create new ticker. If set to false, you cannot register a handler to occur before anything that runs on the shared ticker. The system ticker will always run before both the shared ticker and the app ticker.

Default Value:

: - false

assets

A one stop shop for all Pixi resource management! Super modern and easy to use, with enough flexibility to customize and do what you need!

Use the singleton class Assets to easily load and manage all your assets.

import { Assets, Texture } from'pixi.js';

const bunnyTexture = await Assets.load<Texture>('bunny.png');
const sprite = new Sprite(bunnyTexture);

Check out the sections below for more information on how to deal with assets.

Asset Loading

Do not be afraid to load things multiple times - under the hood, it will NEVER load anything more than once.

For example:

import { Assets } from'pixi.js';

promise1 = Assets.load('bunny.png')
promise2 = Assets.load('bunny.png')

// promise1 === promise2

Here both promises will be the same. Once resolved... Forever resolved! It makes for really easy resource management!

Out of the box Pixi supports the following files:

Textures

  • Textures are loaded as ImageBitmap on a worker thread where possible. Leading to much less janky load + parse times.
  • By default, we will prefer to load AVIF and WebP image files if you specify them. But if the browser doesn't support AVIF or WebP we will fall back to png and jpg.
  • Textures can also be accessed via Texture.from() (see Texture.from) and now use this asset manager under the hood!
  • Don't worry if you set preferences for textures that don't exist (for example you prefer 2x resolutions images but only 1x is available for that texture, the Assets manager will pick that up as a fallback automatically)

Sprite sheets

  • It's hard to know what resolution a sprite sheet is without loading it first, to address this there is a naming convention we have added that will let Pixi understand the image format and resolution of the spritesheet via its file name: my-spritesheet{resolution}.{imageFormat}.json For example:
  • This is optional! You can just load a sprite sheet as normal. This is only useful if you have a bunch of different res / formatted spritesheets.

Fonts

Web fonts will be loaded with all weights. It is possible to load only specific weights by doing the following:

import { Assets } from'pixi.js';

// Load specific weights..await Assets.load({
    data: {
        weights: ['normal'], // Only loads the weight
    },
    src: `outfit.woff2`,
});

// Load everything...await Assets.load(`outfit.woff2`);

Background Loading

Background loading will load stuff for you passively behind the scenes. To minimize jank, it will only load one asset at a time. As soon as a developer calls Assets.load(...) the background loader is paused and requested assets are loaded as a priority. Don't worry if something is in there that's already loaded, it will just get skipped!

You still need to call Assets.load(...) to get an asset that has been loaded in the background. It's just that this promise will resolve instantly if the asset has already been loaded.

Manifest and Bundles

  • Manifest is a descriptor that contains a list of all assets and their properties.
  • Bundles are a way to group assets together.
import { Assets } from'pixi.js';

// Manifest Exampleconst manifest = {
    bundles: [
        {
            name: 'load-screen',
            assets: [
                {
                    alias: 'background',
                    src: 'sunset.png',
                },
                {
                    alias: 'bar',
                    src: 'load-bar.{png,webp}',
                },
            ],
        },
        {
            name: 'game-screen',
            assets: [
                {
                    alias: 'character',
                    src: 'robot.png',
                },
                {
                    alias: 'enemy',
                    src: 'bad-guy.png',
                },
            ],
        },
    ]
};

await Assets.init({ manifest });

// Load a bundle...
loadScreenAssets = await Assets.loadBundle('load-screen');
// Load another bundle...
gameScreenAssets = await Assets.loadBundle('game-screen');

Classes

Assets

BackgroundLoader

Cache

Loader

Resolver

Spritesheet

Interface Definitions

AssetExtension

This developer convenience object allows developers to group together the various asset parsers into a single object.

Example
import { AssetExtension, extensions } from 'pixi.js';

 // create the CacheParser
 const cache = {
    test(asset: item): boolean {
       // Gets called by the cache when a dev caches an asset
    },
    getCacheableAssets(keys: string[], asset: item): Record<string, any> {
       // If the test passes, this function is called to get the cacheable assets
       // an example may be that a spritesheet object will return all the sub textures it has so they can
       // be cached.
    },
 };

 // create the ResolveURLParser
 const resolver = {
    test(value: string): boolean {
       // the test to perform on the url to determine if it should be parsed
    },
    parse(value: string): ResolvedAsset {
       // the function that will convert the url into an object
    },
 };

 // create the LoaderParser
 const loader = {
    name: 'itemLoader',
    extension: {
       type: ExtensionType.LoadParser,
    },
    async testParse(asset: any, options: ResolvedAsset) {
       // This function is used to test if the parse function should be run on the asset
    },
    async parse(asset: any, options: ResolvedAsset, loader: Loader) {
       // Gets called on the asset it testParse passes. Useful to convert a raw asset into something more useful
    },
    unload(item: any) {
       // If an asset is parsed using this parser, the unload function will be called when the user requests an asset
       // to be unloaded. This is useful for things like sounds or textures that can be unloaded from memory
    },
 };

 // put it all together and create the AssetExtension
 extensions.add({
     extension: ExtensionType.Asset,
     cache,
     resolver,
     loader,
 }

AssetExtensionAdvanced

A more verbose version of the AssetExtension, allowing you to set the cached, loaded, parsed, and unloaded asset separately

Properties:
Name Type Description
cache Partial<CACHE_ASSET<CacheParser>> the asset cache parser
detection Partial<FormatDetectionParser> the asset format detection parser
extension Asset The type of extension
loader LoaderParserAdvanced<META_DATA, ASSET, PARSED_ASSET, UNLOAD_ASSET> the asset loader
resolver Partial<ResolveURLParser> the asset resolve parser

AssetInitOptions

Initialization options object for the Assets Class.

Properties:
Name Type Description
basePath string a base path for any assets loaded
bundleIdentifier BundleIdentifierOptions advanced - override how bundlesIds are generated
defaultSearchParams string | Record<string, any> a default URL parameter string to append to all assets loaded
manifest string | AssetsManifest a manifest to tell the asset loader upfront what all your assets are this can be the manifest object itself, or a URL to the manifest.
preferences Partial<AssetsPreferences> Optional loader preferences
skipDetections boolean If true, don't attempt to detect whether browser has preferred formats available. May result in increased performance as it skips detection step.
texturePreference {   resolution?: number | number[],   format?: ArrayOr<string>} optional preferences for which textures preferences you have when resolving assets for example you might set the resolution to 0.5 if the user is on a rubbish old phone or you might set the resolution to 2 if the user is on a retina display

AssetsBundle

Structure of a bundle found in a Manifest file

Properties:
Name Type Description
assets UnresolvedAsset[] | UnresolvedAsset<string, ArrayOr<string> | Record> The assets in the bundle
name string The name of the bundle

AssetsManifest

The expected format of a manifest. This could be auto generated or hand made

Properties:
Name Type Description
bundles AssetsBundle[] array of bundles

AssetsPreferences

Extensible preferences that can be used, for instance, when configuring loaders.

Since:

: - 7.2.0

BundleIdentifierOptions

Options for how the resolver deals with generating bundle ids

Properties:
Name Type Description
connector string The character that is used to connect the bundleId and the assetId when generating a bundle asset id key
createBundleAssetId (bundleId: string, assetId: string) => string A function that generates a bundle asset id key from a bundleId and an assetId
extractAssetIdFromBundle (bundleId: string, assetBundleId: string) => string A function that generates an assetId from a bundle asset id key. This is the reverse of generateBundleAssetId

CacheParser

For every asset that is cached, it will call the parsers test function the flow is as follows:

  1. cacheParser.test(): Test the asset.
  2. cacheParser.getCacheableAssets(): If the test passes call the getCacheableAssets function with the asset

Useful if you want to add more than just a raw asset to the cache (for example a spritesheet will want to make all its sub textures easily accessible in the cache)

Properties:
Name Type Description
config Record<string, any> A config to adjust the parser
extension ExtensionMetadata The extension type of this cache parser
getCacheableAssets (keys: string[], asset: T) => Record<string, any> If the test passes, this function is called to get the cacheable assets an example may be that a spritesheet object will return all the sub textures it has so they can be cached.
test (asset: T) => boolean Gets called by the cache when a dev caches an asset

FormatDetectionParser

Format detection is useful for detecting feature support on the current platform.

Properties:
Name Type Description
add (formats: string[]) => Promise<string[]> Add formats (file extensions) to the existing list of formats. Return an new array with added formats, do not mutate the formats argument.
extension ExtensionMetadata Should be ExtensionType.DetectionParser
remove (formats: string[]) => Promise<string[]> Remove formats (file extensions) from the list of supported formats. This is used when uninstalling this DetectionParser. Return an new array with filtered formats, do not mutate the formats argument.
test () => Promise<boolean> Browser/platform feature detection supported if return true

LoaderParser

The interface to define a loader parser (all functions are optional).

When you create a parser object, the flow for every asset loaded is:

  1. parser.test() - Each URL to load will be tested here, if the test is passed the assets are loaded using the load function below. Good place to test for things like file extensions!
  2. parser.load() - This is the promise that loads the URL provided resolves with a loaded asset if returned by the parser.
  3. parser.testParse() - This function is used to test if the parse function should be run on the asset If this returns true then parse is called with the asset
  4. parse.parse() - Gets called on the asset it testParse passes. Useful to convert a raw asset into something more useful

Some loaders may only be used for parsing, some only for loading, and some for both!

LoadSVGConfig

Configuration for the loadSVG plugin.

Properties:
Name Type Default Description
crossOrigin HTMLImageElement["crossOrigin"] 'anonymous' The crossOrigin value to use for loading the SVG as an image.
parseAsGraphicsContext boolean false When set to true, loading and decoding images will happen with new Image(),

See: assets.loadSVG

LoadTextureConfig

Configuration for the loadTextures plugin.

Properties:
Name Type Default Description
crossOrigin HTMLImageElement["crossOrigin"] 'anonymous' The crossOrigin value to use for images when preferCreateImageBitmap is false.
preferCreateImageBitmap boolean true When set to true, loading and decoding images will happen with createImageBitmap, otherwise it will use new Image().
preferWorkers boolean true When set to true, loading and decoding images will happen with Worker thread, if available on the browser. This is much more performant as network requests and decoding can be expensive on the CPU. However, not all environments support Workers, in some cases it can be helpful to disable by setting to false.

See: loadTextures

PreferOrder

A prefer order lets the resolver know which assets to prefer depending on the various parameters passed to it.

Properties:
Name Type Description
priority string[] the importance order of the params

PromiseAndParser

A promise and parser pair

Properties:
Name Type Description
parser LoaderParser the parser that is loading the asset
promise Promise<any> the promise that is loading the asset

ResolvedAsset

A fully resolved asset, with all the information needed to load it.

Properties:
Name Type Description
alias string[] Aliases associated with asset
data T Optional data
format string Format, usually the file extension
loadParser LoadParserName An override that will ensure that the asset is loaded with a specific parser
src string The URL or relative path to the asset

ResolveURLParser

Format for url parser, will test a string and if it pass will then parse it, turning it into an ResolvedAsset

Properties:
Name Type Description
config Record<string, any> A config to adjust the parser
parse (value: string) => ResolvedAsset & { [key: string]: any } the function that will convert the url into an object
test (url: string) => boolean the test to perform on the url to determine if it should be parsed

SpritesheetData

Atlas format.

Properties:
Name Type Description
animations Dict<string[]> The animations of the atlas.
frames Dict<SpritesheetFrameData> The frames of the atlas.
meta {   app?: string,   format?: string,      frameTags?: {      from: number,      name: string,      to: number,      direction: string   }[],   image?: string,      layers?: {      blendMode: string,      name: string,      opacity: number   }[],   scale: number | string,      size?: {      h: number,      w: number   },      slices?: {      color: string,      name: string,         keys: {         frame: number,            bounds: {            x: number,            y: number,            w: number,            h: number         }      }[]   }[],   related_multi_packs?: string[],   version?: string} The meta data of the atlas.

SpritesheetFrameData

Represents the JSON data for a spritesheet atlas.

Properties:
Name Type Description
anchor PointData The anchor point of the texture.
borders TextureBorders The 9-slice borders of the texture.
frame {   x: number,   y: number,   w: number,   h: number} The frame rectangle of the texture.
rotated boolean Whether the texture is rotated.
sourceSize {   w: number,   h: number} The source size of the texture.
spriteSourceSize {   h?: number,   w?: number,   x: number,   y: number} The sprite source size.
trimmed boolean Whether the texture is trimmed.

SpritesheetOptions

Options for loading a spritesheet from an atlas.

Properties:
Name Type Description
cachePrefix string Prefix to add to texture names when adding to global TextureCache, using this option can be helpful if you have multiple texture atlases that share texture names and you need to disambiguate them.
data S JSON data for the atlas.
resolutionFilename string The filename to consider when determining the resolution of the spritesheet.
texture BindableTexture Reference to Texture

Members

cacheTextureArrayreadonly

Returns an object of textures from an array of textures to be cached

detectAvifreadonly

Detects if the browser supports the AVIF image format.

detectDefaultsreadonly

Adds some default image formats to the detection parser

detectMp4readonly

Detects if the browser supports the MP4 video format.

detectOgvreadonly

Detects if the browser supports the OGV video format.

detectWebmreadonly

Detects if the browser supports the WebM video format.

detectWebpreadonly

Detects if the browser supports the WebP image format.

loadJsonreadonly

A simple loader plugin for loading json data

loadSvgreadonly

A simple loader plugin for loading json data

loadTexturesreadonly

A simple plugin to load our textures! This makes use of imageBitmaps where available. We load the ImageBitmap on a different thread using workers if possible. We can then use the ImageBitmap as a source for a Pixi texture

You can customize the behavior of this loader by setting the config property. Which can be found here

// Set the configimport { loadTextures } from'pixi.js';

loadTextures.config = {
   // If true we will use a worker to load the ImageBitmappreferWorkers: true,
   // If false we will use new Image() instead of createImageBitmap,// we'll also disable the use of workers as it requires createImageBitmappreferCreateImageBitmap: true,
   crossOrigin: 'anonymous',
};

loadTxtreadonly

A simple loader plugin for loading text data

loadVideoTexturesreadonly

A simple plugin to load video textures.

You can pass VideoSource options to the loader via the .data property of the asset descriptor when using Asset.load().

// Set the dataconst texture = await Assets.load({
    src: './assets/city.mp4',
    data: {
        preload: true,
        autoPlay: true,
    },
});

loadWebFontreadonly

A loader plugin for handling web fonts

Example
import { Assets } from 'pixi.js';

 Assets.load({
   alias: 'font',
   src: 'fonts/titan-one.woff',
   data: {
     family: 'Titan One',
     weights: ['normal', 'bold'],
   }
 })

resolveJsonUrlreadonly

A parser that will resolve a json urls resolution for spritesheets e.g. assets/[email protected]

resolveTextureUrlreadonly

A parser that will resolve a texture url

spritesheetAssetAssetExtensionreadonly

Asset extension for loading spritesheets

Example
import { Assets } from 'pixi.js';

 Assets.load({
     alias: 'spritesheet',
     src: 'path/to/spritesheet.json',
     data: {
         ignoreMultiPack: true,
         textureOptions: {
             scaleMode: "nearest"
         }
     }
 })

Type Definitions

AssetSrc

See assets_types.ts.html:53

A valid asset src. This can be a string, or a ResolvedSrc, or an array of either.

LoadFontData

See assets_loader_parsers_loadWebFont.ts.html:25

Data for loading a font

Properties:
Name Type Description
display string A set of optional descriptors passed as an object. It can contain any of the descriptors available for @font-face:
family string Font family name
featureSettings string The featureSettings property of the FontFace interface retrieves or sets infrequently used font features that are not available from a font's variant properties.
stretch string The stretch property of the FontFace interface retrieves or sets how the font stretches.
style string The style property of the FontFace interface retrieves or sets the font's style.
unicodeRange string The unicodeRange property of the FontFace interface retrieves or sets the range of unicode code points encompassing the font.
variant string The variant property of the FontFace interface programmatically retrieves or sets font variant values.
weights string[] The weight property of the FontFace interface retrieves or sets the weight of the font.

LoadParserName

See assets_types.ts.html:3

Names of the parsers that are built into PixiJS. Can be any of the following defaults:

  • loadJson
  • loadSVG
  • loadTextures
  • loadTxt
  • loadVideo
  • loadWebFont or a custom parser name.

ProgressCallback

See assets_Assets.ts.html:33

Callback for when progress on asset loading is made. The function is passed a single parameter, progress, which represents the percentage (0.0 - 1.0) of the assets loaded.

Name Type Description
progress number The percentage (0.0 - 1.0) of the assets loaded.
Example
(progress) => console.log(progress * 100 + '%')

ResolvedSrc

See assets_types.ts.html:42

A fully resolved src, Glob patterns will not work here, and the src will be resolved to a single file.

Properties:
Name Type Description
data any Optional data
format string Format, usually the file extension
loadParser string An override that will ensure that the asset is loaded with a specific parser
src string The URL or relative path to the asset

UnresolvedAsset

See assets_types.ts.html:60

An asset that has not been resolved yet.

Properties:
Name Type Description
alias ArrayOr<string> Aliases associated with asset
src AssetSrc The URL or relative path to the asset

Methods

crossOrigin (element, url, crossorigin) void

See assets_loader_parsers_textures_loadVideoTextures.ts.html:18

Set cross origin based detecting the url and the crossorigin

Name Type Attributes Description
element HTMLImageElement | HTMLVideoElement Element to apply crossOrigin
url string URL to check
crossorigin boolean | string <optional> Cross origin value to use

getFontFamilyName (url) string

See assets_loader_parsers_loadWebFont.ts.html:60

Return font face name from a file name Ex.: 'fonts/titan-one.woff' turns into 'Titan One'

Name Type Description
url string File url
Returns:
Type Description
string

AssetExtension

This developer convenience object allows developers to group together the various asset parsers into a single object.

Example

import { AssetExtension, extensions } from 'pixi.js';

 // create the CacheParser
 const cache = {
    test(asset: item): boolean {
       // Gets called by the cache when a dev caches an asset
    },
    getCacheableAssets(keys: string[], asset: item): Record<string, any> {
       // If the test passes, this function is called to get the cacheable assets
       // an example may be that a spritesheet object will return all the sub textures it has so they can
       // be cached.
    },
 };

 // create the ResolveURLParser
 const resolver = {
    test(value: string): boolean {
       // the test to perform on the url to determine if it should be parsed
    },
    parse(value: string): ResolvedAsset {
       // the function that will convert the url into an object
    },
 };

 // create the LoaderParser
 const loader = {
    name: 'itemLoader',
    extension: {
       type: ExtensionType.LoadParser,
    },
    async testParse(asset: any, options: ResolvedAsset) {
       // This function is used to test if the parse function should be run on the asset
    },
    async parse(asset: any, options: ResolvedAsset, loader: Loader) {
       // Gets called on the asset it testParse passes. Useful to convert a raw asset into something more useful
    },
    unload(item: any) {
       // If an asset is parsed using this parser, the unload function will be called when the user requests an asset
       // to be unloaded. This is useful for things like sounds or textures that can be unloaded from memory
    },
 };

 // put it all together and create the AssetExtension
 extensions.add({
     extension: ExtensionType.Asset,
     cache,
     resolver,
     loader,
 }

Extends

AssetExtensionAdvanced

A more verbose version of the AssetExtension, allowing you to set the cached, loaded, parsed, and unloaded asset separately

Properties:
Name Type Description
cache Partial<CACHE_ASSET<CacheParser>> the asset cache parser
detection Partial<FormatDetectionParser> the asset format detection parser
extension Asset The type of extension
loader LoaderParserAdvanced<META_DATA, ASSET, PARSED_ASSET, UNLOAD_ASSET> the asset loader
resolver Partial<ResolveURLParser> the asset resolve parser

Members

cachePartial<CACHE_ASSET<CacheParser>>

the asset cache parser

detectionPartial<FormatDetectionParser>

the asset format detection parser

extensionAsset

The type of extension

loaderLoaderParserAdvanced<META_DATA, ASSET, PARSED_ASSET, UNLOAD_ASSET>

the asset loader

resolverPartial<ResolveURLParser>

the asset resolve parser

AssetInitOptions

Initialization options object for the Assets Class.

Properties:
Name Type Description
basePath string a base path for any assets loaded
bundleIdentifier BundleIdentifierOptions advanced - override how bundlesIds are generated
defaultSearchParams string | Record<string, any> a default URL parameter string to append to all assets loaded
manifest string | AssetsManifest a manifest to tell the asset loader upfront what all your assets are this can be the manifest object itself, or a URL to the manifest.
preferences Partial<AssetsPreferences> Optional loader preferences
skipDetections boolean If true, don't attempt to detect whether browser has preferred formats available. May result in increased performance as it skips detection step.
texturePreference {   resolution?: number | number[],   format?: ArrayOr<string>} optional preferences for which textures preferences you have when resolving assets for example you might set the resolution to 0.5 if the user is on a rubbish old phone or you might set the resolution to 2 if the user is on a retina display

Members

basePathstring

a base path for any assets loaded

bundleIdentifierBundleIdentifierOptions

advanced - override how bundlesIds are generated

defaultSearchParamsstring | Record<string, any>

a default URL parameter string to append to all assets loaded

manifeststring | AssetsManifest

a manifest to tell the asset loader upfront what all your assets are this can be the manifest object itself, or a URL to the manifest.

preferencesPartial<AssetsPreferences>

Optional loader preferences

skipDetectionsboolean

If true, don't attempt to detect whether browser has preferred formats available. May result in increased performance as it skips detection step.

texturePreference{   resolution?: number | number[],   format?: ArrayOr<string>}

optional preferences for which textures preferences you have when resolving assets for example you might set the resolution to 0.5 if the user is on a rubbish old phone or you might set the resolution to 2 if the user is on a retina display

Assets

The global Assets class, it's a singleton so you don't need to instantiate it.

The Assets class has four main responsibilities:

  1. Allows users to map URLs to keys and resolve them according to the user's browser capabilities
  2. Loads the resources and transforms them into assets that developers understand.
  3. Caches the assets and provides a way to access them.
  4. Allow developers to unload assets and clear the cache.

It also has a few advanced features:

  1. Allows developers to provide a assets.Manifest upfront of all assets and help manage them via Bundles.
  2. Allows users to background load assets. Shortening (or eliminating) load times and improving UX. With this feature, in-game loading bars can be a thing of the past!

Example

import { Assets } from 'pixi.js';

 const bunny = await Assets.load('bunny.png');

Members

cacheCache

The global cache of all assets within PixiJS

All the detection parsers currently added to the Assets class.

loaderLoader

The loader, loads stuff!

resolverResolver

the resolver to map various urls

Methods

add (assets) void

See assets_Assets.ts.html:381

Allows you to specify how to resolve any assets load requests. There are a few ways to add things here as shown below:

Name Type Description
assets (ArrayOr<UnresolvedAsset>) the unresolved assets to add to the resolver
Example
import { Assets } from 'pixi.js';

 // Simple
 Assets.add({alias: 'bunnyBooBoo', src: 'bunny.png'});
 const bunny = await Assets.load('bunnyBooBoo');

 // Multiple keys:
 Assets.add({alias: ['burger', 'chicken'], src: 'bunny.png'});

 const bunny = await Assets.load('burger');
 const bunny2 = await Assets.load('chicken');

 // passing options to to the object
 Assets.add({
     alias: 'bunnyBooBooSmooth',
     src: 'bunny.{png,webp}',
     data: { scaleMode: SCALE_MODES.NEAREST }, // Base texture options
 });

 // Multiple assets

 // The following all do the same thing:

 Assets.add({alias: 'bunnyBooBoo', src: 'bunny.{png,webp}'});

 Assets.add({
     alias: 'bunnyBooBoo',
     src: [
         'bunny.png',
         'bunny.webp',
    ],
 });

 const bunny = await Assets.load('bunnyBooBoo'); // Will try to load WebP if available

addBundle (bundleId, assets) void

See assets_Assets.ts.html:500

This adds a bundle of assets in one go so that you can load them as a group. For example you could add a bundle for each screen in you pixi app

Name Type Description
bundleId string the id of the bundle to add
assets AssetsBundle["assets"] a record of the asset or assets that will be chosen from when loading via the specified key
Example
import { Assets } from 'pixi.js';

 Assets.addBundle('animals', [
  { alias: 'bunny', src: 'bunny.png' },
  { alias: 'chicken', src: 'chicken.png' },
  { alias: 'thumper', src: 'thumper.png' },
 ]);
 // or
 Assets.addBundle('animals', {
     bunny: 'bunny.png',
     chicken: 'chicken.png',
     thumper: 'thumper.png',
 });

 const assets = await Assets.loadBundle('animals');

backgroundLoad (urls) Promise<void>

See assets_Assets.ts.html:623

Initiate a background load of some assets. It will passively begin to load these assets in the background. So when you actually come to loading them you will get a promise that resolves to the loaded assets immediately

An example of this might be that you would background load game assets after your initial load. then when you got to actually load your game screen assets when a player goes to the game - the loading would already have stared or may even be complete, saving you having to show an interim load bar.

Name Type Description
urls ArrayOr<string> the url / urls you want to background load
Returns:
Type Description
Promise<void>
Example
import { Assets } from 'pixi.js';

 Assets.backgroundLoad('bunny.png');

 // later on in your app...
 await Assets.loadBundle('bunny.png'); // Will resolve quicker as loading may have completed!

backgroundLoadBundle (bundleIds) Promise<void>

See assets_Assets.ts.html:656

Initiate a background of a bundle, works exactly like backgroundLoad but for bundles. this can only be used if the loader has been initiated with a manifest

Name Type Description
bundleIds ArrayOr<string> the bundleId / bundleIds you want to background load
Returns:
Type Description
Promise<void>
Example
import { Assets } from 'pixi.js';

 await Assets.init({
     manifest: {
         bundles: [
             {
                 name: 'load-screen',
                 assets: [...],
             },
             ...
         ],
     },
 });

 Assets.backgroundLoadBundle('load-screen');

 // Later on in your app...
 await Assets.loadBundle('load-screen'); // Will resolve quicker as loading may have completed!

get (keys) T | T<string, Record>

See assets_Assets.ts.html:714

Instantly gets an asset already loaded from the cache. If the asset has not yet been loaded, it will return undefined. So it's on you! When in doubt just use Assets.load instead. (Remember, the loader will never load things more than once!)

Name Type Description
keys ArrayOr<string> The key or keys for the assets that you want to access
Returns:
Type Description
T | T<string, Record>
  • The assets or hash of assets requested

init (options) Promise<void>

See assets_Assets.ts.html:312

Best practice is to call this function before any loading commences Initiating is the best time to add any customization to the way things are loaded.

you do not need to call this for the Assets class to work, only if you want to set any initial properties

Name Type Description
options AssetInitOptions options to initialize the Assets manager with
Returns:
Type Description
Promise<void>

load (urls, onProgress) Promise<T | Record<string, T>>

See assets_Assets.ts.html:426

Loads your assets! You pass in a key or URL and it will return a promise that resolves to the loaded asset. If multiple assets a requested, it will return a hash of assets.

Don't worry about loading things multiple times, behind the scenes assets are only ever loaded once and the same promise reused behind the scenes so you can safely call this function multiple times with the same key and it will always return the same asset.

Name Type Attributes Description
urls ArrayOr<string> | UnresolvedAsset<ArrayOr> the urls to load
onProgress ProgressCallback <optional> optional function that is called when progress on asset loading is made. The function is passed a single parameter, progress, which represents the percentage (0.0 - 1.0) of the assets loaded.
Returns:
Type Description
Promise<T | Record<string, T>>
  • the assets that were loaded, either a single asset or a hash of assets
Example
import { Assets } from 'pixi.js';

 // Load a URL:
 const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture

 Assets.add('thumper', 'bunny.png');
 Assets.add('chicko', 'chicken.png');

 // Load multiple assets:
 const textures = await Assets.load(['thumper', 'chicko']); // => {thumper: Texture, chicko: Texture}

loadBundle (bundleIds, onProgress) Promise<any>

See assets_Assets.ts.html:527

Bundles are a way to load multiple assets at once. If a manifest has been provided to the init function then you can load a bundle, or bundles. you can also add bundles via addBundle

Name Type Attributes Description
bundleIds ArrayOr<string> the bundle id or ids to load
onProgress ProgressCallback <optional> Optional function that is called when progress on asset loading is made. The function is passed a single parameter, progress, which represents the percentage (0.0 - 1.0) of the assets loaded. Do not use this function to detect when assets are complete and available, instead use the Promise returned by this function.
Returns:
Type Description
Promise<any> all the bundles assets or a hash of assets for each bundle specified
Example
import { Assets } from 'pixi.js';

 // Manifest Example
 const manifest = {
     bundles: [
         {
             name: 'load-screen',
             assets: [
                 {
                     alias: 'background',
                     src: 'sunset.png',
                 },
                 {
                     alias: 'bar',
                     src: 'load-bar.{png,webp}',
                 },
             ],
         },
         {
             name: 'game-screen',
             assets: [
                 {
                     alias: 'character',
                     src: 'robot.png',
                 },
                 {
                     alias: 'enemy',
                     src: 'bad-guy.png',
                 },
             ],
         },
     ]
 };

 await Assets.init({ manifest });

 // Load a bundle...
 loadScreenAssets = await Assets.loadBundle('load-screen');
 // Load another bundle...
 gameScreenAssets = await Assets.loadBundle('game-screen');

reset () void

See assets_Assets.ts.html:700

Only intended for development purposes. This will wipe the resolver and caches. You will need to reinitialize the Asset

setPreferences (preferences) void

See assets_Assets.ts.html:927

General setter for preferences. This is a helper function to set preferences on all parsers.

Name Type Description
preferences Partial<AssetsPreferences> the preferences to set

unload (urls) Promise<void>

See assets_Assets.ts.html:786

Unload an asset or assets. As the Assets class is responsible for creating the assets via the load function this will make sure to destroy any assets and release them from memory. Once unloaded, you will need to load the asset again.

Use this to help manage assets if you find that you have a large app and you want to free up memory.

  • it's up to you as the developer to make sure that textures are not actively being used when you unload them, Pixi won't break but you will end up with missing assets. Not a good look for the user!
Name Type Description
urls ArrayOr<string> | ResolvedAsset | ResolvedAsset[] the urls to unload
Returns:
Type Description
Promise<void>
Example
import { Assets } from 'pixi.js';

 // Load a URL:
 const myImageTexture = await Assets.load('http://some.url.com/image.png'); // => returns a texture

 await Assets.unload('http://some.url.com/image.png')

 // myImageTexture will be destroyed now.

 // Unload multiple assets:
 const textures = await Assets.unload(['thumper', 'chicko']);

unloadBundle (bundleIds) Promise<void>

See assets_Assets.ts.html:828

Bundles are a way to manage multiple assets at once. this will unload all files in a bundle.

once a bundle has been unloaded, you need to load it again to have access to the assets.

Name Type Description
bundleIds ArrayOr<string> the bundle id or ids to unload
Returns:
Type Description
Promise<void>
Example
import { Assets } from 'pixi.js';

 Assets.addBundle({
     'thumper': 'http://some.url.com/thumper.png',
 })

 const assets = await Assets.loadBundle('thumper');

 // Now to unload...

 await Assets.unloadBundle('thumper');

 // All assets in the assets object will now have been destroyed and purged from the cache

AssetsBundle

Structure of a bundle found in a Manifest file

Properties:
Name Type Description
assets UnresolvedAsset[] | UnresolvedAsset<string, ArrayOr<string> | Record> The assets in the bundle
name string The name of the bundle

Members

assetsUnresolvedAsset[] | UnresolvedAsset<string, ArrayOr<string> | Record>

The assets in the bundle

namestring

The name of the bundle

AssetsManifest

The expected format of a manifest. This could be auto generated or hand made

Properties:
Name Type Description
bundles AssetsBundle[] array of bundles

Members

bundlesAssetsBundle[]

array of bundles

AssetsPreferences

Extensible preferences that can be used, for instance, when configuring loaders.

Since:

: - 7.2.0

Extends

BackgroundLoader

Quietly Loads assets in the background.

new BackgroundLoader (loader, verbose)

See assets_BackgroundLoader.ts.html:26

Name Type Default Description
loader Loader
verbose boolean false should the loader log to the console

Members

activeboolean

Activate/Deactivate the loading. If set to true then it will immediately continue to load the next asset.

verboseboolean

Should the loader log to the console.

Methods

add (assetUrls) void

See assets_BackgroundLoader.ts.html:39

Adds an array of assets to load.

Name Type Description
assetUrls ResolvedAsset[] assets to load

BundleIdentifierOptions

Options for how the resolver deals with generating bundle ids

Properties:
Name Type Description
connector string The character that is used to connect the bundleId and the assetId when generating a bundle asset id key
createBundleAssetId (bundleId: string, assetId: string) => string A function that generates a bundle asset id key from a bundleId and an assetId
extractAssetIdFromBundle (bundleId: string, assetBundleId: string) => string A function that generates an assetId from a bundle asset id key. This is the reverse of generateBundleAssetId

Members

connectorstring

The character that is used to connect the bundleId and the assetId when generating a bundle asset id key

createBundleAssetId(bundleId: string, assetId: string) => string

A function that generates a bundle asset id key from a bundleId and an assetId

extractAssetIdFromBundle(bundleId: string, assetBundleId: string) => string

A function that generates an assetId from a bundle asset id key. This is the reverse of generateBundleAssetId

Cache

A single Cache for all assets.

When assets are added to the cache via set they normally are added to the cache as key-value pairs.

With this cache, you can add parsers that will take the object and convert it to a list of assets that can be cached. for example a cacheSpritesheet parser will add all of the textures found within its sprite sheet directly to the cache.

This gives devs the flexibility to cache any type of object however we want.

It is not intended that this class is created by developers - it is part of the Asset package. This is the first major system of PixiJS' main Assets class.

new Cache ()

A single Cache for all assets.

Example

import { Cache } from 'pixi.js';

 Cache.set('bunny', bunnyTexture);

Members

parsersCacheParser[]

All loader parsers registered

Methods

get (key) T

See assets_cache_Cache.ts.html:51

Fetch entry by key

Name Type Description
key any The key of the entry to get
Returns:
Type Description
T

has (key) boolean

See assets_cache_Cache.ts.html:42

Check if the key exists

Name Type Description
key any The key to check
Returns:
Type Description
boolean

remove (key) void

See assets_cache_Cache.ts.html:131

Remove entry by key

This function will also remove any associated alias from the cache also.

Name Type Description
key any The key of the entry to remove

reset () void

See assets_cache_Cache.ts.html:35

Clear all entries.

set (key, value) void

See assets_cache_Cache.ts.html:69

Set a value by key or keys name

Name Type Description
key any | any[] The key or keys to set
value unknown The value to store in the cache or from which cacheable assets will be derived.

CacheParser

For every asset that is cached, it will call the parsers test function the flow is as follows:

  1. cacheParser.test(): Test the asset.
  2. cacheParser.getCacheableAssets(): If the test passes call the getCacheableAssets function with the asset

Useful if you want to add more than just a raw asset to the cache (for example a spritesheet will want to make all its sub textures easily accessible in the cache)

Properties:
Name Type Description
config Record<string, any> A config to adjust the parser
extension ExtensionMetadata The extension type of this cache parser
getCacheableAssets (keys: string[], asset: T) => Record<string, any> If the test passes, this function is called to get the cacheable assets an example may be that a spritesheet object will return all the sub textures it has so they can be cached.
test (asset: T) => boolean Gets called by the cache when a dev caches an asset

Members

configRecord<string, any>

A config to adjust the parser

The extension type of this cache parser

getCacheableAssets(keys: string[], asset: T) => Record<string, any>

If the test passes, this function is called to get the cacheable assets an example may be that a spritesheet object will return all the sub textures it has so they can be cached.

test(asset: T) => boolean

Gets called by the cache when a dev caches an asset

FormatDetectionParser

Format detection is useful for detecting feature support on the current platform.

Properties:
Name Type Description
add (formats: string[]) => Promise<string[]> Add formats (file extensions) to the existing list of formats. Return an new array with added formats, do not mutate the formats argument.
extension ExtensionMetadata Should be ExtensionType.DetectionParser
remove (formats: string[]) => Promise<string[]> Remove formats (file extensions) from the list of supported formats. This is used when uninstalling this DetectionParser. Return an new array with filtered formats, do not mutate the formats argument.
test () => Promise<boolean> Browser/platform feature detection supported if return true

Members

add(formats: string[]) => Promise<string[]>

Add formats (file extensions) to the existing list of formats. Return an new array with added formats, do not mutate the formats argument.

Should be ExtensionType.DetectionParser

remove(formats: string[]) => Promise<string[]>

Remove formats (file extensions) from the list of supported formats. This is used when uninstalling this DetectionParser. Return an new array with filtered formats, do not mutate the formats argument.

test() => Promise<boolean>

Browser/platform feature detection supported if return true

Loader

The Loader is responsible for loading all assets, such as images, spritesheets, audio files, etc. It does not do anything clever with URLs - it just loads stuff! Behind the scenes all things are cached using promises. This means it's impossible to load an asset more than once. Through the use of LoaderParsers, the loader can understand how to load any kind of file!

It is not intended that this class is created by developers - its part of the Asset class This is the second major system of PixiJS' main Assets class

new Loader ()

Members

parsersArray<LoaderParser>

All loader parsers registered

promiseCacheRecord<string, PromiseAndParser>

Cache loading promises that ae currently active

Methods

load (assetsToLoadIn, onProgress) Promise<T | Record<string, T>>

See assets_loader_Loader.ts.html:136

Loads one or more assets using the parsers added to the Loader.

Name Type Attributes Description
assetsToLoadIn string | string[] | ResolvedAsset | ResolvedAsset[] urls that you want to load, or a single one!
onProgress (progress: number) => void <optional> For multiple asset loading only, an optional function that is called when progress on asset loading is made. The function is passed a single parameter, progress, which represents the percentage (0.0 - 1.0) of the assets loaded. Do not use this function to detect when assets are complete and available, instead use the Promise returned by this function.
Returns:
Type Description
Promise<T | Record<string, T>>
Example
// Single asset:
 const asset = await Loader.load('cool.png');
 console.log(asset);

 // Multiple assets:
 const assets = await Loader.load(['cool.png', 'cooler.png']);
 console.log(assets);

reset () void

See assets_loader_Loader.ts.html:45

function used for testing

unload (assetsToUnloadIn) Promise<void>

See assets_loader_Loader.ts.html:220

Unloads one or more assets. Any unloaded assets will be destroyed, freeing up memory for your app. The parser that created the asset, will be the one that unloads it.

Name Type Description
assetsToUnloadIn string | string[] | ResolvedAsset | ResolvedAsset[] urls that you want to unload, or a single one!
Returns:
Type Description
Promise<void>
Example
// Single asset:
 const asset = await Loader.load('cool.png');

 await Loader.unload('cool.png');

 console.log(asset.destroyed); // true

LoaderParser

The interface to define a loader parser (all functions are optional).

When you create a parser object, the flow for every asset loaded is:

  1. parser.test() - Each URL to load will be tested here, if the test is passed the assets are loaded using the load function below. Good place to test for things like file extensions!
  2. parser.load() - This is the promise that loads the URL provided resolves with a loaded asset if returned by the parser.
  3. parser.testParse() - This function is used to test if the parse function should be run on the asset If this returns true then parse is called with the asset
  4. parse.parse() - Gets called on the asset it testParse passes. Useful to convert a raw asset into something more useful

Some loaders may only be used for parsing, some only for loading, and some for both!

Extends

LoadSVGConfig

Configuration for the loadSVG plugin.

Properties:
Name Type Default Description
crossOrigin HTMLImageElement["crossOrigin"] 'anonymous' The crossOrigin value to use for loading the SVG as an image.
parseAsGraphicsContext boolean false When set to true, loading and decoding images will happen with new Image(),

See: assets.loadSVG

Members

crossOriginHTMLImageElement["crossOrigin"]

The crossOrigin value to use for loading the SVG as an image.

Default Value:

: - 'anonymous'

parseAsGraphicsContextboolean

When set to true, loading and decoding images will happen with new Image(),

Default Value:

: - false

LoadTextureConfig

Configuration for the loadTextures plugin.

Properties:
Name Type Default Description
crossOrigin HTMLImageElement["crossOrigin"] 'anonymous' The crossOrigin value to use for images when preferCreateImageBitmap is false.
preferCreateImageBitmap boolean true When set to true, loading and decoding images will happen with createImageBitmap, otherwise it will use new Image().
preferWorkers boolean true When set to true, loading and decoding images will happen with Worker thread, if available on the browser. This is much more performant as network requests and decoding can be expensive on the CPU. However, not all environments support Workers, in some cases it can be helpful to disable by setting to false.

See: loadTextures

Members

crossOriginHTMLImageElement["crossOrigin"]

The crossOrigin value to use for images when preferCreateImageBitmap is false.

Default Value:

: - 'anonymous'

preferCreateImageBitmapboolean

When set to true, loading and decoding images will happen with createImageBitmap, otherwise it will use new Image().

Default Value:

: - true

preferWorkersboolean

When set to true, loading and decoding images will happen with Worker thread, if available on the browser. This is much more performant as network requests and decoding can be expensive on the CPU. However, not all environments support Workers, in some cases it can be helpful to disable by setting to false.

Default Value:

: - true

PreferOrder

A prefer order lets the resolver know which assets to prefer depending on the various parameters passed to it.

Properties:
Name Type Description
priority string[] the importance order of the params

Members

prioritystring[]

the importance order of the params

PromiseAndParser

A promise and parser pair

Properties:
Name Type Description
parser LoaderParser the parser that is loading the asset
promise Promise<any> the promise that is loading the asset

Members

the parser that is loading the asset

promisePromise<any>

the promise that is loading the asset

ResolvedAsset

A fully resolved asset, with all the information needed to load it.

Properties:
Name Type Description
alias string[] Aliases associated with asset
data T Optional data
format string Format, usually the file extension
loadParser LoadParserName An override that will ensure that the asset is loaded with a specific parser
src string The URL or relative path to the asset

Members

aliasstring[]

Aliases associated with asset

dataT

Optional data

formatstring

Format, usually the file extension

loadParserLoadParserName

An override that will ensure that the asset is loaded with a specific parser

srcstring

The URL or relative path to the asset

Resolver

A class that is responsible for resolving mapping asset URLs to keys. At its most basic it can be used for Aliases:

resolver.add('foo', 'bar');
resolver.resolveUrl('foo') // => 'bar'

It can also be used to resolve the most appropriate asset for a given URL:

resolver.prefer({
    params: {
        format: 'webp',
        resolution: 2,
    }
});

resolver.add('foo', ['[email protected]', '[email protected]', 'bar.webp', 'bar.png']);

resolver.resolveUrl('foo') // => '[email protected]'

Other features include:

  • Ability to process a manifest file to get the correct understanding of how to resolve all assets
  • Ability to add custom parsers for specific file types
  • Ability to add custom prefer rules

This class only cares about the URL, not the loading of the asset itself.

It is not intended that this class is created by developers - its part of the Asset class This is the third major system of PixiJS' main Assets class

new Resolver ()

Members

RETINA_PREFIXRegExpstatic

The prefix that denotes a URL is for a retina asset.

Default Value:

: - /@([0-9\.]+)x/

Example
`@2x`

basePathstring

Set the base path to prepend to all urls when resolving

Example
resolver.basePath = 'https://home.com/';
resolver.add('foo', 'bar.ong');
resolver.resolveUrl('foo', 'bar.png'); // => 'https://home.com/bar.png'

All the active URL parsers that help the parser to extract information and create an asset object-based on parsing the URL itself.

Can be added using the extensions API

Example
resolver.add('foo', [
     {
         resolution: 2,
         format: 'png',
         src: '[email protected]',
     },
     {
         resolution:1,
         format:'png',
         src: 'image.png',
     },
 ]);

 // With a url parser the information such as resolution and file format could extracted from the url itself:
 extensions.add({
     extension: ExtensionType.ResolveParser,
     test: loadTextures.test, // test if url ends in an image
     parse: (value: string) =>
     ({
         resolution: parseFloat(Resolver.RETINA_PREFIX.exec(value)?.[1] ?? '1'),
         format: value.split('.').pop(),
         src: value,
     }),
 });

 // Now resolution and format can be extracted from the url
 resolver.add('foo', [
     '[email protected]',
     'image.png',
 ]);

rootPathstring

Set the root path for root-relative URLs. By default the basePath's root is used. If no basePath is set, then the default value for browsers is window.location.origin

Example
// Application hosted on https://home.com/some-path/index.html
resolver.basePath = 'https://home.com/some-path/';
resolver.rootPath = 'https://home.com/';
resolver.add('foo', '/bar.png');
resolver.resolveUrl('foo', '/bar.png'); // => 'https://home.com/bar.png'

Methods

add (aliases) void

See assets_resolver_Resolver.ts.html:420

Tells the resolver what keys are associated with witch asset. The most important thing the resolver does

Name Type Description
aliases ArrayOr<UnresolvedAsset> the UnresolvedAsset or array of UnresolvedAssets to add to the resolver
Example
// Single key, single asset:
 resolver.add({alias: 'foo', src: 'bar.png');
 resolver.resolveUrl('foo') // => 'bar.png'

 // Multiple keys, single asset:
 resolver.add({alias: ['foo', 'boo'], src: 'bar.png'});
 resolver.resolveUrl('foo') // => 'bar.png'
 resolver.resolveUrl('boo') // => 'bar.png'

 // Multiple keys, multiple assets:
 resolver.add({alias: ['foo', 'boo'], src: ['bar.png', 'bar.webp']});
 resolver.resolveUrl('foo') // => 'bar.png'

 // Add custom data attached to the resolver
 Resolver.add({
     alias: 'bunnyBooBooSmooth',
     src: 'bunny{png,webp}',
     data: { scaleMode:SCALE_MODES.NEAREST }, // Base texture options
 });

 resolver.resolve('bunnyBooBooSmooth') // => { src: 'bunny.png', data: { scaleMode: SCALE_MODES.NEAREST } }

addBundle (bundleId, assets) void

See assets_resolver_Resolver.ts.html:343

This adds a bundle of assets in one go so that you can resolve them as a group. For example you could add a bundle for each screen in you pixi app

Name Type Description
bundleId string The id of the bundle to add
assets AssetsBundle["assets"] A record of the asset or assets that will be chosen from when loading via the specified key
Example
resolver.addBundle('animals', [
  { alias: 'bunny', src: 'bunny.png' },
  { alias: 'chicken', src: 'chicken.png' },
  { alias: 'thumper', src: 'thumper.png' },
 ]);
 // or
 resolver.addBundle('animals', {
     bunny: 'bunny.png',
     chicken: 'chicken.png',
     thumper: 'thumper.png',
 });

 const resolvedAssets = await resolver.resolveBundle('animals');

addManifest (manifest) void

See assets_resolver_Resolver.ts.html:321

Add a manifest to the asset resolver. This is a nice way to add all the asset information in one go. generally a manifest would be built using a tool.

Name Type Description
manifest AssetsManifest the manifest to add to the resolver

getAlias (asset) string[]

See assets_resolver_Resolver.ts.html:299

Returns the aliases for a given asset

Name Type Description
asset UnresolvedAsset the asset to get the aliases for
Returns:
Type Description
string[]

hasBundle (key) boolean

See assets_resolver_Resolver.ts.html:741

Checks if a bundle with the given key exists in the resolver

Name Type Description
key string The key of the bundle
Returns:
Type Description
boolean

hasKey (key) boolean

See assets_resolver_Resolver.ts.html:732

Checks if an asset with a given key exists in the resolver

Name Type Description
key string The key of the asset
Returns:
Type Description
boolean

prefer (...preferOrders) void

See assets_resolver_Resolver.ts.html:149

Let the resolver know which assets you prefer to use when resolving assets. Multiple prefer user defined rules can be added.

Name Type Description
preferOrders PreferOrder[] the prefer options
Example
resolver.prefer({
    // first look for something with the correct format, and then then correct resolution
    priority: ['format', 'resolution'],
    params:{
        format:'webp', // prefer webp images
        resolution: 2, // prefer a resolution of 2
    }
})
resolver.add('foo', ['[email protected]', '[email protected]', 'bar.webp', 'bar.png']);
resolver.resolveUrl('foo') // => '[email protected]'

reset () void

See assets_resolver_Resolver.ts.html:262

Used for testing, this resets the resolver to its initial state

resolve (keys)ResolvedAsset | ResolvedAsset<string, Record>

See assets_resolver_Resolver.ts.html:660

Resolves each key in the list to an asset object. Another key function of the resolver! After adding all the various key/asset pairs. this will run the logic of finding which asset to return based on any preferences set using the prefer function by default the same key passed in will be returned if nothing is matched by the resolver.

Name Type Description
keys ArrayOr<string> key or keys to resolve
Returns:
Type Description
ResolvedAsset | ResolvedAsset<string, Record>
  • the resolve asset or a hash of resolve assets for each key specified
Example
resolver.add('boo', 'bunny.png');

 resolver.resolve('boo') // => { src: 'bunny.png' }

 // Will return the same string as no key was added for this value..
 resolver.resolve('another-thing.png') // => { src: 'another-thing.png' }

resolveBundle (bundleIds) Record<string, ResolvedAsset> | ResolvedAsset<string, Record<string, Record>>

See assets_resolver_Resolver.ts.html:562

If the resolver has had a manifest set via setManifest, this will return the assets urls for a given bundleId or bundleIds.

Name Type Description
bundleIds ArrayOr<string> The bundle ids to resolve
Returns:
Type Description
Record<string, ResolvedAsset> | ResolvedAsset<string, Record<string, Record>> All the bundles assets or a hash of assets for each bundle specified
Example
// Manifest Example
 const manifest = {
     bundles: [
         {
             name: 'load-screen',
             assets: [
                 {
                     alias: 'background',
                     src: 'sunset.png',
                 },
                 {
                     alias: 'bar',
                     src: 'load-bar.{png,webp}',
                 },
             ],
         },
         {
             name: 'game-screen',
             assets: [
                 {
                     alias: 'character',
                     src: 'robot.png',
                 },
                 {
                     alias: 'enemy',
                     src: 'bad-guy.png',
                 },
             ],
         },
     ]
 };

 resolver.setManifest(manifest);
 const resolved = resolver.resolveBundle('load-screen');

resolveUrl (key) string | Record<string, string>

See assets_resolver_Resolver.ts.html:636

Does exactly what resolve does, but returns just the URL rather than the whole asset object

Name Type Description
key ArrayOr<string> The key or keys to resolve
Returns:
Type Description
string | Record<string, string>
  • The URLs associated with the key(s)

setBundleIdentifier (bundleIdentifier) void

See assets_resolver_Resolver.ts.html:132

Override how the resolver deals with generating bundle ids. must be called before any bundles are added

Name Type Description
bundleIdentifier BundleIdentifierOptions the bundle identifier options

setDefaultSearchParams (searchParams) void

See assets_resolver_Resolver.ts.html:279

Sets the default URL search parameters for the URL resolver. The urls can be specified as a string or an object.

Name Type Description
searchParams string | Record<string, unknown> the default url parameters to append when resolving urls

ResolveURLParser

Format for url parser, will test a string and if it pass will then parse it, turning it into an ResolvedAsset

Properties:
Name Type Description
config Record<string, any> A config to adjust the parser
parse (value: string) => ResolvedAsset & { [key: string]: any } the function that will convert the url into an object
test (url: string) => boolean the test to perform on the url to determine if it should be parsed

Members

configRecord<string, any>

A config to adjust the parser

parse(value: string) => ResolvedAsset & { [key: string]: any }

the function that will convert the url into an object

test(url: string) => boolean

the test to perform on the url to determine if it should be parsed

Spritesheet

Utility class for maintaining reference to a collection of Textures on a single Spritesheet.

To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:

import { Assets } from'pixi.js';

const sheet = await Assets.load('images/spritesheet.json');

Alternately, you may circumvent the loader by instantiating the Spritesheet directly:

import { Spritesheet } from'pixi.js';

const sheet = new Spritesheet(texture, spritesheetData);
await sheet.parse();
console.log('Spritesheet ready to use!');

With the sheet.textures you can create Sprite objects, and sheet.animations can be used to create an AnimatedSprite.

Here's an example of a sprite sheet JSON data file:

{
    "frames": {
        "enemy1.png":
        {
            "frame": {"x":103,"y":1,"w":32,"h":32},
            "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
            "sourceSize": {"w":32,"h":32},
            "anchor": {"x":0.5,"y":0.5}
        },
        "enemy2.png":
        {
            "frame": {"x":103,"y":35,"w":32,"h":32},
            "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
            "sourceSize": {"w":32,"h":32},
            "anchor": {"x":0.5,"y":0.5}
        },
        "button.png":
        {
            "frame": {"x":1,"y":1,"w":100,"h":100},
            "spriteSourceSize": {"x":0,"y":0,"w":100,"h":100},
            "sourceSize": {"w":100,"h":100},
            "anchor": {"x":0,"y":0},
            "borders": {"left":35,"top":35,"right":35,"bottom":35}
        }
    },

    "animations": {
        "enemy": ["enemy1.png","enemy2.png"]
    },

    "meta": {
        "image": "sheet.png",
        "format": "RGBA8888",
        "size": {"w":136,"h":102},
        "scale": "1"
    }
}

Sprite sheets can be packed using tools like TexturePacker, Shoebox or Spritesheet.js. Default anchor points (see Texture#defaultAnchor), default 9-slice borders (see Texture#defaultBorders) and grouping of animation sprites are currently only supported by TexturePacker.

Alternative ways for loading spritesheet image if you need more control:

import { Assets } from'pixi.js';

const sheetTexture = await Assets.load('images/spritesheet.png');
Assets.add({
    alias: 'atlas',
    src: 'images/spritesheet.json',
    data: {texture: sheetTexture} // using of preloaded texture
});
const sheet = await Assets.load('atlas')

or:

import { Assets } from'pixi.js';

Assets.add({
    alias: 'atlas',
    src: 'images/spritesheet.json',
    data: {imageFilename: 'my-spritesheet.2x.avif'} // using of custom filename located in "images/my-spritesheet.2x.avif"
});
const sheet = await Assets.load('atlas')

new Spritesheet (texture, data)

See spritesheet_Spritesheet.ts.html:285

Name Type Description
texture BindableTexture Reference to the source BaseTexture object.
data object Spritesheet image data.

Classes

constructor

Members

BATCH_SIZEnumberstaticreadonly

The maximum number of Textures to build per process.

Default Value:

: - 1000

animationsRecord<keyof, Texture[]>

A map containing the textures for each animation. Can be used to create an AnimatedSprite:

Example
import { AnimatedSprite } from 'pixi.js';

 new AnimatedSprite(sheet.animations['anim_name']);

cachePrefixstringreadonly

Prefix string to add to global cache

dataobject

Reference to the original JSON data.

linkedSheetsSpritesheet<S>[]

For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on.

resolutionnumber

The resolution of the spritesheet.

texturesRecord<keyof, Texture>

A map containing all textures of the sprite sheet. Can be used to create a Sprite:

Example
import { Sprite } from 'pixi.js';

 new Sprite(sheet.textures['image.png']);

textureSourceTextureSource

Reference to the source texture.

Methods

destroy (destroyBase) void

See spritesheet_Spritesheet.ts.html:476

Destroy Spritesheet and don't use after this.

Name Type Attributes Default Description
destroyBase boolean <optional> false Whether to destroy the base texture as well

parse () Promise<Texture<string, Record>>

See spritesheet_Spritesheet.ts.html:329

Parser spritesheet from loaded data. This is done asynchronously to prevent creating too many Texture within a single process.

Returns:
Type Description
Promise<Texture<string, Record>>

constructor

new constructor (options)

Name Type Description
options SpritesheetOptions<S> Options to use when constructing a new Spritesheet.

SpritesheetData

Atlas format.

Properties:
Name Type Description
animations Dict<string[]> The animations of the atlas.
frames Dict<SpritesheetFrameData> The frames of the atlas.
meta {   app?: string,   format?: string,      frameTags?: {      from: number,      name: string,      to: number,      direction: string   }[],   image?: string,      layers?: {      blendMode: string,      name: string,      opacity: number   }[],   scale: number | string,      size?: {      h: number,      w: number   },      slices?: {      color: string,      name: string,         keys: {         frame: number,            bounds: {            x: number,            y: number,            w: number,            h: number         }      }[]   }[],   related_multi_packs?: string[],   version?: string} The meta data of the atlas.

Members

animationsDict<string[]>

The animations of the atlas.

The frames of the atlas.

meta{   app?: string,   format?: string,      frameTags?: {      from: number,      name: string,      to: number,      direction: string   }[],   image?: string,      layers?: {      blendMode: string,      name: string,      opacity: number   }[],   scale: number | string,      size?: {      h: number,      w: number   },      slices?: {      color: string,      name: string,         keys: {         frame: number,            bounds: {            x: number,            y: number,            w: number,            h: number         }      }[]   }[],   related_multi_packs?: string[],   version?: string}

The meta data of the atlas.

SpritesheetFrameData

Represents the JSON data for a spritesheet atlas.

Properties:
Name Type Description
anchor PointData The anchor point of the texture.
borders TextureBorders The 9-slice borders of the texture.
frame {   x: number,   y: number,   w: number,   h: number} The frame rectangle of the texture.
rotated boolean Whether the texture is rotated.
sourceSize {   w: number,   h: number} The source size of the texture.
spriteSourceSize {   h?: number,   w?: number,   x: number,   y: number} The sprite source size.
trimmed boolean Whether the texture is trimmed.

Members

anchorPointData

The anchor point of the texture.

The 9-slice borders of the texture.

frame{   x: number,   y: number,   w: number,   h: number}

The frame rectangle of the texture.

rotatedboolean

Whether the texture is rotated.

sourceSize{   w: number,   h: number}

The source size of the texture.

spriteSourceSize{   h?: number,   w?: number,   x: number,   y: number}

The sprite source size.

trimmedboolean

Whether the texture is trimmed.

SpritesheetOptions

Options for loading a spritesheet from an atlas.

Properties:
Name Type Description
cachePrefix string Prefix to add to texture names when adding to global TextureCache, using this option can be helpful if you have multiple texture atlases that share texture names and you need to disambiguate them.
data S JSON data for the atlas.
resolutionFilename string The filename to consider when determining the resolution of the spritesheet.
texture BindableTexture Reference to Texture

Members

cachePrefixstring

Prefix to add to texture names when adding to global TextureCache, using this option can be helpful if you have multiple texture atlases that share texture names and you need to disambiguate them.

dataS

JSON data for the atlas.

resolutionFilenamestring

The filename to consider when determining the resolution of the spritesheet.

textureBindableTexture

Reference to Texture

BatchableHTMLText

The BatchableHTMLText class extends the BatchableSprite class and is used to handle HTML text rendering. It includes a promise for the texture as generating the HTML texture takes some time.

new BatchableHTMLText (renderer)overrides

See scene_text-html_BatchableHTMLText.ts.html:17

Creates an instance of BatchableHTMLText.

Name Type Description
renderer Renderer The renderer instance to be used.

Extends

  • BatchableSprite

Methods

destroy ()overrides

See scene_text-html_BatchableHTMLText.ts.html:43

Destroys the BatchableHTMLText instance. Returns the texture promise to the renderer and cleans up references.

resolutionChange ()

See scene_text-html_BatchableHTMLText.ts.html:32

Handles resolution changes for the HTML text. If the text has auto resolution enabled, it triggers a view update.

Inherited Properties

From class BatchableSprite

blendModeinherited

colorinherited

Inherited Methods

From class BatchableSprite

reset ()inherited

See scene_sprite_BatchableSprite.ts.html:40

From class BatchableSprite

blendModeinherited

colorinherited

blendModeinherited

colorinherited

From class BatchableSprite

reset ()inherited

See scene_sprite_BatchableSprite.ts.html:40

reset ()inherited

See scene_sprite_BatchableSprite.ts.html:40

BatchPipe

An interface for a pipe that can be used to build instructions for the renderer. BatchPipes are specifically used to build and render Batches.

Properties:
Name Type Description
addToBatch (renderable: BatchableElement, instructionSet: InstructionSet) => void Add a add a batchable object to the batch.
break (instructionSet: InstructionSet) => void Forces the batch to break. This can happen if for example you need to render everything and then change the render target.

Members

addToBatch(renderable: BatchableElement, instructionSet: InstructionSet) => void

Add a add a batchable object to the batch.

break(instructionSet: InstructionSet) => void

Forces the batch to break. This can happen if for example you need to render everything and then change the render target.

BitmapTextGraphics

new BitmapTextGraphics ()overrides

Extends

Inherited Properties

From class Graphics

The local bounds of the graphic.

fillStyleConvertedFillStyleinherited

The fill style to use.

strokeStyleConvertedStrokeStyleinherited

The stroke style to use.

From class Container

accessiblebooleaninherited

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

Default Value:

: - false

accessibleChildrenbooleaninherited

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

Default Value:

: - true

accessibleHintstringinherited

Sets the aria-label attribute of the shadow div

Default Value:

: - undefined

accessiblePointerEventsPointerEventsinherited

Specify the pointer-events the accessible div will use Defaults to auto.

Default Value:

: - 'auto'

accessibleTextstringinherited

Sets the text content of the shadow div

Default Value:

: - undefined

accessibleTitlestringinherited

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'

Default Value:

: - undefined

accessibleTypestringinherited

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

Default Value:

: - 'button'

alphanumberinherited

The opacity of the object.

anglenumberinherited

The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The blend mode to be applied to the sprite. Apply a value of 'normal' to reset the blend mode.

Default Value:

: - 'normal'

An optional bounds area for this container. Setting this rectangle will stop the renderer from recursively measuring the bounds of each children and instead use this single boundArea. This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit within a specific bounds, then setting it will mean the renderer will not need to measure the 1000 children to find the bounds. Instead it will just use the bounds you set.

cacheAsBitmapbooleanDeprecated : Since PixiJS v8inherited

Legacy property for backwards compatibility with PixiJS v7 and below. Use cacheAsTexture instead.

childrenC[]readonlyinherited

The array of children of this container.

cullablebooleaninherited

Should this object be rendered if the bounds of this object are out of frame?

Culling has no effect on whether updateTransform is called.

Default Value:

: - false

cullableChildrenbooleaninherited

Determines if the children to the container can be culled Setting this to false allows PixiJS to bypass a recursive culling function Which can help to optimize very complex scenes

Default Value:

: - true

If set, this shape is used for culling instead of the bounds of this object. It can improve the culling performance of objects with many children. The culling area is defined in local space.

destroyedbooleaninherited

If the object has been destroyed via destroy(). If true, it should not be used.

Default Value:

: - false

effectsArray<Effect>inherited

TODO

: - Needs docs.

groupTransformMatrixreadonlyinherited

The group transform is a transform relative to the render group it belongs too. If this container is render group then this will be an identity matrix. other wise it will be the same as the relativeGroupTransform. Use this value when actually rendering things to the screen

heightnumberinherited

The height of the Container, setting this will actually modify the scale to achieve the value set.

hitAreaIHitAreainherited

Interaction shape. Children will be hit first, then this shape will be checked. Setting this will cause this shape to be checked in hit tests rather than the container's bounds.

Default Value:

: - undefined

Example
import { Rectangle, Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.interactive = true;
 sprite.hitArea = new Rectangle(0, 0, 100, 100);

interactiveChildrenbooleaninherited

Determines if the children to the container can be clicked/touched Setting this to false allows PixiJS to bypass a recursive hitTest function

Default Value:

: - true

isCachedAsTexturebooleanreadonlyinherited

Whether this container is currently cached as a texture.

isRenderablebooleaninherited

Whether or not the object should be rendered.

isRenderGroupbooleaninherited

Returns true if this container is a render group. This means that it will be rendered as a separate pass, with its own set of instructions

labelstringinherited

The instance label of the object.

Default Value:

: - undefined

localTransformMatrixreadonlyinherited

Current transform of the object based on local factors: position, scale, other stuff.

namestringDeprecated : since 8.0.0inherited

The instance name of the object.

See: label

onclickinherited

Property-based event handler for the click event.

Default Value:

: - null

Example
this.onclick = (event) => {
 //some function here that happens on click
}

onglobalmousemoveinherited

Property-based event handler for the globalmousemove event.

Default Value:

: - null

Example
this.onglobalmousemove = (event) => {
 //some function here that happens on globalmousemove
}

onglobalpointermoveinherited

Property-based event handler for the globalpointermove event.

Default Value:

: - null

Example
this.onglobalpointermove = (event) => {
 //some function here that happens on globalpointermove
}

onglobaltouchmoveinherited

Property-based event handler for the globaltouchmove event.

Default Value:

: - null

Example
this.onglobaltouchmove = (event) => {
 //some function here that happens on globaltouchmove
}

onmousedowninherited

Property-based event handler for the mousedown event.

Default Value:

: - null

Example
this.onmousedown = (event) => {
 //some function here that happens on mousedown
}

onmouseenterinherited

Property-based event handler for the mouseenter event.

Default Value:

: - null

Example
this.onmouseenter = (event) => {
 //some function here that happens on mouseenter
}

onmouseleaveinherited

Property-based event handler for the mouseleave event.

Default Value:

: - null

Example
this.onmouseleave = (event) => {
 //some function here that happens on mouseleave
}

onmousemoveinherited

Property-based event handler for the mousemove event.

Default Value:

: - null

Example
this.onmousemove = (event) => {
 //some function here that happens on mousemove
}

onmouseoutinherited

Property-based event handler for the mouseout event.

Default Value:

: - null

Example
this.onmouseout = (event) => {
 //some function here that happens on mouseout
}

onmouseoverinherited

Property-based event handler for the mouseover event.

Default Value:

: - null

Example
this.onmouseover = (event) => {
 //some function here that happens on mouseover
}

onmouseupinherited

Property-based event handler for the mouseup event.

Default Value:

: - null

Example
this.onmouseup = (event) => {
 //some function here that happens on mouseup
}

onmouseupoutsideinherited

Property-based event handler for the mouseupoutside event.

Default Value:

: - null

Example
this.onmouseupoutside = (event) => {
 //some function here that happens on mouseupoutside
}

onpointercancelinherited

Property-based event handler for the pointercancel event.

Default Value:

: - null

Example
this.onpointercancel = (event) => {
 //some function here that happens on pointercancel
}

onpointerdowninherited

Property-based event handler for the pointerdown event.

Default Value:

: - null

Example
this.onpointerdown = (event) => {
 //some function here that happens on pointerdown
}

onpointerenterinherited

Property-based event handler for the pointerenter event.

Default Value:

: - null

Example
this.onpointerenter = (event) => {
 //some function here that happens on pointerenter
}

onpointerleaveinherited

Property-based event handler for the pointerleave event.

Default Value:

: - null

Example
this.onpointerleave = (event) => {
 //some function here that happens on pointerleave
}

onpointermoveinherited

Property-based event handler for the pointermove event.

Default Value:

: - null

Example
this.onpointermove = (event) => {
 //some function here that happens on pointermove
}

onpointeroutinherited

Property-based event handler for the pointerout event.

Default Value:

: - null

Example
this.onpointerout = (event) => {
 //some function here that happens on pointerout
}

onpointeroverinherited

Property-based event handler for the pointerover event.

Default Value:

: - null

Example
this.onpointerover = (event) => {
 //some function here that happens on pointerover
}

onpointertapinherited

Property-based event handler for the pointertap event.

Default Value:

: - null

Example
this.onpointertap = (event) => {
 //some function here that happens on pointertap
}

onpointerupinherited

Property-based event handler for the pointerup event.

Default Value:

: - null

Example
this.onpointerup = (event) => {
 //some function here that happens on pointerup
}

onpointerupoutsideinherited

Property-based event handler for the pointerupoutside event.

Default Value:

: - null

Example
this.onpointerupoutside = (event) => {
 //some function here that happens on pointerupoutside
}

onrightclickinherited

Property-based event handler for the rightclick event.

Default Value:

: - null

Example
this.onrightclick = (event) => {
 //some function here that happens on rightclick
}

onrightdowninherited

Property-based event handler for the rightdown event.

Default Value:

: - null

Example
this.onrightdown = (event) => {
 //some function here that happens on rightdown
}

onrightupinherited

Property-based event handler for the rightup event.

Default Value:

: - null

Example
this.onrightup = (event) => {
 //some function here that happens on rightup
}

onrightupoutsideinherited

Property-based event handler for the rightupoutside event.

Default Value:

: - null

Example
this.onrightupoutside = (event) => {
 //some function here that happens on rightupoutside
}

Property-based event handler for the tap event.

Default Value:

: - null

Example
this.ontap = (event) => {
 //some function here that happens on tap
}

ontouchcancelinherited

Property-based event handler for the touchcancel event.

Default Value:

: - null

Example
this.ontouchcancel = (event) => {
 //some function here that happens on touchcancel
}

ontouchendinherited

Property-based event handler for the touchend event.

Default Value:

: - null

Example
this.ontouchend = (event) => {
 //some function here that happens on touchend
}

ontouchendoutsideinherited

Property-based event handler for the touchendoutside event.

Default Value:

: - null

Example
this.ontouchendoutside = (event) => {
 //some function here that happens on touchendoutside
}

ontouchmoveinherited

Property-based event handler for the touchmove event.

Default Value:

: - null

Example
this.ontouchmove = (event) => {
 //some function here that happens on touchmove
}

ontouchstartinherited

Property-based event handler for the touchstart event.

Default Value:

: - null

Example
this.ontouchstart = (event) => {
 //some function here that happens on touchstart
}

onwheelinherited

Property-based event handler for the wheel event.

Default Value:

: - null

Example
this.onwheel = (event) => {
 //some function here that happens on wheel
}

The display object container that contains this display object.

Default Value:

: - undefined

parentRenderLayerIRenderLayerreadonlyinherited

The RenderLayer this container belongs to, if any. If it belongs to a RenderLayer, it will be rendered from the RenderLayer's position in the scene.

The center of rotation, scaling, and skewing for this display object in its local space. The position is the projection of pivot in the parent's local space.

By default, the pivot is the origin (0, 0).

Since:

: - 4.0.0

The coordinate of the object relative to the local coordinates of the parent.

Since:

: - 4.0.0

relativeGroupTransformMatrixreadonlyinherited

The relative group transform is a transform relative to the render group it belongs too. It will include all parent transforms and up to the render group (think of it as kind of like a stage - but the stage can be nested). If this container is is self a render group matrix will be relative to its parent render group

renderableinherited

Can this object be rendered, if false the object will not be drawn but the transform will still be updated.

rotationnumberinherited

The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The scale factors of this object along the local coordinate axes.

The default scale is (1, 1).

Since:

: - 4.0.0

The skew factor for the object in radians.

Since:

: - 4.0.0

sortableChildrenbooleaninherited

If set to true, the container will sort its children by zIndex value when the next render is called, or manually if sortChildren() is called.

This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as PixiJS Layers

Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.

Default Value:

: - false

sortDirtybooleaninherited

Should children be sorted by zIndex at the next render call.

Will get automatically set to true if a new child is added, or if a child's zIndex changes.

Default Value:

: - false

tabIndexnumberinherited

Default Value:

: - 0

TODO

: - Needs docs.

tintnumberinherited

The tint applied to the sprite. This is a hex value.

A value of 0xFFFFFF will remove any tint effect.

Default Value:

: - 0xFFFFFF

uidnumberreadonlyinherited

unique id for this container

updateCacheTexture() => voidinherited

Updates the cached texture of this container. This will flag the container's cached texture to be redrawn on the next render.

visibleinherited

The visibility of the object. If false the object will not be drawn, and the transform will not be updated.

widthnumberinherited

The width of the Container, setting this will actually modify the scale to achieve the value set.

worldTransformreadonlyinherited

Current transform of the object based on world (parent) factors.

xnumberinherited

The position of the container on the x axis relative to the local coordinates of the parent. An alias to position.x

ynumberinherited

The position of the container on the y axis relative to the local coordinates of the parent. An alias to position.y

Inherited Methods

From class Graphics

arc (...x, y, radius, startAngle, endAngle, counterclockwise) thisinherited

See scene_graphics_shared_Graphics.ts.html:258

Adds an arc to the current path, which is centered at (x, y) with the specified radius, starting and ending angles, and direction.

Name Type Description
x Parameters<GraphicsContext["arc"]> The x-coordinate of the arc's center.
y The y-coordinate of the arc's center.
radius The arc's radius.
startAngle The starting angle, in radians.
endAngle The ending angle, in radians.
counterclockwise (Optional) Specifies whether the arc is drawn counterclockwise (true) or clockwise (false). Defaults to false.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcTo (...x1, y1, x2, y2, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:275

Adds an arc to the current path with the given control points and radius, connected to the previous point by a straight line if necessary.

Name Type Description
x1 Parameters<GraphicsContext["arcTo"]> The x-coordinate of the first control point.
y1 The y-coordinate of the first control point.
x2 The x-coordinate of the second control point.
y2 The y-coordinate of the second control point.
radius The arc's radius.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcToSvg (...rx, ry, xAxisRotation, largeArcFlag, sweepFlag, x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:290

Adds an SVG-style arc to the path, allowing for elliptical arcs based on the SVG spec.

Name Type Description
rx Parameters<GraphicsContext["arcToSvg"]> The x-radius of the ellipse.
ry The y-radius of the ellipse.
xAxisRotation The rotation of the ellipse's x-axis relative to the x-axis of the coordinate system, in degrees.
largeArcFlag Determines if the arc should be greater than or less than 180 degrees.
sweepFlag Determines if the arc should be swept in a positive angle direction.
x The x-coordinate of the arc's end point.
y The y-coordinate of the arc's end point.
Returns:
Type Description
this The instance of the current object for chaining.

beginFill (color, alpha)Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:744

Name Type Attributes Description
color ColorSource
alpha number <optional>

beginPath () thisinherited

See scene_graphics_shared_Graphics.ts.html:240

Resets the current path. Any previous path and its commands are discarded and a new path is started. This is typically called before beginning a new shape or series of drawing commands.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

bezierCurveTo (...cp1x, cp1y, cp2x, cp2y, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:309

Adds a cubic Bezier curve to the path. It requires three points: the first two are control points and the third one is the end point. The starting point is the last point in the current path.

Name Type Description
cp1x Parameters<GraphicsContext["bezierCurveTo"]> The x-coordinate of the first control point.
cp1y The y-coordinate of the first control point.
cp2x The x-coordinate of the second control point.
cp2y The y-coordinate of the second control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

chamferRect (...x, y, width, height, chamfer, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:517

Draw Rectangle with chamfer corners. These are angled corners.

Name Type Description
x Parameters<GraphicsContext["chamferRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
chamfer non-zero real number, size of corner cutout
transform
Returns:
Type Description
this

circle (...x, y, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:352

Draws a circle shape. This method adds a new circle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["circle"]> The x-coordinate of the center of the circle.
y The y-coordinate of the center of the circle.
radius The radius of the circle.
Returns:
Type Description
this The instance of the current object for chaining.

clear () thisinherited

See scene_graphics_shared_Graphics.ts.html:663

Clears all drawing commands from the graphics context, effectively resetting it. This includes clearing the path, and optionally resetting transformations to the identity matrix.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

clone (deep)Graphicsinherited

See scene_graphics_shared_Graphics.ts.html:697

Creates a new Graphics object. Note that only the context of the object is cloned, not its transform (position,scale,etc)

Name Type Default Description
deep boolean false Whether to create a deep clone of the graphics object. If false, the context will be shared between the two objects (default false). If true, the context will be cloned (recommended if you need to modify the context in any way).
Returns:
Type Description
Graphics
  • A clone of the graphics object

closePath () thisinherited

See scene_graphics_shared_Graphics.ts.html:329

Closes the current path by drawing a straight line back to the start. If the shape is already closed or there are no points in the path, this method does nothing.

Returns:
Type Description
this The instance of the current object for chaining.

containsPoint (point)inherited

See scene_graphics_shared_Graphics.ts.html:120

Checks if the object contains the given point.

Name Type Description
point PointData The point to check

cut () thisinherited

See scene_graphics_shared_Graphics.ts.html:249

Applies a cutout to the last drawn shape. This is used to create holes or complex shapes by subtracting a path from the previously drawn path. If a hole is not completely in a shape, it will fail to cut correctly!

Returns:
Type Description
this

destroy (options) voidinherited

See scene_graphics_shared_Graphics.ts.html:129

Destroys this graphics renderable and optionally its context.

If the context was created by this graphics and destroy(false) or destroy() is called then the context will still be destroyed.

If you want to explicitly not destroy this context that this graphics created, then you should pass destroy({ context: false })

If the context was passed in as an argument to the constructor then it will not be destroyed

Name Type Attributes Default Description
options DestroyOptions <optional> Options parameter. A boolean will act as if all options
options.texture boolean <optional> false Should destroy the texture of the graphics context
options.textureSource boolean <optional> false Should destroy the texture source of the graphics context
options.context boolean <optional> false Should destroy the context

drawCircle (...args) thisDeprecated`` : since 8.0.0 Use Graphics#circle insteadinherited

See scene_graphics_shared_Graphics.ts.html:790

Name Type Description
args any
Returns:
Type Description
this

drawEllipse (...args) thisDeprecated`` : since 8.0.0 Use Graphics#ellipse insteadinherited

See scene_graphics_shared_Graphics.ts.html:803

Name Type Description
args any
Returns:
Type Description
this

drawPolygon (...args) thisDeprecated`` : since 8.0.0 Use Graphics#poly insteadinherited

See scene_graphics_shared_Graphics.ts.html:816

Name Type Description
args any
Returns:
Type Description
this

drawRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#rect insteadinherited

See scene_graphics_shared_Graphics.ts.html:829

Name Type Description
args any
Returns:
Type Description
this

drawRoundedRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#roundRect insteadinherited

See scene_graphics_shared_Graphics.ts.html:842

Name Type Description
args any
Returns:
Type Description
this

drawStar (...args) thisDeprecated`` : since 8.0.0 Use Graphics#star insteadinherited

See scene_graphics_shared_Graphics.ts.html:855

Name Type Description
args any
Returns:
Type Description
this

ellipse (...x, y, radiusX, radiusY) thisinherited

See scene_graphics_shared_Graphics.ts.html:338

Draws an ellipse at the specified location and with the given x and y radii. An optional transformation can be applied, allowing for rotation, scaling, and translation.

Name Type Description
x Parameters<GraphicsContext["ellipse"]> The x-coordinate of the center of the ellipse.
y The y-coordinate of the center of the ellipse.
radiusX The horizontal radius of the ellipse.
radiusY The vertical radius of the ellipse.
Returns:
Type Description
this The instance of the current object for chaining.

endFill ()Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:767

fill (...style) thisinherited

See scene_graphics_shared_Graphics.ts.html:193

Fills the current or given path with the current fill style. This method can optionally take a color and alpha for a simple fill, or a more complex FillStyle object for advanced fills.

Name Type Description
style FillInput (Optional) The style to fill the path with. Can be a color, gradient, pattern, or a complex style object. If omitted, uses the current fill style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

fill (color, alpha) thisDeprecated`` : 8.0.0inherited

See scene_graphics_shared_Graphics.ts.html:201

Name Type Attributes Description
color ColorSource
alpha number <optional>
Returns:
Type Description
this

filletRect (...x, y, width, height, fillet) thisinherited

See scene_graphics_shared_Graphics.ts.html:503

Draw Rectangle with fillet corners. This is much like rounded rectangle however it support negative numbers as well for the corner radius.

Name Type Description
x Parameters<GraphicsContext["filletRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
fillet accept negative or positive values
Returns:
Type Description
this

getTransform ()Matrixinherited

See scene_graphics_shared_Graphics.ts.html:576

Returns the current transformation matrix of the graphics context.

Returns:
Type Description
Matrix The current transformation matrix.

lineStyle (width, color, alpha) thisDeprecated`` : since 8.0.0 Use Graphics#setStrokeStyle insteadinherited

See scene_graphics_shared_Graphics.ts.html:720

Name Type Attributes Description
width number <optional>
color ColorSource <optional>
alpha number <optional>
Returns:
Type Description
this

lineTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:374

Connects the current point to a new point with a straight line. This method updates the current path.

Name Type Description
x Parameters<GraphicsContext["lineTo"]> The x-coordinate of the new point to connect to.
y The y-coordinate of the new point to connect to.
Returns:
Type Description
this The instance of the current object for chaining.

moveTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:385

Sets the starting point for a new sub-path. Any subsequent drawing commands are considered part of this path.

Name Type Description
x Parameters<GraphicsContext["moveTo"]> The x-coordinate for the starting point.
y The y-coordinate for the starting point.
Returns:
Type Description
this The instance of the current object for chaining.

path (...path) thisinherited

See scene_graphics_shared_Graphics.ts.html:364

Adds another GraphicsPath to this path, optionally applying a transformation.

Name Type Description
path Parameters<GraphicsContext["path"]> The GraphicsPath to add.
Returns:
Type Description
this The instance of the current object for chaining.

poly (...points, close) thisinherited

See scene_graphics_shared_Graphics.ts.html:440

Draws a polygon shape by specifying a sequence of points. This method allows for the creation of complex polygons, which can be both open and closed. An optional transformation can be applied, enabling the polygon to be scaled, rotated, or translated as needed.

Name Type Description
points Parameters<GraphicsContext["poly"]> An array of numbers, or an array of PointData objects eg [{x,y}, {x,y}, {x,y}] representing the x and y coordinates, of the polygon's vertices, in sequence.
close A boolean indicating whether to close the polygon path. True by default.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

quadraticCurveTo (...cpx, cpy, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:396

Adds a quadratic curve to the path. It requires two points: the control point and the end point. The starting point is the last point in the current path.

Name Type Description
cpx Parameters<GraphicsContext["quadraticCurveTo"]> The x-coordinate of the control point.
cpy The y-coordinate of the control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

rect (...x, y, w, h) thisinherited

See scene_graphics_shared_Graphics.ts.html:411

Draws a rectangle shape. This method adds a new rectangle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["rect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
Returns:
Type Description
this The instance of the current object for chaining.

regularPoly (...x, y, radius, sides, rotation, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:454

Draws a regular polygon with a specified number of sides. All sides and angles are equal.

Name Type Description
x Parameters<GraphicsContext["regularPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
rotation The rotation angle of the polygon, in radians. Zero by default.
transform An optional Matrix object to apply a transformation to the polygon.
Returns:
Type Description
this The instance of the current object for chaining.

resetTransform () thisinherited

See scene_graphics_shared_Graphics.ts.html:584

Resets the current transformation matrix to the identity matrix, effectively removing any transformations (rotation, scaling, translation) previously applied.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

restore (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:562

Restores the most recently saved graphics state by popping the top of the graphics state stack. This includes transformations, fill styles, and stroke styles.

Name Type Description
args Parameters<GraphicsContext["restore"]>
Returns:
Type Description
this

rotateTransform (...angle) thisinherited

See scene_graphics_shared_Graphics.ts.html:593

Applies a rotation transformation to the graphics context around the current origin.

Name Type Description
angle Parameters<GraphicsContext["rotate"]> The angle of rotation in radians.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

roundPoly (...x, y, radius, sides, corner, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:469

Draws a polygon with rounded corners. Similar to regularPoly but with the ability to round the corners of the polygon.

Name Type Description
x Parameters<GraphicsContext["roundPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
corner The radius of the rounding of the corners.
rotation The rotation angle of the polygon, in radians. Zero by default.
Returns:
Type Description
this The instance of the current object for chaining.

roundRect (...x, y, w, h, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:424

Draws a rectangle with rounded corners. The corner radius can be specified to determine how rounded the corners should be. An optional transformation can be applied, which allows for rotation, scaling, and translation of the rectangle.

Name Type Description
x Parameters<GraphicsContext["roundRect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
radius The radius of the rectangle's corners. If not specified, corners will be sharp.
Returns:
Type Description
this The instance of the current object for chaining.

roundShape (...points, radius, useQuadratic, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:485

Draws a shape with rounded corners. This function supports custom radius for each corner of the shape. Optionally, corners can be rounded using a quadratic curve instead of an arc, providing a different aesthetic.

Name Type Description
points Parameters<GraphicsContext["roundShape"]> An array of RoundedPoint representing the corners of the shape to draw. A minimum of 3 points is required.
radius The default radius for the corners. This radius is applied to all corners unless overridden in points.
useQuadratic If set to true, rounded corners are drawn using a quadraticCurve method instead of an arc method. Defaults to false.
smoothness Specifies the smoothness of the curve when useQuadratic is true. Higher values make the curve smoother.
Returns:
Type Description
this The instance of the current object for chaining.

save () thisinherited

See scene_graphics_shared_Graphics.ts.html:571

Saves the current graphics state, including transformations, fill styles, and stroke styles, onto a stack.

Returns:
Type Description
this

scaleTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:603

Applies a scaling transformation to the graphics context, scaling drawings by x horizontally and by y vertically.

Name Type Description
x Parameters<GraphicsContext["scale"]> The scale factor in the horizontal direction.
y (Optional) The scale factor in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setFillStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:169

Sets the current fill style of the graphics context. The fill style can be a color, gradient, pattern, or a more complex style defined by a FillStyle object.

Name Type Description
args FillInput The fill style to apply. This can be a simple color, a gradient or pattern object, or a FillStyle or ConvertedFillStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setStrokeStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:181

Sets the current stroke style of the graphics context. Similar to fill styles, stroke styles can encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object.

Name Type Description
args StrokeInput The stroke style to apply. Can be defined as a color, a gradient or pattern, or a StrokeStyle or ConvertedStrokeStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setTransform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:615

Sets the current transformation matrix of the graphics context to the specified matrix or values. This replaces the current transformation matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

star (...x, y, points, radius, innerRadius, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:531

Draws a star shape centered at a specified location. This method allows for the creation of stars with a variable number of points, outer radius, optional inner radius, and rotation. The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points. An optional transformation can be applied to scale, rotate, or translate the star as needed.

Name Type Description
x Parameters<GraphicsContext["star"]> The x-coordinate of the center of the star.
y The y-coordinate of the center of the star.
points The number of points of the star.
radius The outer radius of the star (distance from the center to the outer points).
innerRadius Optional. The inner radius of the star (distance from the center to the inner points between the outer points). If not provided, defaults to half of the radius.
rotation Optional. The rotation of the star in radians, where 0 is aligned with the y-axis. Defaults to 0, meaning one point is directly upward.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

stroke (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:207

Strokes the current path with the current stroke style. This method can take an optional FillStyle parameter to define the stroke's appearance, including its color, width, and other properties.

Name Type Description
args FillStyle (Optional) The stroke style to apply. Can be defined as a simple color or a more complex style object. If omitted, uses the current stroke style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

svg (...svg) thisinherited

See scene_graphics_shared_Graphics.ts.html:552

Parses and renders an SVG string into the graphics context. This allows for complex shapes and paths defined in SVG format to be drawn within the graphics context.

Name Type Description
svg Parameters<GraphicsContext["svg"]> The SVG string to be parsed and rendered.
Returns:
Type Description
this

texture (...texture, tint, dx, dy, dw, dh) thisinherited

See scene_graphics_shared_Graphics.ts.html:218

Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture, tint, and dimensions. If only a texture is provided, it uses the texture's width and height for drawing. Additional parameters allow for specifying a tint color, and custom dimensions for the texture drawing area.

Name Type Description
texture [Texture, unknown, unknown, unknown, unknown, unknown] The Texture object to use.
tint (Optional) A ColorSource to tint the texture. If not provided, defaults to white (0xFFFFFF).
dx (Optional) The x-coordinate in the destination canvas at which to place the top-left corner of the source image.
dy (Optional) The y-coordinate in the destination canvas at which to place the top-left corner of the source image.
dw (Optional) The width of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame width.
dh (Optional) The height of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame height.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

transform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:633

Applies the specified transformation matrix to the current graphics context by multiplying the current matrix with the specified matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

translateTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:651

Applies a translation transformation to the graphics context, moving the origin by the specified amounts.

Name Type Description
x Parameters<GraphicsContext["translate"]> The amount to translate in the horizontal direction.
y (Optional) The amount to translate in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

From class Container

_getGlobalBoundsRecursive (factorRenderLayers, bounds, currentLayer) voidinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:31

Recursively calculates the global bounds for the container and its children. This method is used internally by getFastGlobalBounds to traverse the scene graph.

Name Type Description
factorRenderLayers boolean A flag indicating whether to consider render layers in the calculation.
bounds Bounds The bounds object to update with the calculated values.
currentLayer IRenderLayer The current render layer being processed.

addChild (...children) Containerinherited

See scene_container_Container.ts.html:630

Adds one or more children to the container.

Multiple items can be added like so: myContainer.addChild(thingOne, thingTwo, thingThree)

Name Type Description
children Container The Container(s) to add to the container
Returns:
Type Description
Container
  • The first child that was added.

addChildAt (child, index) Containerinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:151

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown. If the child is already in this container, it will be moved to the specified index.

Name Type Description
child Container The child to add.
index number The absolute index where the child will be positioned at the end of the operation.
Returns:
Type Description
Container The child that was added.

addEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:681

Unlike on or addListener which are methods from EventEmitter, addEventListener seeks to be compatible with the DOM's addEventListener with support for options.

Name Type Attributes Description
type string The type of event to listen to.
listener EventListenerOrEventListenerObject The listener callback or object.
options AddListenerOptions <optional> Listener options, used for capture phase.
Example
// Tell the user whether they did a single, double, triple, or nth click.
 button.addEventListener('click', {
     handleEvent(e): {
         let prefix;

         switch (e.detail) {
             case 1: prefix = 'single'; break;
             case 2: prefix = 'double'; break;
             case 3: prefix = 'triple'; break;
             default: prefix = e.detail + 'th'; break;
         }

         console.log('That was a ' + prefix + 'click');
     }
 });

 // But skip the first click!
 button.parent.addEventListener('click', function blockClickOnce(e) {
     e.stopImmediatePropagation();
     button.parent.removeEventListener('click', blockClickOnce, true);
 }, {
     capture: true,
 });

cacheAsTexture (val) voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:13

Caches this container as a texture. This allows the container to be rendered as a single texture, which can improve performance for complex static containers.

Name Type Description
val boolean | CacheAsTextureOptions If true, enables caching with default options. If false, disables caching. Can also pass options object to configure caching behavior.

collectRenderables (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:15

Collects all renderables from the container and its children, adding them to the instruction set. This method decides whether to use a simple or advanced collection method based on the container's properties.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesSimple (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:25

Collects renderables using a simple method, suitable for containers marked as simple. This method iterates over the container's children and adds their renderables to the instruction set.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesWithEffects (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:35

Collects renderables using an advanced method, suitable for containers with complex processing needs. This method handles additional effects and transformations that may be applied to the renderables.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

disableRenderGroup () voidinherited

See scene_container_Container.ts.html:831

This will disable the render group for this container.

dispatchEvent (e) booleaninherited

See events_FederatedEventTarget.ts.html:772

Dispatch the event on this Container using the event's EventBoundary.

The target of the event is set to this and the defaultPrevented flag is cleared before dispatch.

Name Type Description
e Event The event to dispatch.
Returns:
Type Description
boolean Whether the preventDefault() method was not invoked.
Example
// Reuse a click event!
button.dispatchEvent(clickEvent);

enableRenderGroup () voidinherited

See scene_container_Container.ts.html:807

Calling this enables a render group for this container. This means it will be rendered as a separate set of instructions. The transform of the container will also be handled on the GPU rather than the CPU.

eventMode (value)inherited

See events_FederatedEventTarget.ts.html:601

Enable interaction events for the Container. Touch, pointer and mouse. There are 5 types of interaction settings:

  • 'none': Ignores all interaction events, even on its children.
  • 'passive': (default) Does not emit events and ignores all hit testing on itself and non-interactive children. Interactive children will still emit events.
  • 'auto': Does not emit events but is hit tested if parent is interactive. Same as interactive = false in v7
  • 'static': Emit events and is hit tested. Same as interaction = true in v7
  • 'dynamic': Emits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving
Name Type Description
value

Since:

: - 7.2.0

Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.on('tap', (event) => {
     // Handle event
 });

filterArea ()Rectangleinherited

See scene_container_container-mixins_effectsMixin.ts.html:238

The area the filter is applied to. This is used as more of an optimization rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.

Also works as an interaction mask.

Returns:
Type Description
Rectangle

filters () readonlyinherited

See scene_container_container-mixins_effectsMixin.ts.html:191

Sets the filters for the displayObject. IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'.

Returns:
Type Description
readonly

getBounds (skipUpdate, bounds)Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:111

Calculates and returns the (world) bounds of the display object as a Rectangle.

Name Type Attributes Description
skipUpdate boolean <optional> Setting to true will stop the transforms of the scene graph from being updated. This means the calculation returned MAY be out of date BUT will give you a nice performance boost.
bounds Bounds <optional> Optional bounds to store the result of the bounds calculation.
Returns:
Type Description
Bounds
  • The minimum axis-aligned rectangle in world space that fits around this object.

getChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:100

Returns the child at the specified index

Name Type Description
index number The index to get the child at
Returns:
Type Description
U
  • The child at the given index, if any.

getChildByLabel (label, deep) Containerinherited

See scene_container_container-mixins_findMixin.ts.html:66

Returns the first child in the container with the specified label.

Recursive searches are done in a pre-order traversal.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
Returns:
Type Description
Container The child with the specified label.

getChildByName (name, deep) ContainerDeprecated`` : since 8.0.0inherited

See scene_container_container-mixins_findMixin.ts.html:53

Name Type Attributes Default Description
name string Instance name.
deep boolean <optional> false Whether to search recursively

See: getChildByLabel

Returns:
Type Description
Container The child with the specified name.

getChildIndex (child) numberinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:133

Returns the index position of a child Container instance

Name Type Description
child ContainerChild | IRenderLayer The Container instance to identify
Returns:
Type Description
number
  • The index position of the child container to identify

getChildrenByLabel (label, deep, out) Array<Container>inherited

See scene_container_container-mixins_findMixin.ts.html:103

Returns all children in the container with the specified label.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
out Array<Container> <optional> [] The array to store matching children in.
Returns:
Type Description
Array<Container> An array of children with the specified label.

getFastGlobalBounds (factorRenderLayers, bounds) Boundsinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:17

Computes an approximate global bounding box for the container and its children. This method is optimized for speed by using axis-aligned bounding boxes (AABBs), and uses the last render results from when it updated the transforms. This function does not update them. which may result in slightly larger bounds but never smaller than the actual bounds.

for accurate (but less performant) results use container.getGlobalBounds

Name Type Attributes Description
factorRenderLayers boolean <optional> A flag indicating whether to consider render layers in the calculation.
bounds Bounds <optional> The output bounds object to store the result. If not provided, a new one is created.
Returns:
Type Description
Bounds The computed bounds.

getGlobalPosition (point, skipUpdate)Pointinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:15

Returns the global position of the container.

Name Type Default Description
point Point The optional point to write the global value to.
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
Point
  • The updated point.

getLocalBounds ()Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:73

Retrieves the local bounds of the container as a Bounds object.

Returns:
Type Description
Bounds
  • The bounding area.

getSize (out)Sizeinherited

See scene_container_Container.ts.html:1059

Retrieves the size of the container as a Size object. This is faster than get the width and height separately.

Name Type Attributes Description
out Size <optional> Optional object to store the size in.
Returns:
Type Description
Size
  • The size of the container.

interactive (value)inherited

See events_FederatedEventTarget.ts.html:585

Enable interaction events for the Container. Touch, pointer and mouse

Name Type Description
value boolean

isCachedAsTexture () booleaninherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:46

Is this container cached as a texture?

Returns:
Type Description
boolean

isInteractive () booleaninherited

See events_FederatedEventTarget.ts.html:631

Determines if the container is interactive or not

Since:

: - 7.2.0

Returns:
Type Description
boolean Whether the container is interactive or not
Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.isInteractive(); // true

 sprite.eventMode = 'dynamic';
 sprite.isInteractive(); // true

 sprite.eventMode = 'none';
 sprite.isInteractive(); // false

 sprite.eventMode = 'passive';
 sprite.isInteractive(); // false

 sprite.eventMode = 'auto';
 sprite.isInteractive(); // false

mask () unknowninherited

See scene_container_container-mixins_effectsMixin.ts.html:110

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PixiJS a regular mask must be a Graphics or a {@link Sprite} object. This allows for much faster masking in canvas as it utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. Otherwise, getLocalBounds may calculate incorrect bounds, which makes the container's width and height wrong. To remove a mask, set this property to null.

For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

Returns:
Type Description
unknown
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.mask = graphics;

onRender () (renderer: Renderer) => voidinherited

See scene_container_container-mixins_onRenderMixin.ts.html:16

This callback is used when the container is rendered. This is where you should add your custom logic that is needed to be run every frame.

In v7 many users used updateTransform for this, however the way v8 renders objects is different and "updateTransform" is no longer called every frame

Returns:
Type Description
(renderer: Renderer) => void
Example
const container = new Container();
container.onRender = () => {
   container.rotation += 0.01;
};

removeChild (...children) Containerinherited

See scene_container_Container.ts.html:709

Removes one or more children from the container.

Name Type Description
children Container The Container(s) to remove
Returns:
Type Description
Container The first child that was removed.

removeChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:87

Removes a child from the specified index position.

Name Type Description
index number The index to get the child from
Returns:
Type Description
U The child that was removed.

removeChildren (beginIndex, endIndex) ContainerChild[]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:29

Removes all children from this container that are within the begin and end indexes.

Name Type Attributes Default Description
beginIndex number 0 The beginning position.
endIndex number <optional> The ending position. Default value is size of the container.
Returns:
Type Description
ContainerChild[]
  • List of removed children

removeEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:748

Unlike off or removeListener which are methods from EventEmitter, removeEventListener seeks to be compatible with the DOM's removeEventListener with support for options.

Name Type Attributes Description
type string The type of event the listener is bound to.
listener EventListenerOrEventListenerObject The listener callback or object.
options RemoveListenerOptions <optional> The original listener options. This is required to deregister a capture phase listener.

removeFromParent ()inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:249

Remove the Container from its parent Container. If the Container has no parent, do nothing.

reparentChild (...child) U[0]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:258

Reparent the child to this container, keeping the same worldTransform.

Name Type Description
child U The child to reparent
Returns:
Type Description
U[0] The first child that was reparented.

reparentChildAt (child, index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:276

Reparent the child to this container at the specified index, keeping the same worldTransform.

Name Type Description
child U The child to reparent
index number The index to reparent the child to
Returns:
Type Description
U

setChildIndex (child, index) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:116

Changes the position of an existing child in the container

Name Type Description
child ContainerChild | IRenderLayer The child Container instance for which you want to change the index number
index number The resulting index number for the child container

setFromMatrix (matrix) voidinherited

See scene_container_Container.ts.html:1154

Updates the local transform using the given matrix.

Name Type Description
matrix Matrix The matrix to use for updating the transform.

setMask (options)inherited

See scene_container_container-mixins_effectsMixin.ts.html:132

Used to set mask and control mask options.

Name Type Description
options Partial<MaskOptionsAndMask>
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.setMask({
     mask: graphics,
     inverse: true,
 });

setSize (value, height)inherited

See scene_container_Container.ts.html:1081

Sets the size of the container to the specified width and height. This is faster than setting the width and height separately.

Name Type Attributes Description
value number | Optional<Size, "height"> This can be either a number or a Size object.
height number <optional> The height to set. Defaults to the value of width if not provided.

swapChildren (child, child2) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:221

Swaps the position of 2 Containers within this container.

Name Type Description
child U First container to swap
child2 U Second container to swap

toGlobal (position, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:37

Calculates the global position of the container.

Name Type Attributes Default Description
position PointData The world origin to calculate from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
P
  • A point object representing the position of this object.

toLocal (position, from, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:58

Calculates the local position of the container relative to another point.

Name Type Attributes Description
position PointData The world origin to calculate from.
from Container <optional> The Container to calculate the global position from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean <optional> Should we skip the update transform
Returns:
Type Description
P
  • A point object representing the position of this object

updateCacheTexture () voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:70

Updates the cached texture. Will flag that this container's cached texture needs to be redrawn. This will happen on the next render.

updateLocalTransform () voidinherited

See scene_container_Container.ts.html:1163

Updates the local transform.

updateTransform (opts) thisinherited

See scene_container_Container.ts.html:1118

Updates the transform properties of the container (accepts partial values).

Name Type Description
opts object The options for updating the transform.
opts.x number The x position of the container.
opts.y number The y position of the container.
opts.scaleX number The scale factor on the x-axis.
opts.scaleY number The scale factor on the y-axis.
opts.rotation number The rotation of the container, in radians.
opts.skewX number The skew factor on the x-axis.
opts.skewY number The skew factor on the y-axis.
opts.pivotX number The x coordinate of the pivot point.
opts.pivotY number The y coordinate of the pivot point.
Returns:
Type Description
this

zIndex (value)inherited

See scene_container_container-mixins_sortMixin.ts.html:42

The zIndex of the container.

Setting this value, will automatically set the parent to be sortable. Children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other display objects within the same container.

Name Type Description
value number

See: sortableChildren

Inherited Events

From class Container

click inherited

See events_EventBoundaryTypes.ts.html:120

Fired when a pointer device button (usually a mouse left-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

A click event fires after the pointerdown and pointerup events, in that order. If the mouse is moved over another Container after the pointerdown event, the click event is fired on the most specific common ancestor of the two target Containers.

The detail property of the event is the number of clicks that occurred within a 200ms window of each other upto the current click. For example, it will be 2 for a double click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

clickcapture inherited

See events_EventBoundaryTypes.ts.html:136

Capture phase equivalent of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalmousemove inherited

See events_EventBoundaryTypes.ts.html:206

Fired when a pointer device (usually a mouse) is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalpointermove inherited

See events_EventBoundaryTypes.ts.html:391

Fired when a pointer device is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globaltouchmove inherited

See events_EventBoundaryTypes.ts.html:571

Fired when a touch point is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousedown inherited

See events_EventBoundaryTypes.ts.html:52

Fired when a mouse button (usually a mouse left-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The mousedown event.

mousedowncapture inherited

See events_EventBoundaryTypes.ts.html:61

Capture phase equivalent of mousedown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The capture phase mousedown.

mouseenter inherited

See events_EventBoundaryTypes.ts.html:249

Fired when the mouse pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseentercapture inherited

See events_EventBoundaryTypes.ts.html:257

Capture phase equivalent of mouseenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseleave inherited

See events_EventBoundaryTypes.ts.html:285

Fired when the mouse pointer exits a Container and its descendants.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent

mouseleavecapture inherited

See events_EventBoundaryTypes.ts.html:293

Capture phase equivalent of mouseleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemove inherited

See events_EventBoundaryTypes.ts.html:215

Fired when a pointer device (usually a mouse) is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemovecapture inherited

See events_EventBoundaryTypes.ts.html:224

Capture phase equivalent of mousemove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseout inherited

See events_EventBoundaryTypes.ts.html:265

Fired when a pointer device (usually a mouse) is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This may be fired on a Container that was removed from the scene graph immediately after a mouseover event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseoutcapture inherited

See events_EventBoundaryTypes.ts.html:277

Capture phase equivalent of mouseout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseover inherited

See events_EventBoundaryTypes.ts.html:232

Fired when a pointer device (usually a mouse) is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseovercapture inherited

See events_EventBoundaryTypes.ts.html:241

Capture phase equivalent of mouseover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseup inherited

See events_EventBoundaryTypes.ts.html:86

Fired when a pointer device button (usually a mouse left-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupcapture inherited

See events_EventBoundaryTypes.ts.html:95

Capture phase equivalent of mouseup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutside inherited

See events_EventBoundaryTypes.ts.html:164

Fired when a pointer device button (usually a mouse left-button) is released outside the container that initially registered a mousedown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:179

Capture phase equivalent of mouseupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancel inherited

See events_EventBoundaryTypes.ts.html:335

Fired when the operating system cancels a pointer event. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancelcapture inherited

See events_EventBoundaryTypes.ts.html:344

Capture phase equivalent of pointercancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdown inherited

See events_EventBoundaryTypes.ts.html:301

Fired when a pointer device button is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdowncapture inherited

See events_EventBoundaryTypes.ts.html:310

Capture phase equivalent of pointerdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerenter inherited

See events_EventBoundaryTypes.ts.html:434

Fired when the pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerentercapture inherited

See events_EventBoundaryTypes.ts.html:442

Capture phase equivalent of pointerenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerleave inherited

See events_EventBoundaryTypes.ts.html:467

Fired when the pointer leaves the hit testing boundaries of a Container and its descendants.

This event notifies only the target and does not bubble.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The pointerleave event.

pointerleavecapture inherited

See events_EventBoundaryTypes.ts.html:477

Capture phase equivalent of pointerleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermove inherited

See events_EventBoundaryTypes.ts.html:400

Fired when a pointer device is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermovecapture inherited

See events_EventBoundaryTypes.ts.html:409

Capture phase equivalent of pointermove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerout inherited

See events_EventBoundaryTypes.ts.html:450

Fired when a pointer device is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointeroutcapture inherited

See events_EventBoundaryTypes.ts.html:459

Capture phase equivalent of pointerout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerover inherited

See events_EventBoundaryTypes.ts.html:417

Fired when a pointer device is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerovercapture inherited

See events_EventBoundaryTypes.ts.html:426

Capture phase equivalent of pointerover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertap inherited

See events_EventBoundaryTypes.ts.html:352

Fired when a pointer device button is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertapcapture inherited

See events_EventBoundaryTypes.ts.html:361

Capture phase equivalent of pointertap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerup inherited

See events_EventBoundaryTypes.ts.html:318

Fired when a pointer device button is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupcapture inherited

See events_EventBoundaryTypes.ts.html:327

Capture phase equivalent of pointerup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutside inherited

See events_EventBoundaryTypes.ts.html:369

Fired when a pointer device button is released outside the container that initially registered a pointerdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:383

Capture phase equivalent of pointerupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclick inherited

See events_EventBoundaryTypes.ts.html:144

Fired when a pointer device secondary button (usually a mouse right-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event follows the semantics of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclickcapture inherited

See events_EventBoundaryTypes.ts.html:156

Capture phase equivalent of rightclick.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdown inherited

See events_EventBoundaryTypes.ts.html:69

Fired when a pointer device secondary button (usually a mouse right-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdowncapture inherited

See events_EventBoundaryTypes.ts.html:78

Capture phase equivalent of rightdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The rightdowncapture event.

rightup inherited

See events_EventBoundaryTypes.ts.html:103

Fired when a pointer device secondary button (usually a mouse right-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupcapture inherited

See events_EventBoundaryTypes.ts.html:112

Capture phase equivalent of rightup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutside inherited

See events_EventBoundaryTypes.ts.html:187

Fired when a pointer device secondary button (usually a mouse right-button) is released outside the container that initially registered a rightdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:198

Capture phase equivalent of rightupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

See events_EventBoundaryTypes.ts.html:536

Fired when a touch point is placed and removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

tapcapture inherited

See events_EventBoundaryTypes.ts.html:545

Capture phase equivalent of tap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancel inherited

See events_EventBoundaryTypes.ts.html:519

Fired when the operating system cancels a touch. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancelcapture inherited

See events_EventBoundaryTypes.ts.html:528

Capture phase equivalent of touchcancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchend inherited

See events_EventBoundaryTypes.ts.html:502

Fired when a touch point is removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendcapture inherited

See events_EventBoundaryTypes.ts.html:511

Capture phase equivalent of touchend.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutside inherited

See events_EventBoundaryTypes.ts.html:553

Fired when a touch point is removed outside of the container that initially registered a touchstart. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:563

Capture phase equivalent of touchendoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmove inherited

See events_EventBoundaryTypes.ts.html:580

Fired when a touch point is moved along the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmovecapture inherited

See events_EventBoundaryTypes.ts.html:589

Capture phase equivalent of touchmove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstart inherited

See events_EventBoundaryTypes.ts.html:485

Fired when a touch point is placed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstartcapture inherited

See events_EventBoundaryTypes.ts.html:494

Capture phase equivalent of touchstart.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

wheel inherited

See events_EventBoundaryTypes.ts.html:597

Fired when a the user scrolls with the mouse cursor over a Container.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

wheelcapture inherited

See events_EventBoundaryTypes.ts.html:605

Capture phase equivalent of wheel.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

From class Graphics

The local bounds of the graphic.

fillStyleConvertedFillStyleinherited

The fill style to use.

strokeStyleConvertedStrokeStyleinherited

The stroke style to use.

The local bounds of the graphic.

fillStyleConvertedFillStyleinherited

The fill style to use.

strokeStyleConvertedStrokeStyleinherited

The stroke style to use.

From class Container

accessiblebooleaninherited

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

Default Value:

: - false

accessibleChildrenbooleaninherited

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

Default Value:

: - true

accessibleHintstringinherited

Sets the aria-label attribute of the shadow div

Default Value:

: - undefined

accessiblePointerEventsPointerEventsinherited

Specify the pointer-events the accessible div will use Defaults to auto.

Default Value:

: - 'auto'

accessibleTextstringinherited

Sets the text content of the shadow div

Default Value:

: - undefined

accessibleTitlestringinherited

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'

Default Value:

: - undefined

accessibleTypestringinherited

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

Default Value:

: - 'button'

alphanumberinherited

The opacity of the object.

anglenumberinherited

The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The blend mode to be applied to the sprite. Apply a value of 'normal' to reset the blend mode.

Default Value:

: - 'normal'

An optional bounds area for this container. Setting this rectangle will stop the renderer from recursively measuring the bounds of each children and instead use this single boundArea. This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit within a specific bounds, then setting it will mean the renderer will not need to measure the 1000 children to find the bounds. Instead it will just use the bounds you set.

cacheAsBitmapbooleanDeprecated : Since PixiJS v8inherited

Legacy property for backwards compatibility with PixiJS v7 and below. Use cacheAsTexture instead.

childrenC[]readonlyinherited

The array of children of this container.

cullablebooleaninherited

Should this object be rendered if the bounds of this object are out of frame?

Culling has no effect on whether updateTransform is called.

Default Value:

: - false

cullableChildrenbooleaninherited

Determines if the children to the container can be culled Setting this to false allows PixiJS to bypass a recursive culling function Which can help to optimize very complex scenes

Default Value:

: - true

If set, this shape is used for culling instead of the bounds of this object. It can improve the culling performance of objects with many children. The culling area is defined in local space.

destroyedbooleaninherited

If the object has been destroyed via destroy(). If true, it should not be used.

Default Value:

: - false

effectsArray<Effect>inherited

TODO

: - Needs docs.

groupTransformMatrixreadonlyinherited

The group transform is a transform relative to the render group it belongs too. If this container is render group then this will be an identity matrix. other wise it will be the same as the relativeGroupTransform. Use this value when actually rendering things to the screen

heightnumberinherited

The height of the Container, setting this will actually modify the scale to achieve the value set.

hitAreaIHitAreainherited

Interaction shape. Children will be hit first, then this shape will be checked. Setting this will cause this shape to be checked in hit tests rather than the container's bounds.

Default Value:

: - undefined

Example
import { Rectangle, Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.interactive = true;
 sprite.hitArea = new Rectangle(0, 0, 100, 100);

interactiveChildrenbooleaninherited

Determines if the children to the container can be clicked/touched Setting this to false allows PixiJS to bypass a recursive hitTest function

Default Value:

: - true

isCachedAsTexturebooleanreadonlyinherited

Whether this container is currently cached as a texture.

isRenderablebooleaninherited

Whether or not the object should be rendered.

isRenderGroupbooleaninherited

Returns true if this container is a render group. This means that it will be rendered as a separate pass, with its own set of instructions

labelstringinherited

The instance label of the object.

Default Value:

: - undefined

localTransformMatrixreadonlyinherited

Current transform of the object based on local factors: position, scale, other stuff.

namestringDeprecated : since 8.0.0inherited

The instance name of the object.

See: label

onclickinherited

Property-based event handler for the click event.

Default Value:

: - null

Example
this.onclick = (event) => {
 //some function here that happens on click
}

onglobalmousemoveinherited

Property-based event handler for the globalmousemove event.

Default Value:

: - null

Example
this.onglobalmousemove = (event) => {
 //some function here that happens on globalmousemove
}

onglobalpointermoveinherited

Property-based event handler for the globalpointermove event.

Default Value:

: - null

Example
this.onglobalpointermove = (event) => {
 //some function here that happens on globalpointermove
}

onglobaltouchmoveinherited

Property-based event handler for the globaltouchmove event.

Default Value:

: - null

Example
this.onglobaltouchmove = (event) => {
 //some function here that happens on globaltouchmove
}

onmousedowninherited

Property-based event handler for the mousedown event.

Default Value:

: - null

Example
this.onmousedown = (event) => {
 //some function here that happens on mousedown
}

onmouseenterinherited

Property-based event handler for the mouseenter event.

Default Value:

: - null

Example
this.onmouseenter = (event) => {
 //some function here that happens on mouseenter
}

onmouseleaveinherited

Property-based event handler for the mouseleave event.

Default Value:

: - null

Example
this.onmouseleave = (event) => {
 //some function here that happens on mouseleave
}

onmousemoveinherited

Property-based event handler for the mousemove event.

Default Value:

: - null

Example
this.onmousemove = (event) => {
 //some function here that happens on mousemove
}

onmouseoutinherited

Property-based event handler for the mouseout event.

Default Value:

: - null

Example
this.onmouseout = (event) => {
 //some function here that happens on mouseout
}

onmouseoverinherited

Property-based event handler for the mouseover event.

Default Value:

: - null

Example
this.onmouseover = (event) => {
 //some function here that happens on mouseover
}

onmouseupinherited

Property-based event handler for the mouseup event.

Default Value:

: - null

Example
this.onmouseup = (event) => {
 //some function here that happens on mouseup
}

onmouseupoutsideinherited

Property-based event handler for the mouseupoutside event.

Default Value:

: - null

Example
this.onmouseupoutside = (event) => {
 //some function here that happens on mouseupoutside
}

onpointercancelinherited

Property-based event handler for the pointercancel event.

Default Value:

: - null

Example
this.onpointercancel = (event) => {
 //some function here that happens on pointercancel
}

onpointerdowninherited

Property-based event handler for the pointerdown event.

Default Value:

: - null

Example
this.onpointerdown = (event) => {
 //some function here that happens on pointerdown
}

onpointerenterinherited

Property-based event handler for the pointerenter event.

Default Value:

: - null

Example
this.onpointerenter = (event) => {
 //some function here that happens on pointerenter
}

onpointerleaveinherited

Property-based event handler for the pointerleave event.

Default Value:

: - null

Example
this.onpointerleave = (event) => {
 //some function here that happens on pointerleave
}

onpointermoveinherited

Property-based event handler for the pointermove event.

Default Value:

: - null

Example
this.onpointermove = (event) => {
 //some function here that happens on pointermove
}

onpointeroutinherited

Property-based event handler for the pointerout event.

Default Value:

: - null

Example
this.onpointerout = (event) => {
 //some function here that happens on pointerout
}

onpointeroverinherited

Property-based event handler for the pointerover event.

Default Value:

: - null

Example
this.onpointerover = (event) => {
 //some function here that happens on pointerover
}

onpointertapinherited

Property-based event handler for the pointertap event.

Default Value:

: - null

Example
this.onpointertap = (event) => {
 //some function here that happens on pointertap
}

onpointerupinherited

Property-based event handler for the pointerup event.

Default Value:

: - null

Example
this.onpointerup = (event) => {
 //some function here that happens on pointerup
}

onpointerupoutsideinherited

Property-based event handler for the pointerupoutside event.

Default Value:

: - null

Example
this.onpointerupoutside = (event) => {
 //some function here that happens on pointerupoutside
}

onrightclickinherited

Property-based event handler for the rightclick event.

Default Value:

: - null

Example
this.onrightclick = (event) => {
 //some function here that happens on rightclick
}

onrightdowninherited

Property-based event handler for the rightdown event.

Default Value:

: - null

Example
this.onrightdown = (event) => {
 //some function here that happens on rightdown
}

onrightupinherited

Property-based event handler for the rightup event.

Default Value:

: - null

Example
this.onrightup = (event) => {
 //some function here that happens on rightup
}

onrightupoutsideinherited

Property-based event handler for the rightupoutside event.

Default Value:

: - null

Example
this.onrightupoutside = (event) => {
 //some function here that happens on rightupoutside
}

Property-based event handler for the tap event.

Default Value:

: - null

Example
this.ontap = (event) => {
 //some function here that happens on tap
}

ontouchcancelinherited

Property-based event handler for the touchcancel event.

Default Value:

: - null

Example
this.ontouchcancel = (event) => {
 //some function here that happens on touchcancel
}

ontouchendinherited

Property-based event handler for the touchend event.

Default Value:

: - null

Example
this.ontouchend = (event) => {
 //some function here that happens on touchend
}

ontouchendoutsideinherited

Property-based event handler for the touchendoutside event.

Default Value:

: - null

Example
this.ontouchendoutside = (event) => {
 //some function here that happens on touchendoutside
}

ontouchmoveinherited

Property-based event handler for the touchmove event.

Default Value:

: - null

Example
this.ontouchmove = (event) => {
 //some function here that happens on touchmove
}

ontouchstartinherited

Property-based event handler for the touchstart event.

Default Value:

: - null

Example
this.ontouchstart = (event) => {
 //some function here that happens on touchstart
}

onwheelinherited

Property-based event handler for the wheel event.

Default Value:

: - null

Example
this.onwheel = (event) => {
 //some function here that happens on wheel
}

The display object container that contains this display object.

Default Value:

: - undefined

parentRenderLayerIRenderLayerreadonlyinherited

The RenderLayer this container belongs to, if any. If it belongs to a RenderLayer, it will be rendered from the RenderLayer's position in the scene.

The center of rotation, scaling, and skewing for this display object in its local space. The position is the projection of pivot in the parent's local space.

By default, the pivot is the origin (0, 0).

Since:

: - 4.0.0

The coordinate of the object relative to the local coordinates of the parent.

Since:

: - 4.0.0

relativeGroupTransformMatrixreadonlyinherited

The relative group transform is a transform relative to the render group it belongs too. It will include all parent transforms and up to the render group (think of it as kind of like a stage - but the stage can be nested). If this container is is self a render group matrix will be relative to its parent render group

renderableinherited

Can this object be rendered, if false the object will not be drawn but the transform will still be updated.

rotationnumberinherited

The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The scale factors of this object along the local coordinate axes.

The default scale is (1, 1).

Since:

: - 4.0.0

The skew factor for the object in radians.

Since:

: - 4.0.0

sortableChildrenbooleaninherited

If set to true, the container will sort its children by zIndex value when the next render is called, or manually if sortChildren() is called.

This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as PixiJS Layers

Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.

Default Value:

: - false

sortDirtybooleaninherited

Should children be sorted by zIndex at the next render call.

Will get automatically set to true if a new child is added, or if a child's zIndex changes.

Default Value:

: - false

tabIndexnumberinherited

Default Value:

: - 0

TODO

: - Needs docs.

tintnumberinherited

The tint applied to the sprite. This is a hex value.

A value of 0xFFFFFF will remove any tint effect.

Default Value:

: - 0xFFFFFF

uidnumberreadonlyinherited

unique id for this container

updateCacheTexture() => voidinherited

Updates the cached texture of this container. This will flag the container's cached texture to be redrawn on the next render.

visibleinherited

The visibility of the object. If false the object will not be drawn, and the transform will not be updated.

widthnumberinherited

The width of the Container, setting this will actually modify the scale to achieve the value set.

worldTransformreadonlyinherited

Current transform of the object based on world (parent) factors.

xnumberinherited

The position of the container on the x axis relative to the local coordinates of the parent. An alias to position.x

ynumberinherited

The position of the container on the y axis relative to the local coordinates of the parent. An alias to position.y

accessiblebooleaninherited

Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

Default Value:

: - false

accessibleChildrenbooleaninherited

Setting to false will prevent any children inside this container to be accessible. Defaults to true.

Default Value:

: - true

accessibleHintstringinherited

Sets the aria-label attribute of the shadow div

Default Value:

: - undefined

accessiblePointerEventsPointerEventsinherited

Specify the pointer-events the accessible div will use Defaults to auto.

Default Value:

: - 'auto'

accessibleTextstringinherited

Sets the text content of the shadow div

Default Value:

: - undefined

accessibleTitlestringinherited

Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'

Default Value:

: - undefined

accessibleTypestringinherited

Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

Default Value:

: - 'button'

alphanumberinherited

The opacity of the object.

anglenumberinherited

The angle of the object in degrees. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The blend mode to be applied to the sprite. Apply a value of 'normal' to reset the blend mode.

Default Value:

: - 'normal'

An optional bounds area for this container. Setting this rectangle will stop the renderer from recursively measuring the bounds of each children and instead use this single boundArea. This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit within a specific bounds, then setting it will mean the renderer will not need to measure the 1000 children to find the bounds. Instead it will just use the bounds you set.

cacheAsBitmapbooleanDeprecated : Since PixiJS v8inherited

Legacy property for backwards compatibility with PixiJS v7 and below. Use cacheAsTexture instead.

childrenC[]readonlyinherited

The array of children of this container.

cullablebooleaninherited

Should this object be rendered if the bounds of this object are out of frame?

Culling has no effect on whether updateTransform is called.

Default Value:

: - false

cullableChildrenbooleaninherited

Determines if the children to the container can be culled Setting this to false allows PixiJS to bypass a recursive culling function Which can help to optimize very complex scenes

Default Value:

: - true

If set, this shape is used for culling instead of the bounds of this object. It can improve the culling performance of objects with many children. The culling area is defined in local space.

destroyedbooleaninherited

If the object has been destroyed via destroy(). If true, it should not be used.

Default Value:

: - false

effectsArray<Effect>inherited

TODO

: - Needs docs.

groupTransformMatrixreadonlyinherited

The group transform is a transform relative to the render group it belongs too. If this container is render group then this will be an identity matrix. other wise it will be the same as the relativeGroupTransform. Use this value when actually rendering things to the screen

heightnumberinherited

The height of the Container, setting this will actually modify the scale to achieve the value set.

hitAreaIHitAreainherited

Interaction shape. Children will be hit first, then this shape will be checked. Setting this will cause this shape to be checked in hit tests rather than the container's bounds.

Default Value:

: - undefined

Example
import { Rectangle, Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.interactive = true;
 sprite.hitArea = new Rectangle(0, 0, 100, 100);

interactiveChildrenbooleaninherited

Determines if the children to the container can be clicked/touched Setting this to false allows PixiJS to bypass a recursive hitTest function

Default Value:

: - true

isCachedAsTexturebooleanreadonlyinherited

Whether this container is currently cached as a texture.

isRenderablebooleaninherited

Whether or not the object should be rendered.

isRenderGroupbooleaninherited

Returns true if this container is a render group. This means that it will be rendered as a separate pass, with its own set of instructions

labelstringinherited

The instance label of the object.

Default Value:

: - undefined

localTransformMatrixreadonlyinherited

Current transform of the object based on local factors: position, scale, other stuff.

namestringDeprecated : since 8.0.0inherited

The instance name of the object.

See: label

onclickinherited

Property-based event handler for the click event.

Default Value:

: - null

Example
this.onclick = (event) => {
 //some function here that happens on click
}

onglobalmousemoveinherited

Property-based event handler for the globalmousemove event.

Default Value:

: - null

Example
this.onglobalmousemove = (event) => {
 //some function here that happens on globalmousemove
}

onglobalpointermoveinherited

Property-based event handler for the globalpointermove event.

Default Value:

: - null

Example
this.onglobalpointermove = (event) => {
 //some function here that happens on globalpointermove
}

onglobaltouchmoveinherited

Property-based event handler for the globaltouchmove event.

Default Value:

: - null

Example
this.onglobaltouchmove = (event) => {
 //some function here that happens on globaltouchmove
}

onmousedowninherited

Property-based event handler for the mousedown event.

Default Value:

: - null

Example
this.onmousedown = (event) => {
 //some function here that happens on mousedown
}

onmouseenterinherited

Property-based event handler for the mouseenter event.

Default Value:

: - null

Example
this.onmouseenter = (event) => {
 //some function here that happens on mouseenter
}

onmouseleaveinherited

Property-based event handler for the mouseleave event.

Default Value:

: - null

Example
this.onmouseleave = (event) => {
 //some function here that happens on mouseleave
}

onmousemoveinherited

Property-based event handler for the mousemove event.

Default Value:

: - null

Example
this.onmousemove = (event) => {
 //some function here that happens on mousemove
}

onmouseoutinherited

Property-based event handler for the mouseout event.

Default Value:

: - null

Example
this.onmouseout = (event) => {
 //some function here that happens on mouseout
}

onmouseoverinherited

Property-based event handler for the mouseover event.

Default Value:

: - null

Example
this.onmouseover = (event) => {
 //some function here that happens on mouseover
}

onmouseupinherited

Property-based event handler for the mouseup event.

Default Value:

: - null

Example
this.onmouseup = (event) => {
 //some function here that happens on mouseup
}

onmouseupoutsideinherited

Property-based event handler for the mouseupoutside event.

Default Value:

: - null

Example
this.onmouseupoutside = (event) => {
 //some function here that happens on mouseupoutside
}

onpointercancelinherited

Property-based event handler for the pointercancel event.

Default Value:

: - null

Example
this.onpointercancel = (event) => {
 //some function here that happens on pointercancel
}

onpointerdowninherited

Property-based event handler for the pointerdown event.

Default Value:

: - null

Example
this.onpointerdown = (event) => {
 //some function here that happens on pointerdown
}

onpointerenterinherited

Property-based event handler for the pointerenter event.

Default Value:

: - null

Example
this.onpointerenter = (event) => {
 //some function here that happens on pointerenter
}

onpointerleaveinherited

Property-based event handler for the pointerleave event.

Default Value:

: - null

Example
this.onpointerleave = (event) => {
 //some function here that happens on pointerleave
}

onpointermoveinherited

Property-based event handler for the pointermove event.

Default Value:

: - null

Example
this.onpointermove = (event) => {
 //some function here that happens on pointermove
}

onpointeroutinherited

Property-based event handler for the pointerout event.

Default Value:

: - null

Example
this.onpointerout = (event) => {
 //some function here that happens on pointerout
}

onpointeroverinherited

Property-based event handler for the pointerover event.

Default Value:

: - null

Example
this.onpointerover = (event) => {
 //some function here that happens on pointerover
}

onpointertapinherited

Property-based event handler for the pointertap event.

Default Value:

: - null

Example
this.onpointertap = (event) => {
 //some function here that happens on pointertap
}

onpointerupinherited

Property-based event handler for the pointerup event.

Default Value:

: - null

Example
this.onpointerup = (event) => {
 //some function here that happens on pointerup
}

onpointerupoutsideinherited

Property-based event handler for the pointerupoutside event.

Default Value:

: - null

Example
this.onpointerupoutside = (event) => {
 //some function here that happens on pointerupoutside
}

onrightclickinherited

Property-based event handler for the rightclick event.

Default Value:

: - null

Example
this.onrightclick = (event) => {
 //some function here that happens on rightclick
}

onrightdowninherited

Property-based event handler for the rightdown event.

Default Value:

: - null

Example
this.onrightdown = (event) => {
 //some function here that happens on rightdown
}

onrightupinherited

Property-based event handler for the rightup event.

Default Value:

: - null

Example
this.onrightup = (event) => {
 //some function here that happens on rightup
}

onrightupoutsideinherited

Property-based event handler for the rightupoutside event.

Default Value:

: - null

Example
this.onrightupoutside = (event) => {
 //some function here that happens on rightupoutside
}

Property-based event handler for the tap event.

Default Value:

: - null

Example
this.ontap = (event) => {
 //some function here that happens on tap
}

ontouchcancelinherited

Property-based event handler for the touchcancel event.

Default Value:

: - null

Example
this.ontouchcancel = (event) => {
 //some function here that happens on touchcancel
}

ontouchendinherited

Property-based event handler for the touchend event.

Default Value:

: - null

Example
this.ontouchend = (event) => {
 //some function here that happens on touchend
}

ontouchendoutsideinherited

Property-based event handler for the touchendoutside event.

Default Value:

: - null

Example
this.ontouchendoutside = (event) => {
 //some function here that happens on touchendoutside
}

ontouchmoveinherited

Property-based event handler for the touchmove event.

Default Value:

: - null

Example
this.ontouchmove = (event) => {
 //some function here that happens on touchmove
}

ontouchstartinherited

Property-based event handler for the touchstart event.

Default Value:

: - null

Example
this.ontouchstart = (event) => {
 //some function here that happens on touchstart
}

onwheelinherited

Property-based event handler for the wheel event.

Default Value:

: - null

Example
this.onwheel = (event) => {
 //some function here that happens on wheel
}

The display object container that contains this display object.

Default Value:

: - undefined

parentRenderLayerIRenderLayerreadonlyinherited

The RenderLayer this container belongs to, if any. If it belongs to a RenderLayer, it will be rendered from the RenderLayer's position in the scene.

The center of rotation, scaling, and skewing for this display object in its local space. The position is the projection of pivot in the parent's local space.

By default, the pivot is the origin (0, 0).

Since:

: - 4.0.0

The coordinate of the object relative to the local coordinates of the parent.

Since:

: - 4.0.0

relativeGroupTransformMatrixreadonlyinherited

The relative group transform is a transform relative to the render group it belongs too. It will include all parent transforms and up to the render group (think of it as kind of like a stage - but the stage can be nested). If this container is is self a render group matrix will be relative to its parent render group

renderableinherited

Can this object be rendered, if false the object will not be drawn but the transform will still be updated.

rotationnumberinherited

The rotation of the object in radians. 'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

The scale factors of this object along the local coordinate axes.

The default scale is (1, 1).

Since:

: - 4.0.0

The skew factor for the object in radians.

Since:

: - 4.0.0

sortableChildrenbooleaninherited

If set to true, the container will sort its children by zIndex value when the next render is called, or manually if sortChildren() is called.

This actually changes the order of elements in the array, so should be treated as a basic solution that is not performant compared to other solutions, such as PixiJS Layers

Also be aware of that this may not work nicely with the addChildAt() function, as the zIndex sorting may cause the child to automatically sorted to another position.

Default Value:

: - false

sortDirtybooleaninherited

Should children be sorted by zIndex at the next render call.

Will get automatically set to true if a new child is added, or if a child's zIndex changes.

Default Value:

: - false

tabIndexnumberinherited

Default Value:

: - 0

TODO

: - Needs docs.

tintnumberinherited

The tint applied to the sprite. This is a hex value.

A value of 0xFFFFFF will remove any tint effect.

Default Value:

: - 0xFFFFFF

uidnumberreadonlyinherited

unique id for this container

updateCacheTexture() => voidinherited

Updates the cached texture of this container. This will flag the container's cached texture to be redrawn on the next render.

visibleinherited

The visibility of the object. If false the object will not be drawn, and the transform will not be updated.

widthnumberinherited

The width of the Container, setting this will actually modify the scale to achieve the value set.

worldTransformreadonlyinherited

Current transform of the object based on world (parent) factors.

xnumberinherited

The position of the container on the x axis relative to the local coordinates of the parent. An alias to position.x

ynumberinherited

The position of the container on the y axis relative to the local coordinates of the parent. An alias to position.y

From class Graphics

arc (...x, y, radius, startAngle, endAngle, counterclockwise) thisinherited

See scene_graphics_shared_Graphics.ts.html:258

Adds an arc to the current path, which is centered at (x, y) with the specified radius, starting and ending angles, and direction.

Name Type Description
x Parameters<GraphicsContext["arc"]> The x-coordinate of the arc's center.
y The y-coordinate of the arc's center.
radius The arc's radius.
startAngle The starting angle, in radians.
endAngle The ending angle, in radians.
counterclockwise (Optional) Specifies whether the arc is drawn counterclockwise (true) or clockwise (false). Defaults to false.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcTo (...x1, y1, x2, y2, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:275

Adds an arc to the current path with the given control points and radius, connected to the previous point by a straight line if necessary.

Name Type Description
x1 Parameters<GraphicsContext["arcTo"]> The x-coordinate of the first control point.
y1 The y-coordinate of the first control point.
x2 The x-coordinate of the second control point.
y2 The y-coordinate of the second control point.
radius The arc's radius.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcToSvg (...rx, ry, xAxisRotation, largeArcFlag, sweepFlag, x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:290

Adds an SVG-style arc to the path, allowing for elliptical arcs based on the SVG spec.

Name Type Description
rx Parameters<GraphicsContext["arcToSvg"]> The x-radius of the ellipse.
ry The y-radius of the ellipse.
xAxisRotation The rotation of the ellipse's x-axis relative to the x-axis of the coordinate system, in degrees.
largeArcFlag Determines if the arc should be greater than or less than 180 degrees.
sweepFlag Determines if the arc should be swept in a positive angle direction.
x The x-coordinate of the arc's end point.
y The y-coordinate of the arc's end point.
Returns:
Type Description
this The instance of the current object for chaining.

beginFill (color, alpha)Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:744

Name Type Attributes Description
color ColorSource
alpha number <optional>

beginPath () thisinherited

See scene_graphics_shared_Graphics.ts.html:240

Resets the current path. Any previous path and its commands are discarded and a new path is started. This is typically called before beginning a new shape or series of drawing commands.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

bezierCurveTo (...cp1x, cp1y, cp2x, cp2y, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:309

Adds a cubic Bezier curve to the path. It requires three points: the first two are control points and the third one is the end point. The starting point is the last point in the current path.

Name Type Description
cp1x Parameters<GraphicsContext["bezierCurveTo"]> The x-coordinate of the first control point.
cp1y The y-coordinate of the first control point.
cp2x The x-coordinate of the second control point.
cp2y The y-coordinate of the second control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

chamferRect (...x, y, width, height, chamfer, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:517

Draw Rectangle with chamfer corners. These are angled corners.

Name Type Description
x Parameters<GraphicsContext["chamferRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
chamfer non-zero real number, size of corner cutout
transform
Returns:
Type Description
this

circle (...x, y, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:352

Draws a circle shape. This method adds a new circle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["circle"]> The x-coordinate of the center of the circle.
y The y-coordinate of the center of the circle.
radius The radius of the circle.
Returns:
Type Description
this The instance of the current object for chaining.

clear () thisinherited

See scene_graphics_shared_Graphics.ts.html:663

Clears all drawing commands from the graphics context, effectively resetting it. This includes clearing the path, and optionally resetting transformations to the identity matrix.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

clone (deep)Graphicsinherited

See scene_graphics_shared_Graphics.ts.html:697

Creates a new Graphics object. Note that only the context of the object is cloned, not its transform (position,scale,etc)

Name Type Default Description
deep boolean false Whether to create a deep clone of the graphics object. If false, the context will be shared between the two objects (default false). If true, the context will be cloned (recommended if you need to modify the context in any way).
Returns:
Type Description
Graphics
  • A clone of the graphics object

closePath () thisinherited

See scene_graphics_shared_Graphics.ts.html:329

Closes the current path by drawing a straight line back to the start. If the shape is already closed or there are no points in the path, this method does nothing.

Returns:
Type Description
this The instance of the current object for chaining.

containsPoint (point)inherited

See scene_graphics_shared_Graphics.ts.html:120

Checks if the object contains the given point.

Name Type Description
point PointData The point to check

cut () thisinherited

See scene_graphics_shared_Graphics.ts.html:249

Applies a cutout to the last drawn shape. This is used to create holes or complex shapes by subtracting a path from the previously drawn path. If a hole is not completely in a shape, it will fail to cut correctly!

Returns:
Type Description
this

destroy (options) voidinherited

See scene_graphics_shared_Graphics.ts.html:129

Destroys this graphics renderable and optionally its context.

If the context was created by this graphics and destroy(false) or destroy() is called then the context will still be destroyed.

If you want to explicitly not destroy this context that this graphics created, then you should pass destroy({ context: false })

If the context was passed in as an argument to the constructor then it will not be destroyed

Name Type Attributes Default Description
options DestroyOptions <optional> Options parameter. A boolean will act as if all options
options.texture boolean <optional> false Should destroy the texture of the graphics context
options.textureSource boolean <optional> false Should destroy the texture source of the graphics context
options.context boolean <optional> false Should destroy the context

drawCircle (...args) thisDeprecated`` : since 8.0.0 Use Graphics#circle insteadinherited

See scene_graphics_shared_Graphics.ts.html:790

Name Type Description
args any
Returns:
Type Description
this

drawEllipse (...args) thisDeprecated`` : since 8.0.0 Use Graphics#ellipse insteadinherited

See scene_graphics_shared_Graphics.ts.html:803

Name Type Description
args any
Returns:
Type Description
this

drawPolygon (...args) thisDeprecated`` : since 8.0.0 Use Graphics#poly insteadinherited

See scene_graphics_shared_Graphics.ts.html:816

Name Type Description
args any
Returns:
Type Description
this

drawRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#rect insteadinherited

See scene_graphics_shared_Graphics.ts.html:829

Name Type Description
args any
Returns:
Type Description
this

drawRoundedRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#roundRect insteadinherited

See scene_graphics_shared_Graphics.ts.html:842

Name Type Description
args any
Returns:
Type Description
this

drawStar (...args) thisDeprecated`` : since 8.0.0 Use Graphics#star insteadinherited

See scene_graphics_shared_Graphics.ts.html:855

Name Type Description
args any
Returns:
Type Description
this

ellipse (...x, y, radiusX, radiusY) thisinherited

See scene_graphics_shared_Graphics.ts.html:338

Draws an ellipse at the specified location and with the given x and y radii. An optional transformation can be applied, allowing for rotation, scaling, and translation.

Name Type Description
x Parameters<GraphicsContext["ellipse"]> The x-coordinate of the center of the ellipse.
y The y-coordinate of the center of the ellipse.
radiusX The horizontal radius of the ellipse.
radiusY The vertical radius of the ellipse.
Returns:
Type Description
this The instance of the current object for chaining.

endFill ()Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:767

fill (...style) thisinherited

See scene_graphics_shared_Graphics.ts.html:193

Fills the current or given path with the current fill style. This method can optionally take a color and alpha for a simple fill, or a more complex FillStyle object for advanced fills.

Name Type Description
style FillInput (Optional) The style to fill the path with. Can be a color, gradient, pattern, or a complex style object. If omitted, uses the current fill style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

fill (color, alpha) thisDeprecated`` : 8.0.0inherited

See scene_graphics_shared_Graphics.ts.html:201

Name Type Attributes Description
color ColorSource
alpha number <optional>
Returns:
Type Description
this

filletRect (...x, y, width, height, fillet) thisinherited

See scene_graphics_shared_Graphics.ts.html:503

Draw Rectangle with fillet corners. This is much like rounded rectangle however it support negative numbers as well for the corner radius.

Name Type Description
x Parameters<GraphicsContext["filletRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
fillet accept negative or positive values
Returns:
Type Description
this

getTransform ()Matrixinherited

See scene_graphics_shared_Graphics.ts.html:576

Returns the current transformation matrix of the graphics context.

Returns:
Type Description
Matrix The current transformation matrix.

lineStyle (width, color, alpha) thisDeprecated`` : since 8.0.0 Use Graphics#setStrokeStyle insteadinherited

See scene_graphics_shared_Graphics.ts.html:720

Name Type Attributes Description
width number <optional>
color ColorSource <optional>
alpha number <optional>
Returns:
Type Description
this

lineTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:374

Connects the current point to a new point with a straight line. This method updates the current path.

Name Type Description
x Parameters<GraphicsContext["lineTo"]> The x-coordinate of the new point to connect to.
y The y-coordinate of the new point to connect to.
Returns:
Type Description
this The instance of the current object for chaining.

moveTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:385

Sets the starting point for a new sub-path. Any subsequent drawing commands are considered part of this path.

Name Type Description
x Parameters<GraphicsContext["moveTo"]> The x-coordinate for the starting point.
y The y-coordinate for the starting point.
Returns:
Type Description
this The instance of the current object for chaining.

path (...path) thisinherited

See scene_graphics_shared_Graphics.ts.html:364

Adds another GraphicsPath to this path, optionally applying a transformation.

Name Type Description
path Parameters<GraphicsContext["path"]> The GraphicsPath to add.
Returns:
Type Description
this The instance of the current object for chaining.

poly (...points, close) thisinherited

See scene_graphics_shared_Graphics.ts.html:440

Draws a polygon shape by specifying a sequence of points. This method allows for the creation of complex polygons, which can be both open and closed. An optional transformation can be applied, enabling the polygon to be scaled, rotated, or translated as needed.

Name Type Description
points Parameters<GraphicsContext["poly"]> An array of numbers, or an array of PointData objects eg [{x,y}, {x,y}, {x,y}] representing the x and y coordinates, of the polygon's vertices, in sequence.
close A boolean indicating whether to close the polygon path. True by default.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

quadraticCurveTo (...cpx, cpy, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:396

Adds a quadratic curve to the path. It requires two points: the control point and the end point. The starting point is the last point in the current path.

Name Type Description
cpx Parameters<GraphicsContext["quadraticCurveTo"]> The x-coordinate of the control point.
cpy The y-coordinate of the control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

rect (...x, y, w, h) thisinherited

See scene_graphics_shared_Graphics.ts.html:411

Draws a rectangle shape. This method adds a new rectangle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["rect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
Returns:
Type Description
this The instance of the current object for chaining.

regularPoly (...x, y, radius, sides, rotation, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:454

Draws a regular polygon with a specified number of sides. All sides and angles are equal.

Name Type Description
x Parameters<GraphicsContext["regularPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
rotation The rotation angle of the polygon, in radians. Zero by default.
transform An optional Matrix object to apply a transformation to the polygon.
Returns:
Type Description
this The instance of the current object for chaining.

resetTransform () thisinherited

See scene_graphics_shared_Graphics.ts.html:584

Resets the current transformation matrix to the identity matrix, effectively removing any transformations (rotation, scaling, translation) previously applied.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

restore (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:562

Restores the most recently saved graphics state by popping the top of the graphics state stack. This includes transformations, fill styles, and stroke styles.

Name Type Description
args Parameters<GraphicsContext["restore"]>
Returns:
Type Description
this

rotateTransform (...angle) thisinherited

See scene_graphics_shared_Graphics.ts.html:593

Applies a rotation transformation to the graphics context around the current origin.

Name Type Description
angle Parameters<GraphicsContext["rotate"]> The angle of rotation in radians.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

roundPoly (...x, y, radius, sides, corner, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:469

Draws a polygon with rounded corners. Similar to regularPoly but with the ability to round the corners of the polygon.

Name Type Description
x Parameters<GraphicsContext["roundPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
corner The radius of the rounding of the corners.
rotation The rotation angle of the polygon, in radians. Zero by default.
Returns:
Type Description
this The instance of the current object for chaining.

roundRect (...x, y, w, h, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:424

Draws a rectangle with rounded corners. The corner radius can be specified to determine how rounded the corners should be. An optional transformation can be applied, which allows for rotation, scaling, and translation of the rectangle.

Name Type Description
x Parameters<GraphicsContext["roundRect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
radius The radius of the rectangle's corners. If not specified, corners will be sharp.
Returns:
Type Description
this The instance of the current object for chaining.

roundShape (...points, radius, useQuadratic, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:485

Draws a shape with rounded corners. This function supports custom radius for each corner of the shape. Optionally, corners can be rounded using a quadratic curve instead of an arc, providing a different aesthetic.

Name Type Description
points Parameters<GraphicsContext["roundShape"]> An array of RoundedPoint representing the corners of the shape to draw. A minimum of 3 points is required.
radius The default radius for the corners. This radius is applied to all corners unless overridden in points.
useQuadratic If set to true, rounded corners are drawn using a quadraticCurve method instead of an arc method. Defaults to false.
smoothness Specifies the smoothness of the curve when useQuadratic is true. Higher values make the curve smoother.
Returns:
Type Description
this The instance of the current object for chaining.

save () thisinherited

See scene_graphics_shared_Graphics.ts.html:571

Saves the current graphics state, including transformations, fill styles, and stroke styles, onto a stack.

Returns:
Type Description
this

scaleTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:603

Applies a scaling transformation to the graphics context, scaling drawings by x horizontally and by y vertically.

Name Type Description
x Parameters<GraphicsContext["scale"]> The scale factor in the horizontal direction.
y (Optional) The scale factor in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setFillStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:169

Sets the current fill style of the graphics context. The fill style can be a color, gradient, pattern, or a more complex style defined by a FillStyle object.

Name Type Description
args FillInput The fill style to apply. This can be a simple color, a gradient or pattern object, or a FillStyle or ConvertedFillStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setStrokeStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:181

Sets the current stroke style of the graphics context. Similar to fill styles, stroke styles can encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object.

Name Type Description
args StrokeInput The stroke style to apply. Can be defined as a color, a gradient or pattern, or a StrokeStyle or ConvertedStrokeStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setTransform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:615

Sets the current transformation matrix of the graphics context to the specified matrix or values. This replaces the current transformation matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

star (...x, y, points, radius, innerRadius, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:531

Draws a star shape centered at a specified location. This method allows for the creation of stars with a variable number of points, outer radius, optional inner radius, and rotation. The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points. An optional transformation can be applied to scale, rotate, or translate the star as needed.

Name Type Description
x Parameters<GraphicsContext["star"]> The x-coordinate of the center of the star.
y The y-coordinate of the center of the star.
points The number of points of the star.
radius The outer radius of the star (distance from the center to the outer points).
innerRadius Optional. The inner radius of the star (distance from the center to the inner points between the outer points). If not provided, defaults to half of the radius.
rotation Optional. The rotation of the star in radians, where 0 is aligned with the y-axis. Defaults to 0, meaning one point is directly upward.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

stroke (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:207

Strokes the current path with the current stroke style. This method can take an optional FillStyle parameter to define the stroke's appearance, including its color, width, and other properties.

Name Type Description
args FillStyle (Optional) The stroke style to apply. Can be defined as a simple color or a more complex style object. If omitted, uses the current stroke style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

svg (...svg) thisinherited

See scene_graphics_shared_Graphics.ts.html:552

Parses and renders an SVG string into the graphics context. This allows for complex shapes and paths defined in SVG format to be drawn within the graphics context.

Name Type Description
svg Parameters<GraphicsContext["svg"]> The SVG string to be parsed and rendered.
Returns:
Type Description
this

texture (...texture, tint, dx, dy, dw, dh) thisinherited

See scene_graphics_shared_Graphics.ts.html:218

Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture, tint, and dimensions. If only a texture is provided, it uses the texture's width and height for drawing. Additional parameters allow for specifying a tint color, and custom dimensions for the texture drawing area.

Name Type Description
texture [Texture, unknown, unknown, unknown, unknown, unknown] The Texture object to use.
tint (Optional) A ColorSource to tint the texture. If not provided, defaults to white (0xFFFFFF).
dx (Optional) The x-coordinate in the destination canvas at which to place the top-left corner of the source image.
dy (Optional) The y-coordinate in the destination canvas at which to place the top-left corner of the source image.
dw (Optional) The width of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame width.
dh (Optional) The height of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame height.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

transform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:633

Applies the specified transformation matrix to the current graphics context by multiplying the current matrix with the specified matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

translateTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:651

Applies a translation transformation to the graphics context, moving the origin by the specified amounts.

Name Type Description
x Parameters<GraphicsContext["translate"]> The amount to translate in the horizontal direction.
y (Optional) The amount to translate in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arc (...x, y, radius, startAngle, endAngle, counterclockwise) thisinherited

See scene_graphics_shared_Graphics.ts.html:258

Adds an arc to the current path, which is centered at (x, y) with the specified radius, starting and ending angles, and direction.

Name Type Description
x Parameters<GraphicsContext["arc"]> The x-coordinate of the arc's center.
y The y-coordinate of the arc's center.
radius The arc's radius.
startAngle The starting angle, in radians.
endAngle The ending angle, in radians.
counterclockwise (Optional) Specifies whether the arc is drawn counterclockwise (true) or clockwise (false). Defaults to false.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcTo (...x1, y1, x2, y2, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:275

Adds an arc to the current path with the given control points and radius, connected to the previous point by a straight line if necessary.

Name Type Description
x1 Parameters<GraphicsContext["arcTo"]> The x-coordinate of the first control point.
y1 The y-coordinate of the first control point.
x2 The x-coordinate of the second control point.
y2 The y-coordinate of the second control point.
radius The arc's radius.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

arcToSvg (...rx, ry, xAxisRotation, largeArcFlag, sweepFlag, x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:290

Adds an SVG-style arc to the path, allowing for elliptical arcs based on the SVG spec.

Name Type Description
rx Parameters<GraphicsContext["arcToSvg"]> The x-radius of the ellipse.
ry The y-radius of the ellipse.
xAxisRotation The rotation of the ellipse's x-axis relative to the x-axis of the coordinate system, in degrees.
largeArcFlag Determines if the arc should be greater than or less than 180 degrees.
sweepFlag Determines if the arc should be swept in a positive angle direction.
x The x-coordinate of the arc's end point.
y The y-coordinate of the arc's end point.
Returns:
Type Description
this The instance of the current object for chaining.

beginFill (color, alpha)Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:744

Name Type Attributes Description
color ColorSource
alpha number <optional>

beginPath () thisinherited

See scene_graphics_shared_Graphics.ts.html:240

Resets the current path. Any previous path and its commands are discarded and a new path is started. This is typically called before beginning a new shape or series of drawing commands.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

bezierCurveTo (...cp1x, cp1y, cp2x, cp2y, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:309

Adds a cubic Bezier curve to the path. It requires three points: the first two are control points and the third one is the end point. The starting point is the last point in the current path.

Name Type Description
cp1x Parameters<GraphicsContext["bezierCurveTo"]> The x-coordinate of the first control point.
cp1y The y-coordinate of the first control point.
cp2x The x-coordinate of the second control point.
cp2y The y-coordinate of the second control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

chamferRect (...x, y, width, height, chamfer, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:517

Draw Rectangle with chamfer corners. These are angled corners.

Name Type Description
x Parameters<GraphicsContext["chamferRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
chamfer non-zero real number, size of corner cutout
transform
Returns:
Type Description
this

circle (...x, y, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:352

Draws a circle shape. This method adds a new circle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["circle"]> The x-coordinate of the center of the circle.
y The y-coordinate of the center of the circle.
radius The radius of the circle.
Returns:
Type Description
this The instance of the current object for chaining.

clear () thisinherited

See scene_graphics_shared_Graphics.ts.html:663

Clears all drawing commands from the graphics context, effectively resetting it. This includes clearing the path, and optionally resetting transformations to the identity matrix.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

clone (deep)Graphicsinherited

See scene_graphics_shared_Graphics.ts.html:697

Creates a new Graphics object. Note that only the context of the object is cloned, not its transform (position,scale,etc)

Name Type Default Description
deep boolean false Whether to create a deep clone of the graphics object. If false, the context will be shared between the two objects (default false). If true, the context will be cloned (recommended if you need to modify the context in any way).
Returns:
Type Description
Graphics
  • A clone of the graphics object

closePath () thisinherited

See scene_graphics_shared_Graphics.ts.html:329

Closes the current path by drawing a straight line back to the start. If the shape is already closed or there are no points in the path, this method does nothing.

Returns:
Type Description
this The instance of the current object for chaining.

containsPoint (point)inherited

See scene_graphics_shared_Graphics.ts.html:120

Checks if the object contains the given point.

Name Type Description
point PointData The point to check

cut () thisinherited

See scene_graphics_shared_Graphics.ts.html:249

Applies a cutout to the last drawn shape. This is used to create holes or complex shapes by subtracting a path from the previously drawn path. If a hole is not completely in a shape, it will fail to cut correctly!

Returns:
Type Description
this

destroy (options) voidinherited

See scene_graphics_shared_Graphics.ts.html:129

Destroys this graphics renderable and optionally its context.

If the context was created by this graphics and destroy(false) or destroy() is called then the context will still be destroyed.

If you want to explicitly not destroy this context that this graphics created, then you should pass destroy({ context: false })

If the context was passed in as an argument to the constructor then it will not be destroyed

Name Type Attributes Default Description
options DestroyOptions <optional> Options parameter. A boolean will act as if all options
options.texture boolean <optional> false Should destroy the texture of the graphics context
options.textureSource boolean <optional> false Should destroy the texture source of the graphics context
options.context boolean <optional> false Should destroy the context

drawCircle (...args) thisDeprecated`` : since 8.0.0 Use Graphics#circle insteadinherited

See scene_graphics_shared_Graphics.ts.html:790

Name Type Description
args any
Returns:
Type Description
this

drawEllipse (...args) thisDeprecated`` : since 8.0.0 Use Graphics#ellipse insteadinherited

See scene_graphics_shared_Graphics.ts.html:803

Name Type Description
args any
Returns:
Type Description
this

drawPolygon (...args) thisDeprecated`` : since 8.0.0 Use Graphics#poly insteadinherited

See scene_graphics_shared_Graphics.ts.html:816

Name Type Description
args any
Returns:
Type Description
this

drawRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#rect insteadinherited

See scene_graphics_shared_Graphics.ts.html:829

Name Type Description
args any
Returns:
Type Description
this

drawRoundedRect (...args) thisDeprecated`` : since 8.0.0 Use Graphics#roundRect insteadinherited

See scene_graphics_shared_Graphics.ts.html:842

Name Type Description
args any
Returns:
Type Description
this

drawStar (...args) thisDeprecated`` : since 8.0.0 Use Graphics#star insteadinherited

See scene_graphics_shared_Graphics.ts.html:855

Name Type Description
args any
Returns:
Type Description
this

ellipse (...x, y, radiusX, radiusY) thisinherited

See scene_graphics_shared_Graphics.ts.html:338

Draws an ellipse at the specified location and with the given x and y radii. An optional transformation can be applied, allowing for rotation, scaling, and translation.

Name Type Description
x Parameters<GraphicsContext["ellipse"]> The x-coordinate of the center of the ellipse.
y The y-coordinate of the center of the ellipse.
radiusX The horizontal radius of the ellipse.
radiusY The vertical radius of the ellipse.
Returns:
Type Description
this The instance of the current object for chaining.

endFill ()Deprecated`` : since 8.0.0 Use Graphics#fill insteadinherited

See scene_graphics_shared_Graphics.ts.html:767

fill (...style) thisinherited

See scene_graphics_shared_Graphics.ts.html:193

Fills the current or given path with the current fill style. This method can optionally take a color and alpha for a simple fill, or a more complex FillStyle object for advanced fills.

Name Type Description
style FillInput (Optional) The style to fill the path with. Can be a color, gradient, pattern, or a complex style object. If omitted, uses the current fill style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

fill (color, alpha) thisDeprecated`` : 8.0.0inherited

See scene_graphics_shared_Graphics.ts.html:201

Name Type Attributes Description
color ColorSource
alpha number <optional>
Returns:
Type Description
this

filletRect (...x, y, width, height, fillet) thisinherited

See scene_graphics_shared_Graphics.ts.html:503

Draw Rectangle with fillet corners. This is much like rounded rectangle however it support negative numbers as well for the corner radius.

Name Type Description
x Parameters<GraphicsContext["filletRect"]> Upper left corner of rect
y Upper right corner of rect
width Width of rect
height Height of rect
fillet accept negative or positive values
Returns:
Type Description
this

getTransform ()Matrixinherited

See scene_graphics_shared_Graphics.ts.html:576

Returns the current transformation matrix of the graphics context.

Returns:
Type Description
Matrix The current transformation matrix.

lineStyle (width, color, alpha) thisDeprecated`` : since 8.0.0 Use Graphics#setStrokeStyle insteadinherited

See scene_graphics_shared_Graphics.ts.html:720

Name Type Attributes Description
width number <optional>
color ColorSource <optional>
alpha number <optional>
Returns:
Type Description
this

lineTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:374

Connects the current point to a new point with a straight line. This method updates the current path.

Name Type Description
x Parameters<GraphicsContext["lineTo"]> The x-coordinate of the new point to connect to.
y The y-coordinate of the new point to connect to.
Returns:
Type Description
this The instance of the current object for chaining.

moveTo (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:385

Sets the starting point for a new sub-path. Any subsequent drawing commands are considered part of this path.

Name Type Description
x Parameters<GraphicsContext["moveTo"]> The x-coordinate for the starting point.
y The y-coordinate for the starting point.
Returns:
Type Description
this The instance of the current object for chaining.

path (...path) thisinherited

See scene_graphics_shared_Graphics.ts.html:364

Adds another GraphicsPath to this path, optionally applying a transformation.

Name Type Description
path Parameters<GraphicsContext["path"]> The GraphicsPath to add.
Returns:
Type Description
this The instance of the current object for chaining.

poly (...points, close) thisinherited

See scene_graphics_shared_Graphics.ts.html:440

Draws a polygon shape by specifying a sequence of points. This method allows for the creation of complex polygons, which can be both open and closed. An optional transformation can be applied, enabling the polygon to be scaled, rotated, or translated as needed.

Name Type Description
points Parameters<GraphicsContext["poly"]> An array of numbers, or an array of PointData objects eg [{x,y}, {x,y}, {x,y}] representing the x and y coordinates, of the polygon's vertices, in sequence.
close A boolean indicating whether to close the polygon path. True by default.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

quadraticCurveTo (...cpx, cpy, x, y, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:396

Adds a quadratic curve to the path. It requires two points: the control point and the end point. The starting point is the last point in the current path.

Name Type Description
cpx Parameters<GraphicsContext["quadraticCurveTo"]> The x-coordinate of the control point.
cpy The y-coordinate of the control point.
x The x-coordinate of the end point.
y The y-coordinate of the end point.
smoothness Optional parameter to adjust the smoothness of the curve.
Returns:
Type Description
this The instance of the current object for chaining.

rect (...x, y, w, h) thisinherited

See scene_graphics_shared_Graphics.ts.html:411

Draws a rectangle shape. This method adds a new rectangle path to the current drawing.

Name Type Description
x Parameters<GraphicsContext["rect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
Returns:
Type Description
this The instance of the current object for chaining.

regularPoly (...x, y, radius, sides, rotation, transform) thisinherited

See scene_graphics_shared_Graphics.ts.html:454

Draws a regular polygon with a specified number of sides. All sides and angles are equal.

Name Type Description
x Parameters<GraphicsContext["regularPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
rotation The rotation angle of the polygon, in radians. Zero by default.
transform An optional Matrix object to apply a transformation to the polygon.
Returns:
Type Description
this The instance of the current object for chaining.

resetTransform () thisinherited

See scene_graphics_shared_Graphics.ts.html:584

Resets the current transformation matrix to the identity matrix, effectively removing any transformations (rotation, scaling, translation) previously applied.

Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

restore (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:562

Restores the most recently saved graphics state by popping the top of the graphics state stack. This includes transformations, fill styles, and stroke styles.

Name Type Description
args Parameters<GraphicsContext["restore"]>
Returns:
Type Description
this

rotateTransform (...angle) thisinherited

See scene_graphics_shared_Graphics.ts.html:593

Applies a rotation transformation to the graphics context around the current origin.

Name Type Description
angle Parameters<GraphicsContext["rotate"]> The angle of rotation in radians.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

roundPoly (...x, y, radius, sides, corner, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:469

Draws a polygon with rounded corners. Similar to regularPoly but with the ability to round the corners of the polygon.

Name Type Description
x Parameters<GraphicsContext["roundPoly"]> The x-coordinate of the center of the polygon.
y The y-coordinate of the center of the polygon.
radius The radius of the circumscribed circle of the polygon.
sides The number of sides of the polygon. Must be 3 or more.
corner The radius of the rounding of the corners.
rotation The rotation angle of the polygon, in radians. Zero by default.
Returns:
Type Description
this The instance of the current object for chaining.

roundRect (...x, y, w, h, radius) thisinherited

See scene_graphics_shared_Graphics.ts.html:424

Draws a rectangle with rounded corners. The corner radius can be specified to determine how rounded the corners should be. An optional transformation can be applied, which allows for rotation, scaling, and translation of the rectangle.

Name Type Description
x Parameters<GraphicsContext["roundRect"]> The x-coordinate of the top-left corner of the rectangle.
y The y-coordinate of the top-left corner of the rectangle.
w The width of the rectangle.
h The height of the rectangle.
radius The radius of the rectangle's corners. If not specified, corners will be sharp.
Returns:
Type Description
this The instance of the current object for chaining.

roundShape (...points, radius, useQuadratic, smoothness) thisinherited

See scene_graphics_shared_Graphics.ts.html:485

Draws a shape with rounded corners. This function supports custom radius for each corner of the shape. Optionally, corners can be rounded using a quadratic curve instead of an arc, providing a different aesthetic.

Name Type Description
points Parameters<GraphicsContext["roundShape"]> An array of RoundedPoint representing the corners of the shape to draw. A minimum of 3 points is required.
radius The default radius for the corners. This radius is applied to all corners unless overridden in points.
useQuadratic If set to true, rounded corners are drawn using a quadraticCurve method instead of an arc method. Defaults to false.
smoothness Specifies the smoothness of the curve when useQuadratic is true. Higher values make the curve smoother.
Returns:
Type Description
this The instance of the current object for chaining.

save () thisinherited

See scene_graphics_shared_Graphics.ts.html:571

Saves the current graphics state, including transformations, fill styles, and stroke styles, onto a stack.

Returns:
Type Description
this

scaleTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:603

Applies a scaling transformation to the graphics context, scaling drawings by x horizontally and by y vertically.

Name Type Description
x Parameters<GraphicsContext["scale"]> The scale factor in the horizontal direction.
y (Optional) The scale factor in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setFillStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:169

Sets the current fill style of the graphics context. The fill style can be a color, gradient, pattern, or a more complex style defined by a FillStyle object.

Name Type Description
args FillInput The fill style to apply. This can be a simple color, a gradient or pattern object, or a FillStyle or ConvertedFillStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setStrokeStyle (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:181

Sets the current stroke style of the graphics context. Similar to fill styles, stroke styles can encompass colors, gradients, patterns, or more detailed configurations via a StrokeStyle object.

Name Type Description
args StrokeInput The stroke style to apply. Can be defined as a color, a gradient or pattern, or a StrokeStyle or ConvertedStrokeStyle object.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

setTransform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:615

Sets the current transformation matrix of the graphics context to the specified matrix or values. This replaces the current transformation matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

star (...x, y, points, radius, innerRadius, rotation) thisinherited

See scene_graphics_shared_Graphics.ts.html:531

Draws a star shape centered at a specified location. This method allows for the creation of stars with a variable number of points, outer radius, optional inner radius, and rotation. The star is drawn as a closed polygon with alternating outer and inner vertices to create the star's points. An optional transformation can be applied to scale, rotate, or translate the star as needed.

Name Type Description
x Parameters<GraphicsContext["star"]> The x-coordinate of the center of the star.
y The y-coordinate of the center of the star.
points The number of points of the star.
radius The outer radius of the star (distance from the center to the outer points).
innerRadius Optional. The inner radius of the star (distance from the center to the inner points between the outer points). If not provided, defaults to half of the radius.
rotation Optional. The rotation of the star in radians, where 0 is aligned with the y-axis. Defaults to 0, meaning one point is directly upward.
Returns:
Type Description
this The instance of the current object for chaining further drawing commands.

stroke (...args) thisinherited

See scene_graphics_shared_Graphics.ts.html:207

Strokes the current path with the current stroke style. This method can take an optional FillStyle parameter to define the stroke's appearance, including its color, width, and other properties.

Name Type Description
args FillStyle (Optional) The stroke style to apply. Can be defined as a simple color or a more complex style object. If omitted, uses the current stroke style.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

svg (...svg) thisinherited

See scene_graphics_shared_Graphics.ts.html:552

Parses and renders an SVG string into the graphics context. This allows for complex shapes and paths defined in SVG format to be drawn within the graphics context.

Name Type Description
svg Parameters<GraphicsContext["svg"]> The SVG string to be parsed and rendered.
Returns:
Type Description
this

texture (...texture, tint, dx, dy, dw, dh) thisinherited

See scene_graphics_shared_Graphics.ts.html:218

Adds a texture to the graphics context. This method supports multiple overloads for specifying the texture, tint, and dimensions. If only a texture is provided, it uses the texture's width and height for drawing. Additional parameters allow for specifying a tint color, and custom dimensions for the texture drawing area.

Name Type Description
texture [Texture, unknown, unknown, unknown, unknown, unknown] The Texture object to use.
tint (Optional) A ColorSource to tint the texture. If not provided, defaults to white (0xFFFFFF).
dx (Optional) The x-coordinate in the destination canvas at which to place the top-left corner of the source image.
dy (Optional) The y-coordinate in the destination canvas at which to place the top-left corner of the source image.
dw (Optional) The width of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame width.
dh (Optional) The height of the rectangle within the source image to draw onto the destination canvas. If not provided, uses the texture's frame height.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

transform (...a, b, c, d, dx, dy) thisinherited

See scene_graphics_shared_Graphics.ts.html:633

Applies the specified transformation matrix to the current graphics context by multiplying the current matrix with the specified matrix.

Name Type Description
a [Matrix] | [number, number, number, number, number, number] The value for the a property of the matrix, or a Matrix object to use directly.
b The value for the b property of the matrix.
c The value for the c property of the matrix.
d The value for the d property of the matrix.
dx The value for the tx (translate x) property of the matrix.
dy The value for the ty (translate y) property of the matrix.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

translateTransform (...x, y) thisinherited

See scene_graphics_shared_Graphics.ts.html:651

Applies a translation transformation to the graphics context, moving the origin by the specified amounts.

Name Type Description
x Parameters<GraphicsContext["translate"]> The amount to translate in the horizontal direction.
y (Optional) The amount to translate in the vertical direction. If not specified, the x value is used for both directions.
Returns:
Type Description
this The instance of the current GraphicsContext for method chaining.

From class Container

_getGlobalBoundsRecursive (factorRenderLayers, bounds, currentLayer) voidinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:31

Recursively calculates the global bounds for the container and its children. This method is used internally by getFastGlobalBounds to traverse the scene graph.

Name Type Description
factorRenderLayers boolean A flag indicating whether to consider render layers in the calculation.
bounds Bounds The bounds object to update with the calculated values.
currentLayer IRenderLayer The current render layer being processed.

addChild (...children) Containerinherited

See scene_container_Container.ts.html:630

Adds one or more children to the container.

Multiple items can be added like so: myContainer.addChild(thingOne, thingTwo, thingThree)

Name Type Description
children Container The Container(s) to add to the container
Returns:
Type Description
Container
  • The first child that was added.

addChildAt (child, index) Containerinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:151

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown. If the child is already in this container, it will be moved to the specified index.

Name Type Description
child Container The child to add.
index number The absolute index where the child will be positioned at the end of the operation.
Returns:
Type Description
Container The child that was added.

addEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:681

Unlike on or addListener which are methods from EventEmitter, addEventListener seeks to be compatible with the DOM's addEventListener with support for options.

Name Type Attributes Description
type string The type of event to listen to.
listener EventListenerOrEventListenerObject The listener callback or object.
options AddListenerOptions <optional> Listener options, used for capture phase.
Example
// Tell the user whether they did a single, double, triple, or nth click.
 button.addEventListener('click', {
     handleEvent(e): {
         let prefix;

         switch (e.detail) {
             case 1: prefix = 'single'; break;
             case 2: prefix = 'double'; break;
             case 3: prefix = 'triple'; break;
             default: prefix = e.detail + 'th'; break;
         }

         console.log('That was a ' + prefix + 'click');
     }
 });

 // But skip the first click!
 button.parent.addEventListener('click', function blockClickOnce(e) {
     e.stopImmediatePropagation();
     button.parent.removeEventListener('click', blockClickOnce, true);
 }, {
     capture: true,
 });

cacheAsTexture (val) voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:13

Caches this container as a texture. This allows the container to be rendered as a single texture, which can improve performance for complex static containers.

Name Type Description
val boolean | CacheAsTextureOptions If true, enables caching with default options. If false, disables caching. Can also pass options object to configure caching behavior.

collectRenderables (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:15

Collects all renderables from the container and its children, adding them to the instruction set. This method decides whether to use a simple or advanced collection method based on the container's properties.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesSimple (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:25

Collects renderables using a simple method, suitable for containers marked as simple. This method iterates over the container's children and adds their renderables to the instruction set.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesWithEffects (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:35

Collects renderables using an advanced method, suitable for containers with complex processing needs. This method handles additional effects and transformations that may be applied to the renderables.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

disableRenderGroup () voidinherited

See scene_container_Container.ts.html:831

This will disable the render group for this container.

dispatchEvent (e) booleaninherited

See events_FederatedEventTarget.ts.html:772

Dispatch the event on this Container using the event's EventBoundary.

The target of the event is set to this and the defaultPrevented flag is cleared before dispatch.

Name Type Description
e Event The event to dispatch.
Returns:
Type Description
boolean Whether the preventDefault() method was not invoked.
Example
// Reuse a click event!
button.dispatchEvent(clickEvent);

enableRenderGroup () voidinherited

See scene_container_Container.ts.html:807

Calling this enables a render group for this container. This means it will be rendered as a separate set of instructions. The transform of the container will also be handled on the GPU rather than the CPU.

eventMode (value)inherited

See events_FederatedEventTarget.ts.html:601

Enable interaction events for the Container. Touch, pointer and mouse. There are 5 types of interaction settings:

  • 'none': Ignores all interaction events, even on its children.
  • 'passive': (default) Does not emit events and ignores all hit testing on itself and non-interactive children. Interactive children will still emit events.
  • 'auto': Does not emit events but is hit tested if parent is interactive. Same as interactive = false in v7
  • 'static': Emit events and is hit tested. Same as interaction = true in v7
  • 'dynamic': Emits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving
Name Type Description
value

Since:

: - 7.2.0

Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.on('tap', (event) => {
     // Handle event
 });

filterArea ()Rectangleinherited

See scene_container_container-mixins_effectsMixin.ts.html:238

The area the filter is applied to. This is used as more of an optimization rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.

Also works as an interaction mask.

Returns:
Type Description
Rectangle

filters () readonlyinherited

See scene_container_container-mixins_effectsMixin.ts.html:191

Sets the filters for the displayObject. IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'.

Returns:
Type Description
readonly

getBounds (skipUpdate, bounds)Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:111

Calculates and returns the (world) bounds of the display object as a Rectangle.

Name Type Attributes Description
skipUpdate boolean <optional> Setting to true will stop the transforms of the scene graph from being updated. This means the calculation returned MAY be out of date BUT will give you a nice performance boost.
bounds Bounds <optional> Optional bounds to store the result of the bounds calculation.
Returns:
Type Description
Bounds
  • The minimum axis-aligned rectangle in world space that fits around this object.

getChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:100

Returns the child at the specified index

Name Type Description
index number The index to get the child at
Returns:
Type Description
U
  • The child at the given index, if any.

getChildByLabel (label, deep) Containerinherited

See scene_container_container-mixins_findMixin.ts.html:66

Returns the first child in the container with the specified label.

Recursive searches are done in a pre-order traversal.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
Returns:
Type Description
Container The child with the specified label.

getChildByName (name, deep) ContainerDeprecated`` : since 8.0.0inherited

See scene_container_container-mixins_findMixin.ts.html:53

Name Type Attributes Default Description
name string Instance name.
deep boolean <optional> false Whether to search recursively

See: getChildByLabel

Returns:
Type Description
Container The child with the specified name.

getChildIndex (child) numberinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:133

Returns the index position of a child Container instance

Name Type Description
child ContainerChild | IRenderLayer The Container instance to identify
Returns:
Type Description
number
  • The index position of the child container to identify

getChildrenByLabel (label, deep, out) Array<Container>inherited

See scene_container_container-mixins_findMixin.ts.html:103

Returns all children in the container with the specified label.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
out Array<Container> <optional> [] The array to store matching children in.
Returns:
Type Description
Array<Container> An array of children with the specified label.

getFastGlobalBounds (factorRenderLayers, bounds) Boundsinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:17

Computes an approximate global bounding box for the container and its children. This method is optimized for speed by using axis-aligned bounding boxes (AABBs), and uses the last render results from when it updated the transforms. This function does not update them. which may result in slightly larger bounds but never smaller than the actual bounds.

for accurate (but less performant) results use container.getGlobalBounds

Name Type Attributes Description
factorRenderLayers boolean <optional> A flag indicating whether to consider render layers in the calculation.
bounds Bounds <optional> The output bounds object to store the result. If not provided, a new one is created.
Returns:
Type Description
Bounds The computed bounds.

getGlobalPosition (point, skipUpdate)Pointinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:15

Returns the global position of the container.

Name Type Default Description
point Point The optional point to write the global value to.
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
Point
  • The updated point.

getLocalBounds ()Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:73

Retrieves the local bounds of the container as a Bounds object.

Returns:
Type Description
Bounds
  • The bounding area.

getSize (out)Sizeinherited

See scene_container_Container.ts.html:1059

Retrieves the size of the container as a Size object. This is faster than get the width and height separately.

Name Type Attributes Description
out Size <optional> Optional object to store the size in.
Returns:
Type Description
Size
  • The size of the container.

interactive (value)inherited

See events_FederatedEventTarget.ts.html:585

Enable interaction events for the Container. Touch, pointer and mouse

Name Type Description
value boolean

isCachedAsTexture () booleaninherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:46

Is this container cached as a texture?

Returns:
Type Description
boolean

isInteractive () booleaninherited

See events_FederatedEventTarget.ts.html:631

Determines if the container is interactive or not

Since:

: - 7.2.0

Returns:
Type Description
boolean Whether the container is interactive or not
Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.isInteractive(); // true

 sprite.eventMode = 'dynamic';
 sprite.isInteractive(); // true

 sprite.eventMode = 'none';
 sprite.isInteractive(); // false

 sprite.eventMode = 'passive';
 sprite.isInteractive(); // false

 sprite.eventMode = 'auto';
 sprite.isInteractive(); // false

mask () unknowninherited

See scene_container_container-mixins_effectsMixin.ts.html:110

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PixiJS a regular mask must be a Graphics or a {@link Sprite} object. This allows for much faster masking in canvas as it utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. Otherwise, getLocalBounds may calculate incorrect bounds, which makes the container's width and height wrong. To remove a mask, set this property to null.

For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

Returns:
Type Description
unknown
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.mask = graphics;

onRender () (renderer: Renderer) => voidinherited

See scene_container_container-mixins_onRenderMixin.ts.html:16

This callback is used when the container is rendered. This is where you should add your custom logic that is needed to be run every frame.

In v7 many users used updateTransform for this, however the way v8 renders objects is different and "updateTransform" is no longer called every frame

Returns:
Type Description
(renderer: Renderer) => void
Example
const container = new Container();
container.onRender = () => {
   container.rotation += 0.01;
};

removeChild (...children) Containerinherited

See scene_container_Container.ts.html:709

Removes one or more children from the container.

Name Type Description
children Container The Container(s) to remove
Returns:
Type Description
Container The first child that was removed.

removeChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:87

Removes a child from the specified index position.

Name Type Description
index number The index to get the child from
Returns:
Type Description
U The child that was removed.

removeChildren (beginIndex, endIndex) ContainerChild[]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:29

Removes all children from this container that are within the begin and end indexes.

Name Type Attributes Default Description
beginIndex number 0 The beginning position.
endIndex number <optional> The ending position. Default value is size of the container.
Returns:
Type Description
ContainerChild[]
  • List of removed children

removeEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:748

Unlike off or removeListener which are methods from EventEmitter, removeEventListener seeks to be compatible with the DOM's removeEventListener with support for options.

Name Type Attributes Description
type string The type of event the listener is bound to.
listener EventListenerOrEventListenerObject The listener callback or object.
options RemoveListenerOptions <optional> The original listener options. This is required to deregister a capture phase listener.

removeFromParent ()inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:249

Remove the Container from its parent Container. If the Container has no parent, do nothing.

reparentChild (...child) U[0]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:258

Reparent the child to this container, keeping the same worldTransform.

Name Type Description
child U The child to reparent
Returns:
Type Description
U[0] The first child that was reparented.

reparentChildAt (child, index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:276

Reparent the child to this container at the specified index, keeping the same worldTransform.

Name Type Description
child U The child to reparent
index number The index to reparent the child to
Returns:
Type Description
U

setChildIndex (child, index) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:116

Changes the position of an existing child in the container

Name Type Description
child ContainerChild | IRenderLayer The child Container instance for which you want to change the index number
index number The resulting index number for the child container

setFromMatrix (matrix) voidinherited

See scene_container_Container.ts.html:1154

Updates the local transform using the given matrix.

Name Type Description
matrix Matrix The matrix to use for updating the transform.

setMask (options)inherited

See scene_container_container-mixins_effectsMixin.ts.html:132

Used to set mask and control mask options.

Name Type Description
options Partial<MaskOptionsAndMask>
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.setMask({
     mask: graphics,
     inverse: true,
 });

setSize (value, height)inherited

See scene_container_Container.ts.html:1081

Sets the size of the container to the specified width and height. This is faster than setting the width and height separately.

Name Type Attributes Description
value number | Optional<Size, "height"> This can be either a number or a Size object.
height number <optional> The height to set. Defaults to the value of width if not provided.

swapChildren (child, child2) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:221

Swaps the position of 2 Containers within this container.

Name Type Description
child U First container to swap
child2 U Second container to swap

toGlobal (position, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:37

Calculates the global position of the container.

Name Type Attributes Default Description
position PointData The world origin to calculate from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
P
  • A point object representing the position of this object.

toLocal (position, from, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:58

Calculates the local position of the container relative to another point.

Name Type Attributes Description
position PointData The world origin to calculate from.
from Container <optional> The Container to calculate the global position from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean <optional> Should we skip the update transform
Returns:
Type Description
P
  • A point object representing the position of this object

updateCacheTexture () voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:70

Updates the cached texture. Will flag that this container's cached texture needs to be redrawn. This will happen on the next render.

updateLocalTransform () voidinherited

See scene_container_Container.ts.html:1163

Updates the local transform.

updateTransform (opts) thisinherited

See scene_container_Container.ts.html:1118

Updates the transform properties of the container (accepts partial values).

Name Type Description
opts object The options for updating the transform.
opts.x number The x position of the container.
opts.y number The y position of the container.
opts.scaleX number The scale factor on the x-axis.
opts.scaleY number The scale factor on the y-axis.
opts.rotation number The rotation of the container, in radians.
opts.skewX number The skew factor on the x-axis.
opts.skewY number The skew factor on the y-axis.
opts.pivotX number The x coordinate of the pivot point.
opts.pivotY number The y coordinate of the pivot point.
Returns:
Type Description
this

zIndex (value)inherited

See scene_container_container-mixins_sortMixin.ts.html:42

The zIndex of the container.

Setting this value, will automatically set the parent to be sortable. Children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other display objects within the same container.

Name Type Description
value number

See: sortableChildren

_getGlobalBoundsRecursive (factorRenderLayers, bounds, currentLayer) voidinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:31

Recursively calculates the global bounds for the container and its children. This method is used internally by getFastGlobalBounds to traverse the scene graph.

Name Type Description
factorRenderLayers boolean A flag indicating whether to consider render layers in the calculation.
bounds Bounds The bounds object to update with the calculated values.
currentLayer IRenderLayer The current render layer being processed.

addChild (...children) Containerinherited

See scene_container_Container.ts.html:630

Adds one or more children to the container.

Multiple items can be added like so: myContainer.addChild(thingOne, thingTwo, thingThree)

Name Type Description
children Container The Container(s) to add to the container
Returns:
Type Description
Container
  • The first child that was added.

addChildAt (child, index) Containerinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:151

Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown. If the child is already in this container, it will be moved to the specified index.

Name Type Description
child Container The child to add.
index number The absolute index where the child will be positioned at the end of the operation.
Returns:
Type Description
Container The child that was added.

addEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:681

Unlike on or addListener which are methods from EventEmitter, addEventListener seeks to be compatible with the DOM's addEventListener with support for options.

Name Type Attributes Description
type string The type of event to listen to.
listener EventListenerOrEventListenerObject The listener callback or object.
options AddListenerOptions <optional> Listener options, used for capture phase.
Example
// Tell the user whether they did a single, double, triple, or nth click.
 button.addEventListener('click', {
     handleEvent(e): {
         let prefix;

         switch (e.detail) {
             case 1: prefix = 'single'; break;
             case 2: prefix = 'double'; break;
             case 3: prefix = 'triple'; break;
             default: prefix = e.detail + 'th'; break;
         }

         console.log('That was a ' + prefix + 'click');
     }
 });

 // But skip the first click!
 button.parent.addEventListener('click', function blockClickOnce(e) {
     e.stopImmediatePropagation();
     button.parent.removeEventListener('click', blockClickOnce, true);
 }, {
     capture: true,
 });

cacheAsTexture (val) voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:13

Caches this container as a texture. This allows the container to be rendered as a single texture, which can improve performance for complex static containers.

Name Type Description
val boolean | CacheAsTextureOptions If true, enables caching with default options. If false, disables caching. Can also pass options object to configure caching behavior.

collectRenderables (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:15

Collects all renderables from the container and its children, adding them to the instruction set. This method decides whether to use a simple or advanced collection method based on the container's properties.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesSimple (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:25

Collects renderables using a simple method, suitable for containers marked as simple. This method iterates over the container's children and adds their renderables to the instruction set.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

collectRenderablesWithEffects (instructionSet, renderer, currentLayer) voidinherited

See scene_container_container-mixins_collectRenderablesMixin.ts.html:35

Collects renderables using an advanced method, suitable for containers with complex processing needs. This method handles additional effects and transformations that may be applied to the renderables.

Name Type Description
instructionSet InstructionSet The set of instructions to which the renderables will be added.
renderer Renderer The renderer responsible for rendering the scene.
currentLayer IRenderLayer The current render layer being processed.

disableRenderGroup () voidinherited

See scene_container_Container.ts.html:831

This will disable the render group for this container.

dispatchEvent (e) booleaninherited

See events_FederatedEventTarget.ts.html:772

Dispatch the event on this Container using the event's EventBoundary.

The target of the event is set to this and the defaultPrevented flag is cleared before dispatch.

Name Type Description
e Event The event to dispatch.
Returns:
Type Description
boolean Whether the preventDefault() method was not invoked.
Example
// Reuse a click event!
button.dispatchEvent(clickEvent);

enableRenderGroup () voidinherited

See scene_container_Container.ts.html:807

Calling this enables a render group for this container. This means it will be rendered as a separate set of instructions. The transform of the container will also be handled on the GPU rather than the CPU.

eventMode (value)inherited

See events_FederatedEventTarget.ts.html:601

Enable interaction events for the Container. Touch, pointer and mouse. There are 5 types of interaction settings:

  • 'none': Ignores all interaction events, even on its children.
  • 'passive': (default) Does not emit events and ignores all hit testing on itself and non-interactive children. Interactive children will still emit events.
  • 'auto': Does not emit events but is hit tested if parent is interactive. Same as interactive = false in v7
  • 'static': Emit events and is hit tested. Same as interaction = true in v7
  • 'dynamic': Emits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving
Name Type Description
value

Since:

: - 7.2.0

Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.on('tap', (event) => {
     // Handle event
 });

filterArea ()Rectangleinherited

See scene_container_container-mixins_effectsMixin.ts.html:238

The area the filter is applied to. This is used as more of an optimization rather than figuring out the dimensions of the displayObject each frame you can set this rectangle.

Also works as an interaction mask.

Returns:
Type Description
Rectangle

filters () readonlyinherited

See scene_container_container-mixins_effectsMixin.ts.html:191

Sets the filters for the displayObject. IMPORTANT: This is a WebGL only feature and will be ignored by the canvas renderer. To remove filters simply set this property to 'null'.

Returns:
Type Description
readonly

getBounds (skipUpdate, bounds)Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:111

Calculates and returns the (world) bounds of the display object as a Rectangle.

Name Type Attributes Description
skipUpdate boolean <optional> Setting to true will stop the transforms of the scene graph from being updated. This means the calculation returned MAY be out of date BUT will give you a nice performance boost.
bounds Bounds <optional> Optional bounds to store the result of the bounds calculation.
Returns:
Type Description
Bounds
  • The minimum axis-aligned rectangle in world space that fits around this object.

getChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:100

Returns the child at the specified index

Name Type Description
index number The index to get the child at
Returns:
Type Description
U
  • The child at the given index, if any.

getChildByLabel (label, deep) Containerinherited

See scene_container_container-mixins_findMixin.ts.html:66

Returns the first child in the container with the specified label.

Recursive searches are done in a pre-order traversal.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
Returns:
Type Description
Container The child with the specified label.

getChildByName (name, deep) ContainerDeprecated`` : since 8.0.0inherited

See scene_container_container-mixins_findMixin.ts.html:53

Name Type Attributes Default Description
name string Instance name.
deep boolean <optional> false Whether to search recursively

See: getChildByLabel

Returns:
Type Description
Container The child with the specified name.

getChildIndex (child) numberinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:133

Returns the index position of a child Container instance

Name Type Description
child ContainerChild | IRenderLayer The Container instance to identify
Returns:
Type Description
number
  • The index position of the child container to identify

getChildrenByLabel (label, deep, out) Array<Container>inherited

See scene_container_container-mixins_findMixin.ts.html:103

Returns all children in the container with the specified label.

Name Type Attributes Default Description
label string | RegExp Instance label.
deep boolean <optional> false Whether to search recursively
out Array<Container> <optional> [] The array to store matching children in.
Returns:
Type Description
Array<Container> An array of children with the specified label.

getFastGlobalBounds (factorRenderLayers, bounds) Boundsinherited

See scene_container_container-mixins_getFastGlobalBoundsMixin.ts.html:17

Computes an approximate global bounding box for the container and its children. This method is optimized for speed by using axis-aligned bounding boxes (AABBs), and uses the last render results from when it updated the transforms. This function does not update them. which may result in slightly larger bounds but never smaller than the actual bounds.

for accurate (but less performant) results use container.getGlobalBounds

Name Type Attributes Description
factorRenderLayers boolean <optional> A flag indicating whether to consider render layers in the calculation.
bounds Bounds <optional> The output bounds object to store the result. If not provided, a new one is created.
Returns:
Type Description
Bounds The computed bounds.

getGlobalPosition (point, skipUpdate)Pointinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:15

Returns the global position of the container.

Name Type Default Description
point Point The optional point to write the global value to.
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
Point
  • The updated point.

getLocalBounds ()Boundsinherited

See scene_container_container-mixins_measureMixin.ts.html:73

Retrieves the local bounds of the container as a Bounds object.

Returns:
Type Description
Bounds
  • The bounding area.

getSize (out)Sizeinherited

See scene_container_Container.ts.html:1059

Retrieves the size of the container as a Size object. This is faster than get the width and height separately.

Name Type Attributes Description
out Size <optional> Optional object to store the size in.
Returns:
Type Description
Size
  • The size of the container.

interactive (value)inherited

See events_FederatedEventTarget.ts.html:585

Enable interaction events for the Container. Touch, pointer and mouse

Name Type Description
value boolean

isCachedAsTexture () booleaninherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:46

Is this container cached as a texture?

Returns:
Type Description
boolean

isInteractive () booleaninherited

See events_FederatedEventTarget.ts.html:631

Determines if the container is interactive or not

Since:

: - 7.2.0

Returns:
Type Description
boolean Whether the container is interactive or not
Example
import { Sprite } from 'pixi.js';

 const sprite = new Sprite(texture);
 sprite.eventMode = 'static';
 sprite.isInteractive(); // true

 sprite.eventMode = 'dynamic';
 sprite.isInteractive(); // true

 sprite.eventMode = 'none';
 sprite.isInteractive(); // false

 sprite.eventMode = 'passive';
 sprite.isInteractive(); // false

 sprite.eventMode = 'auto';
 sprite.isInteractive(); // false

mask () unknowninherited

See scene_container_container-mixins_effectsMixin.ts.html:110

Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. In PixiJS a regular mask must be a Graphics or a {@link Sprite} object. This allows for much faster masking in canvas as it utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. Otherwise, getLocalBounds may calculate incorrect bounds, which makes the container's width and height wrong. To remove a mask, set this property to null.

For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

Returns:
Type Description
unknown
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.mask = graphics;

onRender () (renderer: Renderer) => voidinherited

See scene_container_container-mixins_onRenderMixin.ts.html:16

This callback is used when the container is rendered. This is where you should add your custom logic that is needed to be run every frame.

In v7 many users used updateTransform for this, however the way v8 renders objects is different and "updateTransform" is no longer called every frame

Returns:
Type Description
(renderer: Renderer) => void
Example
const container = new Container();
container.onRender = () => {
   container.rotation += 0.01;
};

removeChild (...children) Containerinherited

See scene_container_Container.ts.html:709

Removes one or more children from the container.

Name Type Description
children Container The Container(s) to remove
Returns:
Type Description
Container The first child that was removed.

removeChildAt (index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:87

Removes a child from the specified index position.

Name Type Description
index number The index to get the child from
Returns:
Type Description
U The child that was removed.

removeChildren (beginIndex, endIndex) ContainerChild[]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:29

Removes all children from this container that are within the begin and end indexes.

Name Type Attributes Default Description
beginIndex number 0 The beginning position.
endIndex number <optional> The ending position. Default value is size of the container.
Returns:
Type Description
ContainerChild[]
  • List of removed children

removeEventListener (type, listener, options)inherited

See events_FederatedEventTarget.ts.html:748

Unlike off or removeListener which are methods from EventEmitter, removeEventListener seeks to be compatible with the DOM's removeEventListener with support for options.

Name Type Attributes Description
type string The type of event the listener is bound to.
listener EventListenerOrEventListenerObject The listener callback or object.
options RemoveListenerOptions <optional> The original listener options. This is required to deregister a capture phase listener.

removeFromParent ()inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:249

Remove the Container from its parent Container. If the Container has no parent, do nothing.

reparentChild (...child) U[0]inherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:258

Reparent the child to this container, keeping the same worldTransform.

Name Type Description
child U The child to reparent
Returns:
Type Description
U[0] The first child that was reparented.

reparentChildAt (child, index) Uinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:276

Reparent the child to this container at the specified index, keeping the same worldTransform.

Name Type Description
child U The child to reparent
index number The index to reparent the child to
Returns:
Type Description
U

setChildIndex (child, index) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:116

Changes the position of an existing child in the container

Name Type Description
child ContainerChild | IRenderLayer The child Container instance for which you want to change the index number
index number The resulting index number for the child container

setFromMatrix (matrix) voidinherited

See scene_container_Container.ts.html:1154

Updates the local transform using the given matrix.

Name Type Description
matrix Matrix The matrix to use for updating the transform.

setMask (options)inherited

See scene_container_container-mixins_effectsMixin.ts.html:132

Used to set mask and control mask options.

Name Type Description
options Partial<MaskOptionsAndMask>
Example
import { Graphics, Sprite } from 'pixi.js';

 const graphics = new Graphics();
 graphics.beginFill(0xFF3300);
 graphics.drawRect(50, 250, 100, 100);
 graphics.endFill();

 const sprite = new Sprite(texture);
 sprite.setMask({
     mask: graphics,
     inverse: true,
 });

setSize (value, height)inherited

See scene_container_Container.ts.html:1081

Sets the size of the container to the specified width and height. This is faster than setting the width and height separately.

Name Type Attributes Description
value number | Optional<Size, "height"> This can be either a number or a Size object.
height number <optional> The height to set. Defaults to the value of width if not provided.

swapChildren (child, child2) voidinherited

See scene_container_container-mixins_childrenHelperMixin.ts.html:221

Swaps the position of 2 Containers within this container.

Name Type Description
child U First container to swap
child2 U Second container to swap

toGlobal (position, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:37

Calculates the global position of the container.

Name Type Attributes Default Description
position PointData The world origin to calculate from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean false Should we skip the update transform.
Returns:
Type Description
P
  • A point object representing the position of this object.

toLocal (position, from, point, skipUpdate) Pinherited

See scene_container_container-mixins_toLocalGlobalMixin.ts.html:58

Calculates the local position of the container relative to another point.

Name Type Attributes Description
position PointData The world origin to calculate from.
from Container <optional> The Container to calculate the global position from.
point P <optional> A Point object in which to store the value, optional (otherwise will create a new Point).
skipUpdate boolean <optional> Should we skip the update transform
Returns:
Type Description
P
  • A point object representing the position of this object

updateCacheTexture () voidinherited

See scene_container_container-mixins_cacheAsTextureMixin.ts.html:70

Updates the cached texture. Will flag that this container's cached texture needs to be redrawn. This will happen on the next render.

updateLocalTransform () voidinherited

See scene_container_Container.ts.html:1163

Updates the local transform.

updateTransform (opts) thisinherited

See scene_container_Container.ts.html:1118

Updates the transform properties of the container (accepts partial values).

Name Type Description
opts object The options for updating the transform.
opts.x number The x position of the container.
opts.y number The y position of the container.
opts.scaleX number The scale factor on the x-axis.
opts.scaleY number The scale factor on the y-axis.
opts.rotation number The rotation of the container, in radians.
opts.skewX number The skew factor on the x-axis.
opts.skewY number The skew factor on the y-axis.
opts.pivotX number The x coordinate of the pivot point.
opts.pivotY number The y coordinate of the pivot point.
Returns:
Type Description
this

zIndex (value)inherited

See scene_container_container-mixins_sortMixin.ts.html:42

The zIndex of the container.

Setting this value, will automatically set the parent to be sortable. Children will be automatically sorted by zIndex value; a higher value will mean it will be moved towards the end of the array, and thus rendered on top of other display objects within the same container.

Name Type Description
value number

See: sortableChildren

From class Container

click inherited

See events_EventBoundaryTypes.ts.html:120

Fired when a pointer device button (usually a mouse left-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

A click event fires after the pointerdown and pointerup events, in that order. If the mouse is moved over another Container after the pointerdown event, the click event is fired on the most specific common ancestor of the two target Containers.

The detail property of the event is the number of clicks that occurred within a 200ms window of each other upto the current click. For example, it will be 2 for a double click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

clickcapture inherited

See events_EventBoundaryTypes.ts.html:136

Capture phase equivalent of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalmousemove inherited

See events_EventBoundaryTypes.ts.html:206

Fired when a pointer device (usually a mouse) is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalpointermove inherited

See events_EventBoundaryTypes.ts.html:391

Fired when a pointer device is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globaltouchmove inherited

See events_EventBoundaryTypes.ts.html:571

Fired when a touch point is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousedown inherited

See events_EventBoundaryTypes.ts.html:52

Fired when a mouse button (usually a mouse left-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The mousedown event.

mousedowncapture inherited

See events_EventBoundaryTypes.ts.html:61

Capture phase equivalent of mousedown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The capture phase mousedown.

mouseenter inherited

See events_EventBoundaryTypes.ts.html:249

Fired when the mouse pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseentercapture inherited

See events_EventBoundaryTypes.ts.html:257

Capture phase equivalent of mouseenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseleave inherited

See events_EventBoundaryTypes.ts.html:285

Fired when the mouse pointer exits a Container and its descendants.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent

mouseleavecapture inherited

See events_EventBoundaryTypes.ts.html:293

Capture phase equivalent of mouseleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemove inherited

See events_EventBoundaryTypes.ts.html:215

Fired when a pointer device (usually a mouse) is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemovecapture inherited

See events_EventBoundaryTypes.ts.html:224

Capture phase equivalent of mousemove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseout inherited

See events_EventBoundaryTypes.ts.html:265

Fired when a pointer device (usually a mouse) is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This may be fired on a Container that was removed from the scene graph immediately after a mouseover event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseoutcapture inherited

See events_EventBoundaryTypes.ts.html:277

Capture phase equivalent of mouseout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseover inherited

See events_EventBoundaryTypes.ts.html:232

Fired when a pointer device (usually a mouse) is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseovercapture inherited

See events_EventBoundaryTypes.ts.html:241

Capture phase equivalent of mouseover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseup inherited

See events_EventBoundaryTypes.ts.html:86

Fired when a pointer device button (usually a mouse left-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupcapture inherited

See events_EventBoundaryTypes.ts.html:95

Capture phase equivalent of mouseup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutside inherited

See events_EventBoundaryTypes.ts.html:164

Fired when a pointer device button (usually a mouse left-button) is released outside the container that initially registered a mousedown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:179

Capture phase equivalent of mouseupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancel inherited

See events_EventBoundaryTypes.ts.html:335

Fired when the operating system cancels a pointer event. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancelcapture inherited

See events_EventBoundaryTypes.ts.html:344

Capture phase equivalent of pointercancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdown inherited

See events_EventBoundaryTypes.ts.html:301

Fired when a pointer device button is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdowncapture inherited

See events_EventBoundaryTypes.ts.html:310

Capture phase equivalent of pointerdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerenter inherited

See events_EventBoundaryTypes.ts.html:434

Fired when the pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerentercapture inherited

See events_EventBoundaryTypes.ts.html:442

Capture phase equivalent of pointerenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerleave inherited

See events_EventBoundaryTypes.ts.html:467

Fired when the pointer leaves the hit testing boundaries of a Container and its descendants.

This event notifies only the target and does not bubble.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The pointerleave event.

pointerleavecapture inherited

See events_EventBoundaryTypes.ts.html:477

Capture phase equivalent of pointerleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermove inherited

See events_EventBoundaryTypes.ts.html:400

Fired when a pointer device is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermovecapture inherited

See events_EventBoundaryTypes.ts.html:409

Capture phase equivalent of pointermove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerout inherited

See events_EventBoundaryTypes.ts.html:450

Fired when a pointer device is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointeroutcapture inherited

See events_EventBoundaryTypes.ts.html:459

Capture phase equivalent of pointerout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerover inherited

See events_EventBoundaryTypes.ts.html:417

Fired when a pointer device is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerovercapture inherited

See events_EventBoundaryTypes.ts.html:426

Capture phase equivalent of pointerover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertap inherited

See events_EventBoundaryTypes.ts.html:352

Fired when a pointer device button is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertapcapture inherited

See events_EventBoundaryTypes.ts.html:361

Capture phase equivalent of pointertap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerup inherited

See events_EventBoundaryTypes.ts.html:318

Fired when a pointer device button is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupcapture inherited

See events_EventBoundaryTypes.ts.html:327

Capture phase equivalent of pointerup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutside inherited

See events_EventBoundaryTypes.ts.html:369

Fired when a pointer device button is released outside the container that initially registered a pointerdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:383

Capture phase equivalent of pointerupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclick inherited

See events_EventBoundaryTypes.ts.html:144

Fired when a pointer device secondary button (usually a mouse right-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event follows the semantics of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclickcapture inherited

See events_EventBoundaryTypes.ts.html:156

Capture phase equivalent of rightclick.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdown inherited

See events_EventBoundaryTypes.ts.html:69

Fired when a pointer device secondary button (usually a mouse right-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdowncapture inherited

See events_EventBoundaryTypes.ts.html:78

Capture phase equivalent of rightdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The rightdowncapture event.

rightup inherited

See events_EventBoundaryTypes.ts.html:103

Fired when a pointer device secondary button (usually a mouse right-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupcapture inherited

See events_EventBoundaryTypes.ts.html:112

Capture phase equivalent of rightup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutside inherited

See events_EventBoundaryTypes.ts.html:187

Fired when a pointer device secondary button (usually a mouse right-button) is released outside the container that initially registered a rightdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:198

Capture phase equivalent of rightupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

See events_EventBoundaryTypes.ts.html:536

Fired when a touch point is placed and removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

tapcapture inherited

See events_EventBoundaryTypes.ts.html:545

Capture phase equivalent of tap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancel inherited

See events_EventBoundaryTypes.ts.html:519

Fired when the operating system cancels a touch. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancelcapture inherited

See events_EventBoundaryTypes.ts.html:528

Capture phase equivalent of touchcancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchend inherited

See events_EventBoundaryTypes.ts.html:502

Fired when a touch point is removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendcapture inherited

See events_EventBoundaryTypes.ts.html:511

Capture phase equivalent of touchend.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutside inherited

See events_EventBoundaryTypes.ts.html:553

Fired when a touch point is removed outside of the container that initially registered a touchstart. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:563

Capture phase equivalent of touchendoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmove inherited

See events_EventBoundaryTypes.ts.html:580

Fired when a touch point is moved along the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmovecapture inherited

See events_EventBoundaryTypes.ts.html:589

Capture phase equivalent of touchmove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstart inherited

See events_EventBoundaryTypes.ts.html:485

Fired when a touch point is placed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstartcapture inherited

See events_EventBoundaryTypes.ts.html:494

Capture phase equivalent of touchstart.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

wheel inherited

See events_EventBoundaryTypes.ts.html:597

Fired when a the user scrolls with the mouse cursor over a Container.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

wheelcapture inherited

See events_EventBoundaryTypes.ts.html:605

Capture phase equivalent of wheel.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

click inherited

See events_EventBoundaryTypes.ts.html:120

Fired when a pointer device button (usually a mouse left-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

A click event fires after the pointerdown and pointerup events, in that order. If the mouse is moved over another Container after the pointerdown event, the click event is fired on the most specific common ancestor of the two target Containers.

The detail property of the event is the number of clicks that occurred within a 200ms window of each other upto the current click. For example, it will be 2 for a double click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

clickcapture inherited

See events_EventBoundaryTypes.ts.html:136

Capture phase equivalent of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalmousemove inherited

See events_EventBoundaryTypes.ts.html:206

Fired when a pointer device (usually a mouse) is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globalpointermove inherited

See events_EventBoundaryTypes.ts.html:391

Fired when a pointer device is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

globaltouchmove inherited

See events_EventBoundaryTypes.ts.html:571

Fired when a touch point is moved globally over the scene. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousedown inherited

See events_EventBoundaryTypes.ts.html:52

Fired when a mouse button (usually a mouse left-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The mousedown event.

mousedowncapture inherited

See events_EventBoundaryTypes.ts.html:61

Capture phase equivalent of mousedown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The capture phase mousedown.

mouseenter inherited

See events_EventBoundaryTypes.ts.html:249

Fired when the mouse pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseentercapture inherited

See events_EventBoundaryTypes.ts.html:257

Capture phase equivalent of mouseenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseleave inherited

See events_EventBoundaryTypes.ts.html:285

Fired when the mouse pointer exits a Container and its descendants.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent

mouseleavecapture inherited

See events_EventBoundaryTypes.ts.html:293

Capture phase equivalent of mouseleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemove inherited

See events_EventBoundaryTypes.ts.html:215

Fired when a pointer device (usually a mouse) is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mousemovecapture inherited

See events_EventBoundaryTypes.ts.html:224

Capture phase equivalent of mousemove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseout inherited

See events_EventBoundaryTypes.ts.html:265

Fired when a pointer device (usually a mouse) is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This may be fired on a Container that was removed from the scene graph immediately after a mouseover event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseoutcapture inherited

See events_EventBoundaryTypes.ts.html:277

Capture phase equivalent of mouseout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseover inherited

See events_EventBoundaryTypes.ts.html:232

Fired when a pointer device (usually a mouse) is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseovercapture inherited

See events_EventBoundaryTypes.ts.html:241

Capture phase equivalent of mouseover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseup inherited

See events_EventBoundaryTypes.ts.html:86

Fired when a pointer device button (usually a mouse left-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupcapture inherited

See events_EventBoundaryTypes.ts.html:95

Capture phase equivalent of mouseup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutside inherited

See events_EventBoundaryTypes.ts.html:164

Fired when a pointer device button (usually a mouse left-button) is released outside the container that initially registered a mousedown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

mouseupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:179

Capture phase equivalent of mouseupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancel inherited

See events_EventBoundaryTypes.ts.html:335

Fired when the operating system cancels a pointer event. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointercancelcapture inherited

See events_EventBoundaryTypes.ts.html:344

Capture phase equivalent of pointercancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdown inherited

See events_EventBoundaryTypes.ts.html:301

Fired when a pointer device button is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerdowncapture inherited

See events_EventBoundaryTypes.ts.html:310

Capture phase equivalent of pointerdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerenter inherited

See events_EventBoundaryTypes.ts.html:434

Fired when the pointer is moved over a Container and its descendant's hit testing boundaries.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerentercapture inherited

See events_EventBoundaryTypes.ts.html:442

Capture phase equivalent of pointerenter

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerleave inherited

See events_EventBoundaryTypes.ts.html:467

Fired when the pointer leaves the hit testing boundaries of a Container and its descendants.

This event notifies only the target and does not bubble.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The pointerleave event.

pointerleavecapture inherited

See events_EventBoundaryTypes.ts.html:477

Capture phase equivalent of pointerleave.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermove inherited

See events_EventBoundaryTypes.ts.html:400

Fired when a pointer device is moved while over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointermovecapture inherited

See events_EventBoundaryTypes.ts.html:409

Capture phase equivalent of pointermove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerout inherited

See events_EventBoundaryTypes.ts.html:450

Fired when a pointer device is moved off the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointeroutcapture inherited

See events_EventBoundaryTypes.ts.html:459

Capture phase equivalent of pointerout.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerover inherited

See events_EventBoundaryTypes.ts.html:417

Fired when a pointer device is moved onto the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerovercapture inherited

See events_EventBoundaryTypes.ts.html:426

Capture phase equivalent of pointerover.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertap inherited

See events_EventBoundaryTypes.ts.html:352

Fired when a pointer device button is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointertapcapture inherited

See events_EventBoundaryTypes.ts.html:361

Capture phase equivalent of pointertap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerup inherited

See events_EventBoundaryTypes.ts.html:318

Fired when a pointer device button is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupcapture inherited

See events_EventBoundaryTypes.ts.html:327

Capture phase equivalent of pointerup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutside inherited

See events_EventBoundaryTypes.ts.html:369

Fired when a pointer device button is released outside the container that initially registered a pointerdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event is specific to the Federated Events API. It does not have a capture phase, unlike most of the other events. It only bubbles to the most specific ancestor of the targets of the corresponding pointerdown and pointerup events, i.e. the target of the click event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

pointerupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:383

Capture phase equivalent of pointerupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclick inherited

See events_EventBoundaryTypes.ts.html:144

Fired when a pointer device secondary button (usually a mouse right-button) is pressed and released on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

This event follows the semantics of click.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightclickcapture inherited

See events_EventBoundaryTypes.ts.html:156

Capture phase equivalent of rightclick.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdown inherited

See events_EventBoundaryTypes.ts.html:69

Fired when a pointer device secondary button (usually a mouse right-button) is pressed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightdowncapture inherited

See events_EventBoundaryTypes.ts.html:78

Capture phase equivalent of rightdown.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent The rightdowncapture event.

rightup inherited

See events_EventBoundaryTypes.ts.html:103

Fired when a pointer device secondary button (usually a mouse right-button) is released over the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupcapture inherited

See events_EventBoundaryTypes.ts.html:112

Capture phase equivalent of rightup.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutside inherited

See events_EventBoundaryTypes.ts.html:187

Fired when a pointer device secondary button (usually a mouse right-button) is released outside the container that initially registered a rightdown. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

rightupoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:198

Capture phase equivalent of rightupoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

See events_EventBoundaryTypes.ts.html:536

Fired when a touch point is placed and removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

tapcapture inherited

See events_EventBoundaryTypes.ts.html:545

Capture phase equivalent of tap.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancel inherited

See events_EventBoundaryTypes.ts.html:519

Fired when the operating system cancels a touch. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchcancelcapture inherited

See events_EventBoundaryTypes.ts.html:528

Capture phase equivalent of touchcancel.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchend inherited

See events_EventBoundaryTypes.ts.html:502

Fired when a touch point is removed from the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendcapture inherited

See events_EventBoundaryTypes.ts.html:511

Capture phase equivalent of touchend.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutside inherited

See events_EventBoundaryTypes.ts.html:553

Fired when a touch point is removed outside of the container that initially registered a touchstart. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchendoutsidecapture inherited

See events_EventBoundaryTypes.ts.html:563

Capture phase equivalent of touchendoutside.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmove inherited

See events_EventBoundaryTypes.ts.html:580

Fired when a touch point is moved along the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchmovecapture inherited

See events_EventBoundaryTypes.ts.html:589

Capture phase equivalent of touchmove.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstart inherited

See events_EventBoundaryTypes.ts.html:485

Fired when a touch point is placed on the container. Container's eventMode property must be set to static or 'dynamic' to fire event.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

touchstartcapture inherited

See events_EventBoundaryTypes.ts.html:494

Capture phase equivalent of touchstart.

These events are propagating from the EventSystem.

Name Type Description
event FederatedPointerEvent Event

wheel inherited

See events_EventBoundaryTypes.ts.html:597

Fired when a the user scrolls with the mouse cursor over a Container.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

wheelcapture inherited

See events_EventBoundaryTypes.ts.html:605

Capture phase equivalent of wheel.

These events are propagating from the EventSystem.

Type:
  • FederatedWheelEvent

BufferOptions

Options for creating a buffer

Properties:
Name Type Default Description
data TypedArray | number[] the data to initialize the buffer with, this can be a typed array, or a regular number array. If it is a number array, it will be converted to a Float32Array
label string a label for the buffer, this is useful for debugging
shrinkToFit boolean true should the GPU buffer be shrunk when the data becomes smaller? changing this will cause the buffer to be destroyed and a new one created on the GPU this can be expensive, especially if the buffer is already big enough! setting this to false will prevent the buffer from being shrunk. This will yield better performance if you are constantly setting data that is changing size often.
size number the size of the buffer in bytes, if not supplied, it will be inferred from the data
usage number the usage of the buffer, see BufferUsage

Members

dataTypedArray | number[]

the data to initialize the buffer with, this can be a typed array, or a regular number array. If it is a number array, it will be converted to a Float32Array

labelstring

a label for the buffer, this is useful for debugging

shrinkToFitboolean

should the GPU buffer be shrunk when the data becomes smaller? changing this will cause the buffer to be destroyed and a new one created on the GPU this can be expensive, especially if the buffer is already big enough! setting this to false will prevent the buffer from being shrunk. This will yield better performance if you are constantly setting data that is changing size often.

Default Value:

: - true

sizenumber

the size of the buffer in bytes, if not supplied, it will be inferred from the data

usagenumber

the usage of the buffer, see BufferUsage

CanvasSource

Members

context2DCanvasRenderingContext2D

Returns the 2D rendering context for the canvas. Caches the context after creating it.

CollectRenderablesMixin

The CollectRenderablesMixin interface defines methods for collecting renderable objects from a container and its children. These methods add the renderables to an instruction set, which is used by the renderer to process and display the scene.

color

Pixi supports multiple color formats, including CSS color strings, hex, numbers, and arrays.

When providing values for any of the color properties, you can use any of the ColorSource formats.

import { Color } from'pixi.js';

// All of these are valid:
sprite.tint = 'red';
sprite.tint = 0xff0000;
sprite.tint = '#ff0000';
sprite.tint = new Color('red');

// Same for graphics fill/stroke colors and other  color values:
graphics.fill({ color: 'red' });
graphics.fill({ color: 0xff0000 });
graphics.stroke({ color: '#ff0000' });
graphics.stroke({ color: new Color('red')};

Classes

Color

Type Definitions

ColorSource

See color_Color.ts.html:38

Valid formats to use when defining any color properties, also valid for the Color constructor.

These types are extended from colord with some PixiJS-specific extensions.

Possible value types are:

  • Color names: 'red', 'green', 'blue', 'white', etc.
  • RGB hex integers (0xRRGGBB): 0xff0000, 0x00ff00, 0x0000ff, etc.
  • RGB(A) hex strings:
    • 6 digits (RRGGBB): 'ff0000', '#00ff00', '0x0000ff', etc.
    • 3 digits (RGB): 'f00', '#0f0', '0x00f', etc.
    • 8 digits (RRGGBBAA): 'ff000080', '#00ff0080', '0x0000ff80', etc.
    • 4 digits (RGBA): 'f008', '#0f08', '0x00f8', etc.
  • RGB(A) objects: { r: 255, g: 0, b: 0 }, { r: 255, g: 0, b: 0, a: 0.5 }, etc.
  • RGB(A) strings: 'rgb(255, 0, 0)', 'rgb(100% 0% 0%)', 'rgba(255, 0, 0, 0.5)', 'rgba(100% 0% 0% / 50%)', etc.
  • RGB(A) arrays: [1, 0, 0], [1, 0, 0, 0.5], etc.
  • RGB(A) Float32Array: new Float32Array([1, 0, 0]), new Float32Array([1, 0, 0, 0.5]), etc.
  • RGB(A) Uint8Array: new Uint8Array([255, 0, 0]), new Uint8Array([255, 0, 0, 128]), etc.
  • RGB(A) Uint8ClampedArray: new Uint8ClampedArray([255, 0, 0]), new Uint8ClampedArray([255, 0, 0, 128]), etc.
  • HSL(A) objects: { h: 0, s: 100, l: 50 }, { h: 0, s: 100, l: 50, a: 0.5 }, etc.
  • HSL(A) strings: 'hsl(0, 100%, 50%)', 'hsl(0deg 100% 50%)', 'hsla(0, 100%, 50%, 0.5)', 'hsla(0deg 100% 50% / 50%)', etc.
  • HSV(A) objects: { h: 0, s: 100, v: 100 }, { h: 0, s: 100, v: 100, a: 0.5 }, etc.
  • Color objects.

Since:

: - 7.2.0

RgbaArray

See color_Color.ts.html:30

RGBA color array.

[number, number, number, number]

Color

Color utility class. Can accept any ColorSource format in its constructor.

import { Color } from'pixi.js';

new Color('red').toArray(); // [1, 0, 0, 1]new Color(0xff0000).toArray(); // [1, 0, 0, 1]new Color('ff0000').toArray(); // [1, 0, 0, 1]new Color('#f00').toArray(); // [1, 0, 0, 1]new Color('0xff0000ff').toArray(); // [1, 0, 0, 1]new Color('#f00f').toArray(); // [1, 0, 0, 1]new Color({ r: 255, g: 0, b: 0, a: 0.5 }).toArray(); // [1, 0, 0, 0.5]new Color('rgb(255, 0, 0, 0.5)').toArray(); // [1, 0, 0, 0.5]new Color([1, 1, 1]).toArray(); // [1, 1, 1, 1]new Color([1, 0, 0, 0.5]).toArray(); // [1, 0, 0, 0.5]new Color(newFloat32Array([1, 0, 0, 0.5])).toArray(); // [1, 0, 0, 0.5]new Color(newUint8Array([255, 0, 0, 255])).toArray(); // [1, 0, 0, 1]new Color(newUint8ClampedArray([255, 0, 0, 255])).toArray(); // [1, 0, 0, 1]new Color({ h: 0, s: 100, l: 50, a: 0.5 }).toArray(); // [1, 0, 0, 0.5]new Color('hsl(0, 100%, 50%, 50%)').toArray(); // [1, 0, 0, 0.5]new Color({ h: 0, s: 100, v: 100, a: 0.5 }).toArray(); // [1, 0, 0, 0.5]

new Color (value)

See color_Color.ts.html:152

Name Type Default Description
value ColorSource 0xffffff Optional value to use, if not provided, white is used.

Since:

: - 7.2.0

Members

sharedstaticreadonly

Default Color object for static uses

Example
import { Color } from 'pixi.js';
Color.shared.setValue(0xffffff).toHex(); // '#ffffff'

alphanumber

Get alpha component (0 - 1)

bluenumber

Get blue component (0 - 1)

greennumber

Get green component (0 - 1)

rednumber

Get red component (0 - 1)

valueExclude<Color, ColorSource> | null

The current color source.

When setting:

  • Setting to an instance of Color will copy its color source and components.
  • Otherwise, Color will try to normalize the color source and set the components. If the color source is invalid, an Error will be thrown and the Color will left unchanged.

Note: The null in the setter's parameter type is added to match the TypeScript rule: return type of getter must be assignable to its setter's parameter type. Setting value to null will throw an Error.

When getting:

  • A return value of null means the previous value was overridden (e.g., multiply, {@link Color.premultiply premultiply} or round).
  • Otherwise, the color source used when setting is returned.

Methods

isColorLike (value) value is ColorSourcestatic

See color_Color.ts.html:701

Check if the value is a color-like object

Name Type Description
value unknown Value to check
Returns:
Type Description
value is ColorSource True if the value is a color-like object
Example
import { Color } from 'pixi.js';
Color.isColorLike('white'); // returns true
Color.isColorLike(0xffffff); // returns true
Color.isColorLike([1, 1, 1]); // returns true

multiply (value) this

See color_Color.ts.html:466

Multiply with another color. This action is destructive, and will override the previous value property to be null.

Name Type Description
value ColorSource The color to multiply by.
Returns:
Type Description
this

premultiply (alpha, applyToRGB) Color

See color_Color.ts.html:486

Converts color to a premultiplied alpha format. This action is destructive, and will override the previous value property to be null.

Name Type Attributes Default Description
alpha number The alpha to multiply by.
applyToRGB boolean <optional> true Whether to premultiply RGB channels.
Returns:
Type Description
Color
  • Itself.

setAlpha (alpha) this

See color_Color.ts.html:566

Set alpha, suitable for chaining.

Name Type Description
alpha number
Returns:
Type Description
this

setValue (value) this

See color_Color.ts.html:188

Set the value, suitable for chaining

Name Type Description
value ColorSource

See: Color.value

Returns:
Type Description
this

toArray (out) T

See color_Color.ts.html:375

Convert to an [R, G, B, A] array of normalized floats (numbers from 0.0 to 1.0).

Name Type Attributes Description
out Array<number> | Float32Array <optional> Output array
Returns:
Type Description
T
Example
import { Color } from 'pixi.js';
new Color('white').toArray(); // returns [1, 1, 1, 1]

toBgrNumber () number

See color_Color.ts.html:439

Convert to a BGR number

Returns:
Type Description
number
Example
import { Color } from 'pixi.js';
new Color(0xffcc99).toBgrNumber(); // returns 0x99ccff

toHex () string

See color_Color.ts.html:539

Convert to a hexadecimal string.

Returns:
Type Description
string
Example
import { Color } from 'pixi.js';
new Color('white').toHex(); // returns "#ffffff"

toHexa () string

See color_Color.ts.html:552

Convert to a hexadecimal string with alpha.

Returns:
Type Description
string
Example
import { Color } from 'pixi.js';
new Color('white').toHexa(); // returns "#ffffffff"

toLittleEndianNumber () number

See color_Color.ts.html:452

Convert to a hexadecimal number in little endian format (e.g., BBGGRR).

Returns:
Type Description
number
  • The color as a number in little endian format.
Example
import { Color } from 'pixi.js';
new Color(0xffcc99).toLittleEndianNumber(); // returns 0x99ccff

toNumber () number

See color_Color.ts.html:428

Convert to a hexadecimal number.

Returns:
Type Description
number
Example
import { Color } from 'pixi.js';
new Color('white').toNumber(); // returns 16777215

toPremultiplied (alpha, applyToRGB) number

See color_Color.ts.html:509

Premultiplies alpha with current color.

Name Type Attributes Default Description
alpha number The alpha to multiply by.
applyToRGB boolean <optional> true Whether to premultiply RGB channels.
Returns:
Type Description
number tint multiplied by alpha

toRgb () RgbColor

See color_Color.ts.html:327

Convert to a RGB color object.

Returns:
Type Description
RgbColor
Example
import { Color } from 'pixi.js';
new Color('white').toRgb(); // returns { r: 1, g: 1, b: 1 }

toRgba () RgbaColor

See color_Color.ts.html:314

Convert to a RGBA color object.

Returns:
Type Description
RgbaColor
Example
import { Color } from 'pixi.js';
new Color('white').toRgb(); // returns { r: 1, g: 1, b: 1, a: 1 }

toRgbArray (out) T

See color_Color.ts.html:402

Convert to an [R, G, B] array of normalized floats (numbers from 0.0 to 1.0).

Name Type Attributes Description
out Array<number> | Float32Array <optional> Output array
Returns:
Type Description
T
Example
import { Color } from 'pixi.js';
new Color('white').toRgbArray(); // returns [1, 1, 1]

toRgbaString () string

See color_Color.ts.html:340

Convert to a CSS-style rgba string: rgba(255,255,255,1.0).

Returns:
Type Description
string

toUint8RgbArray (out) T

See color_Color.ts.html:348

Convert to an [R, G, B] array of clamped uint8 values (0 to 255).

Name Type Attributes Description
out Array<number> | Uint8Array | Uint8ClampedArray <optional> Output array
Returns:
Type Description
T
Example
import { Color } from 'pixi.js';
new Color('white').toUint8RgbArray(); // returns [255, 255, 255]

DOMPipe

The DOMPipe class is responsible for managing and rendering DOM elements within a PixiJS scene. It maps dom elements to the canvas and ensures they are correctly positioned and visible.

new DOMPipe (renderer)

See dom_DOMPipe.ts.html:34

Constructor for the DOMPipe class.

Name Type Description
renderer Renderer The renderer instance that this DOMPipe will be associated with.

Implements

Members

extensionstatic

Static property defining the extension type and name for the DOMPipe. This is used to register the DOMPipe with different rendering pipelines.

Methods

addRenderable (domContainer, _instructionSet) void

See dom_DOMPipe.ts.html:55

Adds a renderable DOM container to the list of attached elements.

Name Type Description
domContainer DOMContainer The DOM container to be added.
_instructionSet InstructionSet The instruction set (unused).

destroy () void

See dom_DOMPipe.ts.html:144

Destroys the DOMPipe, removing all attached DOM elements and cleaning up resources.

postrender () void

See dom_DOMPipe.ts.html:87

Handles the post-rendering process, ensuring DOM elements are correctly positioned and visible.

updateRenderable (_domContainer) void

See dom_DOMPipe.ts.html:68

Updates a renderable DOM container.

Name Type Description
_domContainer DOMContainer The DOM container to be updated (unused).

validateRenderable (_domContainer) boolean

See dom_DOMPipe.ts.html:77

Validates a renderable DOM container.

Name Type Description
_domContainer DOMContainer The DOM container to be validated (unused).
Returns:
Type Description
boolean Always returns true as validation is not required.

environment

PixiJS supports multiple environments including browsers, Web Workers, and Node.js. The environment is auto-detected by default using the environment.autoDetectEnvironment function.

The Adapter interface provides a way to abstract away the differences between these environments. PixiJS uses the BrowserAdapter by default.

However you can manually set the environment using the DOMAdapter singleton, for example to use Pixi within a WebWorker.

import { DOMAdapter, WebWorkerAdapter } from'pixi.js';

// WebWorkerAdapter is an implementation of the Adapter interface
DOMAdapter.set(WebWorkerAdapter);

// use the adapter to create a canvas (in this case an OffscreenCanvas)
DOMAdapter.get().createCanvas(800, 600);

Interface Definitions

Adapter

This interface describes all the DOM dependent calls that Pixi makes throughout its codebase. Implementations of this interface can be used to make sure Pixi will work in any environment, such as browser, Web Workers, and Node.js.

Properties:
Name Type Description
createCanvas (width: number, height: number) => ICanvas Returns a canvas object that can be used to create a webgl context.
fetch (url: RequestInfo, options: RequestInit) => Promise<Response> Returns a Response object that has been fetched from the given URL.
getBaseUrl () => string Returns the current base URL For browser environments this is either the document.baseURI or window.location.href
getCanvasRenderingContext2D () => { prototype : ICanvasRenderingContext2D } Returns a 2D rendering context.
getFontFaceSet () => FontFaceSet | null Return the font face set if available
getNavigator () => { userAgent : string, gpu : GPU | null } Returns a partial implementation of the browsers window.navigator
getWebGLRenderingContext () => typeof WebGLRenderingContext Returns a WebGL rendering context.
parseXML (xml: string) => Document Returns Document object that has been parsed from the given XML string.

ICanvas

Common interface for HTMLCanvasElement, OffscreenCanvas, and other custom canvas classes.

Properties:
Name Type Description
height number Height of the canvas.
parentNode ICanvasParentNode | null Parent node of the canvas.
style ICanvasStyle Style of the canvas.
width number Width of the canvas.

ICanvasRenderingContext2D

Common interface for CanvasRenderingContext2D, OffscreenCanvasRenderingContext2D, and other custom canvas 2D context.

Properties:
Name Type Description
letterSpacing string sets the horizontal spacing behavior between text characters.
textLetterSpacing string sets the horizontal spacing behavior between text characters.

Members

BrowserAdapterreadonly

This is an implementation of the Adapter interface. It can be used to make Pixi work in the browser.

Properties:
Name Type Description
createCanvas Function Creates a canvas element of the given size. This canvas is created using the browser's native canvas element.
fetch Function Returns a Response object that has been fetched from the given URL.
getBaseUrl Function Returns the current base URL for browser environments this is either the document.baseURI or window.location.href
getCanvasRenderingContext2D Function Returns a 2D rendering context.
getFontFaceSet Function Return the font face set if available
getNavigator Function Returns browsers window.navigator
getWebGLRenderingContext Function Returns a WebGL rendering context.
parseXML Function Returns Document object that has been parsed from the given XML string.

browserExtreadonly

Extension for the browser environment.

DOMAdapterreadonly

The DOMAdapter is a singleton that allows PixiJS to perform DOM operations, such as creating a canvas. This allows PixiJS to be used in any environment, such as a web browser, Web Worker, or Node.js. It uses the Adapter interface to abstract away the differences between these environments and uses the BrowserAdapter by default.

It has two methods: get():Adapter and set(adapter: Adapter).

Defaults to the BrowserAdapter.

Example
import { DOMAdapter, WebWorkerAdapter } from 'pixi.js';

 // WebWorkerAdapter is an implementation of the Adapter interface
 DOMAdapter.set(WebWorkerAdapter);

 // use the adapter to create a canvas (in this case an OffscreenCanvas)
 DOMAdapter.get().createCanvas(800, 600);

WebWorkerAdapterreadonly

This is an implementation of the Adapter interface. It can be used to make Pixi work in a Web Worker.

Properties:
Name Type Description
createCanvas Function Creates a canvas element of the given size using the browser's native OffscreenCanvas.
fetch Function Returns a Response object that has been fetched from the given URL.
getBaseUrl Function Returns the current base URL of the worker, which is globalThis.location.href
getCanvasRenderingContext2D Function Returns a 2D rendering context.
getFontFaceSet Function Return the font face set if available
getNavigator Function Returns browsers window.navigator
getWebGLRenderingContext Function Returns a WebGL rendering context.
parseXML Function Returns Document object that has been parsed from the given XML string.

webworkerExtreadonly

Extension for the webworker environment.

Adapter

This interface describes all the DOM dependent calls that Pixi makes throughout its codebase. Implementations of this interface can be used to make sure Pixi will work in any environment, such as browser, Web Workers, and Node.js.

Properties:
Name Type Description
createCanvas (width: number, height: number) => ICanvas Returns a canvas object that can be used to create a webgl context.
fetch (url: RequestInfo, options: RequestInit) => Promise<Response> Returns a Response object that has been fetched from the given URL.
getBaseUrl () => string Returns the current base URL For browser environments this is either the document.baseURI or window.location.href
getCanvasRenderingContext2D () => { prototype : ICanvasRenderingContext2D } Returns a 2D rendering context.
getFontFaceSet () => FontFaceSet | null Return the font face set if available
getNavigator () => { userAgent : string, gpu : GPU | null } Returns a partial implementation of the browsers window.navigator
getWebGLRenderingContext () => typeof WebGLRenderingContext Returns a WebGL rendering context.
parseXML (xml: string) => Document Returns Document object that has been parsed from the given XML string.

Members

createCanvas(width: number, height: number) => ICanvas

Returns a canvas object that can be used to create a webgl context.

fetch(url: RequestInfo, options: RequestInit) => Promise<Response>

Returns a Response object that has been fetched from the given URL.

getBaseUrl() => string

Returns the current base URL For browser environments this is either the document.baseURI or window.location.href

getCanvasRenderingContext2D() => { prototype : ICanvasRenderingContext2D }

Returns a 2D rendering context.

getFontFaceSet() => FontFaceSet | null

Return the font face set if available

getNavigator() => { userAgent : string, gpu : GPU | null }

Returns a partial implementation of the browsers window.navigator

getWebGLRenderingContext() => typeof WebGLRenderingContext

Returns a WebGL rendering context.

parseXML(xml: string) => Document

Returns Document object that has been parsed from the given XML string.

ICanvas

Common interface for HTMLCanvasElement, OffscreenCanvas, and other custom canvas classes.

Properties:
Name Type Description
height number Height of the canvas.
parentNode ICanvasParentNode | null Parent node of the canvas.
style ICanvasStyle Style of the canvas.
width number Width of the canvas.

Extends

  • PixiMixins.ICanvas
  • Partial.<EventTarget>

Members

heightnumber

Height of the canvas.

parentNodeICanvasParentNode | nullreadonly

Parent node of the canvas.

styleICanvasStylereadonly

Style of the canvas.

widthnumber

Width of the canvas.

Methods

addEventListener (type, listener, options) void

See environment_canvas_ICanvas.ts.html:142

Adds the listener for the specified event.

Name Type Description
type string The type of event to listen for.
listener EventListenerOrEventListenerObject The callback to invoke when the event is fired.
options boolean | AddEventListenerOptions The options for adding event listener.

convertToBlob (options) Promise<Blob>

See environment_canvas_ICanvas.ts.html:129

Get the content of the canvas as Blob.

Name Type Attributes Description
options object <optional> The options for creating Blob.
options.type string <optional> A string indicating the image format. The default type is image/png; that type is also used if the given type isn't supported.
options.quality string <optional> A number between 0 and 1 indicating the image quality to be used when creating images using file formats that support lossy compression (such as image/jpeg or image/webp). A user agent will use its default quality value if this option is not specified, or if the number is outside the allowed range.
Returns:
Type Description
Promise<Blob> A Promise returning a Blob object representing the image contained in the canvas.

dispatchEvent (event) boolean

See environment_canvas_ICanvas.ts.html:180

Dispatches a event.

Name Type Description
event Event The Event object to dispatch. Its Event.target property will be set to the current EventTarget.
Returns:
Type Description
boolean Returns false if event is cancelable, and at least one of the event handlers which received event called Event.preventDefault(). Otherwise true.

getBoundingClientRect () ICanvasRect

See environment_canvas_ICanvas.ts.html:194

Get the position and the size of the canvas.

Returns:
Type Description
ICanvasRect The smallest rectangle which contains the entire canvas.

getContext (contextId, options) RenderingContext | unknown

See environment_canvas_ICanvas.ts.html:73

Get rendering context of the canvas.

Name Type Attributes Description
contextId ContextIds The identifier of the type of context to create.
options ContextSettings <optional> The options for creating context.
Returns:
Type Description
RenderingContext | unknown The created context, or null if contextId is not supported.

removeEventListener (type, listener, options) void

See environment_canvas_ICanvas.ts.html:161

Removes the listener for the specified event.

Name Type Description
type string The type of event to listen for.
listener EventListenerOrEventListenerObject The callback to invoke when the event is fired.
options boolean | EventListenerOptions The options for removing event listener.

toBlob (callback, type, quality) void

See environment_canvas_ICanvas.ts.html:115

Creates a Blob from the content of the canvas.

Name Type Attributes Description
callback unknown A callback function with the resulting Blob object as a single argument. null may be passed if the image cannot be created for any reason.
type string <optional> A string indicating the image format. The default type is image/png; that type is also used if the given type isn't supported.
quality string <optional> A number between 0 and 1 indicating the image quality to be used when creating images using file formats that support lossy compression (such as image/jpeg or image/webp). A user agent will use its default quality value if this option is not specified, or if the number is outside the allowed range.

toDataURL (type, quality) string

See environment_canvas_ICanvas.ts.html:103

Get the content of the canvas as data URL.

Name Type Attributes Description
type string <optional> A string indicating the image format. The default type is image/png; that type is also used if the given type isn't supported.
quality string <optional> A number between 0 and 1 indicating the image quality to be used when creating images using file formats that support lossy compression (such as image/jpeg or image/webp). A user agent will use its default quality value if this option is not specified, or if the number is outside the allowed range.
Returns:
Type Description
string A string containing the requested data URL.

ICanvasRenderingContext2D

Common interface for CanvasRenderingContext2D, OffscreenCanvasRenderingContext2D, and other custom canvas 2D context.

Properties:
Name Type Description
letterSpacing string sets the horizontal spacing behavior between text characters.
textLetterSpacing string sets the horizontal spacing behavior between text characters.

Extends

  • CanvasState
  • CanvasTransform
  • CanvasCompositing
  • CanvasImageSmoothing
  • CanvasFillStrokeStyles
  • CanvasShadowStyles
  • CanvasFilters
  • CanvasRect
  • CanvasDrawPath
  • CanvasText
  • CanvasDrawImage
  • CanvasImageData
  • CanvasPathDrawingStyles
  • Omit
  • CanvasPath

Members

letterSpacingstring

sets the horizontal spacing behavior between text characters.

textLetterSpacingstring

sets the horizontal spacing behavior between text characters.

Methods

createPattern (image, repetition) CanvasPattern | null

See environment_canvas_ICanvasRenderingContext2D.ts.html:24

creates a pattern using the specified image and repetition.

Name Type Description
image CanvasImageSource | ICanvas
repetition string | null
Returns:
Type Description
CanvasPattern | null

drawImage (image, dx, dy) void

See environment_canvas_ICanvasRenderingContext2D.ts.html:27

provides different ways to draw an image onto the canvas

Name Type Description
image CanvasImageSource | ICanvas
dx number
dy number

events

PixiJS is primarily a rendering system, but it also includes support for interactivity. Adding support for mouse and touch events to your project is simple and consistent.

The new event-based system that replaced InteractionManager from v6 has expanded the definition of what a Container means to be interactive. With this we have introduced eventMode which allows you to control how an object responds to interaction events. This is similar to the interactive property in v6 but with more options.

Enabling Interaction

Any Container-derived object (Sprite, Container, etc.) can become interactive simply by setting its eventMode property to any of the EventMode values. Doing so will cause the object to emit interaction events that can be responded to in order to drive your project's behavior.

Check out the interaction example code.

Container-derived objects are based on EventEmitter3 so you can use on(), once(), off() to listen to events.

For example to respond to clicks and taps, bind to an object ike so:

let sprite = Sprite.from('/some/texture.png');

sprite.eventMode = 'static'; // similar to `sprite.interactive = true` in v6
sprite.on('pointerdown', (event) => { alert('clicked!'); });

Check out the EventTypes section below for the full list of interaction events supported.

Event Modes

The new event-based system that replaced InteractionManager from v6 has expanded the definition of what a Container means to be interactive. With this we have introduced eventMode which allows you to control how an object responds to interaction events. This is similar to the interactive property in v6 but with more options.

event mode Description
none Ignores all interaction events, similar to CSS's pointer-events: none, good optimization for non-interactive children
passive Does not emit events and ignores hit testing on itself but does allow for events and hit testing only its interactive children. If you want to be compatible with v6, set this as your default eventMode (see options in Renderer, Application, etc)
auto Does not emit events and but is hit tested if parent is interactive. Same as interactive = false in v7
static Emit events and is hit tested. Same as interaction = true in v7, useful for objects like buttons that do not move.
dynamic Emits events and is hit tested but will also receive mock interaction events fired from a ticker to allow for interaction when the mouse isn't moving. This is useful for elements that independently moving or animating.

Event Types

Pixi supports the following event types for interactive objects:

Event Type Fired When
pointercancel Pointer device button is released outside the display object
that initially registered a pointerdown.
pointerdown Pointer device button is pressed on the display object.
pointerenter Pointer device enters the display object.
pointerleave Pointer device leaves the display object.
pointermove Pointer device is moved while over the display object.
globalpointermove Pointer device is moved, regardless of hit-testing the current object.
pointerout Pointer device is moved off the display object.
pointerover Pointer device is moved onto the display object.
pointertap Pointer device is tapped twice on the display object.
pointerup Pointer device button is released over the display object.
pointerupoutside Pointer device button is released outside the display object
that initially registered a pointerdown.
mousedown Mouse button is pressed on the display object.
mouseenter Mouse cursor enters the display object.
mouseleave Mouse cursor leaves the display object.
mousemove Mouse cursor is moved while over the display object.
globalmousemove Mouse is moved, regardless of hit-testing the current object.
mouseout Mouse cursor is moved off the display object.
mouseover Mouse cursor is moved onto the display object.
mouseup Mouse button is released over the display object.
mouseupoutside Mouse button is released outside the display object that initially registered a mousedown.
click Mouse button is clicked (pressed and released) over the display object.
touchcancel Touch point is removed outside of the display object that initially registered a touchstart.
touchend Touch point is removed from the display object.
touchendoutside Touch point is removed outside of the display object that initially registered a touchstart.
touchmove Touch point is moved along the display object.
globaltouchmove Touch point is moved, regardless of hit-testing the current object.
touchstart Touch point is placed on the display object.
tap Touch point is tapped twice on the display object.
wheel Mouse wheel is spun over the display object.
rightclick Right mouse button is clicked (pressed and released) over the display object.
rightdown Right mouse button is pressed on the display object.
rightup Right mouse button is released over the display object.
rightupoutside Right mouse button is released outside the display object that initially registered a rightdown.

Classes

EventBoundary

EventsTicker

EventSystem

FederatedEvent

FederatedMouseEvent

FederatedPointerEvent

FederatedWheelEvent

Interface Definitions

EventSystemFeatures

The event features that are enabled by the EventSystem (included in the pixi.js and pixi.js-legacy bundle), otherwise it will be ignored.

Properties:
Name Type Description
click boolean

Enables pointer events associated with clicking:

  • pointerup / mouseup / touchend / 'rightup'
  • pointerupoutside / mouseupoutside / touchendoutside / 'rightupoutside'
  • pointerdown / 'mousedown' / touchstart / 'rightdown'
  • click / tap
globalMove boolean

Enables global pointer move events:

  • globalpointermove
  • globalmousemove
  • globaltouchemove
move boolean

Enables pointer events associated with pointer movement:

  • pointermove / mousemove / touchmove
  • pointerout / mouseout
  • pointerover / mouseover
wheel boolean
  • Enables wheel events.

Since:

  • 7.2.0

FederatedEventTargetDeprecated : since 8.1.4

A simplified shape of an interactive object for the eventTarget property of a FederatedEvent

Properties:
Name Type Description
children ReadonlyArray<FederatedEventTarget> The children of this event target.
isInteractive () => boolean Returns true if the Container has interactive 'static' or 'dynamic'
parent FederatedEventTarget The parent of this event target.

FederatedOptions

The properties available for any interactive object.

Properties:
Name Type Description
cursor Cursor | string The cursor preferred when the mouse pointer is hovering over.
eventMode EventMode The mode of interaction for this object
hitArea IHitArea | null The hit-area specifies the area for which pointer events should be captured by this event target.
interactive boolean Whether this event target should fire UI events.
interactiveChildren boolean Whether this event target has any children that need UI events. This can be used optimize event propagation.
onclick FederatedEventHandler | null Handler for 'click' event
onglobalmousemove FederatedEventHandler | null Handler for 'globalmousemove' event
onglobalpointermove FederatedEventHandler | null Handler for 'globalpointermove' event
onglobaltouchmove FederatedEventHandler | null Handler for 'globaltouchmove' event
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