pixijs-rendering
>
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---
name: pixijs-rendering
description: >
license: Apache-2.0
---
# PixiJS 8.19 Rendering
Set up and structure a PixiJS **8.19** application: the async `Application`, asset
loading via `Assets`, the `Container`/`Sprite` scene graph, the ticker loop,
pointer events, and render groups. Pins the 8.19 API (async `init`, unified
`Assets`, `eventMode`).
## When to use
- Use when starting a PixiJS v8 project, fixing a blank canvas, structuring the
display list, loading textures, animating via the ticker, or handling pointer
input.
- Use when `package.json` depends on `pixi.js` (v8) and code does
`import { Application } from 'pixi.js'`.
**When *not* to use:** Phaser's scene/loader model → `phaser-core`. 3D scenes →
`threejs-scene-setup`. PixiJS v7-and-earlier code (synchronous `new
Application({...})`, `Loader`, `interactive = true`) needs the v8 migration first;
this skill targets v8 only.
## Core workflow
1. **Create and `await` the Application.** In v8, `new Application()` is empty;
configuration happens in `await app.init({...})`. Append `app.canvas` (not
`app.view`) to the DOM. Wrap top-level `await` in an async function for bundlers.
2. **Load assets with `Assets`.** `await Assets.load(url)` returns a `Texture`. For
many assets, register a manifest/bundle and load by name. There is no v7 `Loader`.
3. **Build the scene graph.** Everything descends from `app.stage` (a `Container`).
Group related objects in `Container`s; child transforms are relative to the
parent. Draw order = insertion order (later = on top).
4. **Animate with the ticker.** `app.ticker.add((ticker) => {...})`. Scale motion by
`ticker.deltaTime` (frames, ~1 at 60fps) or `ticker.deltaMS` (milliseconds) so
speed is frame-rate independent.
5. **Enable events per object** by setting `eventMode = 'static'` (or `'dynamic'`),
then `obj.on('pointerdown', ...)`. Federated pointer events cover mouse/touch/pen.
6. **Promote big static subtrees to render groups** (`isRenderGroup: true`) so the
GPU caches their transforms. Profile before and after; confirm pixels on screen.
## Patterns
### 1. Async Application boot (the v8 entry point)
```js
import { Application, Assets, Sprite } from 'pixi.js';
(async () => {
// v8: construct empty, then await init(). Config does NOT go in the constructor.
const app = new Application();
await app.init({
background: '#1099bb',
resizeTo: window, // track the window size
antialias: true,
// preference: 'webgpu', // opt into WebGPU; default 'webgl'
});
document.body.appendChild(app.canvas); // v8 uses app.canvas, not app.view
const texture = await Assets.load('https://pixijs.com/assets/bunny.png');
const bunny = new Sprite(texture);
bunny.anchor.set(0.5);
bunny.position.set(app.screen.width / 2, app.screen.height / 2);
app.stage.addChild(bunny);
})();
```
### 2. Containers for a relative-transform scene graph
```js
import { Container, Sprite } from 'pixi.js';
const world = new Container();
app.stage.addChild(world);
// Children are positioned relative to `world`; move/scale/rotate the whole group
// by transforming the parent.
for (let i = 0; i < 10; i++) {
const coin = new Sprite(coinTexture);
coin.x = i * 40;
world.addChild(coin);
}
world.position.set(100, 100);
world.scale.set(2); // every coin scales with the container
```
### 3. The ticker loop (frame-rate independent)
```js
let elapsed = 0;
app.ticker.add((ticker) => {
// deltaTime ≈ 1 at 60fps; deltaMS is milliseconds since last frame.
elapsed += ticker.deltaMS;
bunny.rotation += 0.05 * ticker.deltaTime; // smooth at any frame rate
bunny.y = app.screen.height / 2 + Math.sin(elapsed / 500) * 50;
});
```
### 4. Pointer events (federated)
```js
bunny.eventMode = 'static'; // 'static' = interactive, doesn't move on its own
bunny.cursor = 'pointer';
bunny.on('pointerdown', (event) => {
bunny.tint = 0xff0000;
// event.global is the pointer position in stage space.
});
bunny.on('pointerover', () => bunny.scale.set(1.1));
bunny.on('pointerout', () => bunny.scale.set(1.0));
```
### 5. Loading many assets by name (bundles)
```js
import { Assets } from 'pixi.js';
await Assets.init({
manifest: {
bundles: [{
name: 'level-1',
assets: [
{ alias: 'hero', src: 'assets/hero.png' },
{ alias: 'tiles', src: 'assets/tiles.png' },
],
}],
},
});
const bundle = await Assets.loadBundle('level-1'); // { hero: Texture, tiles: Texture }
const hero = new Sprite(bundle.hero);
```
### 6. Render groups for large static layers
```js
// A big, rarely-changing background subtree: let the GPU cache its transforms.
const background = new Container({ isRenderGroup: true });
app.stage.addChild(background);
// Add hundreds of static tiles to `background`. Moving `background` itself stays
// cheap; constantly re-adding/removing children negates the benefit.
```
## Pitfalls
- **Blank canvas / "app.stage is undefined"** → you didn't `await app.init()`, or you
configured the constructor. In v8 the constructor is empty; all options go to
`init()`.
- **`app.view` is undefined** → v8 renamed it to `app.canvas`.
- **v7 code throwing** → `interactive = true` → `eventMode = 'static'`; `Loader`/
`loader.add` → `Assets.load`; synchronous `new Application({...})` → async `init`.
- **Top-level await build error (Vite ≤6.0.6)** → wrap boot in `(async () => { ... })()`.
- **Speed varies with frame rate** → multiply movement by `ticker.deltaTime` (or use
`deltaMS`); never assume 60fps.
- **Clicks do nothing** → the object's `eventMode` is still `'none'` (the default);
set it to `'static'` or `'dynamic'`.
- **Textures look blurry on pixel art** → set
`texture.source.scaleMode = 'nearest'` (or pass it when loading).
- **Memory grows** → `removeChild` does not free GPU memory; call
`sprite.destroy()` and `Assets.unload(url)` for assets you're done with.
## References
- For the texture/asset pipeline (sprite sheets/atlases, `Assets.add`, background
loading, unloading) and Graphics/Text/`TilingSprite`/`ParticleContainer` plus
filters, read `references/assets-and-display.md`.
## Related skills
- `phaser-core` — a batteries-included 2D framework (scenes, physics, input).
- `threejs-scene-setup` — 3D in the browser with three.js.
- `prototype-fast` — greybox a playable slice quickly (often cites PixiJS).More General & Other skills
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