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pixijs-scene-sprite

pixijs-scene-sprite

github.com/pixijsDevelopment3586.0k installsUpdated 4w ago
Repository

About pixijs-scene-sprite

A PixiJS skill explaining how to choose and use sprite types for 2D scenes, from single images and frame animation to resizable panels and repeating textures.

Key features

  1. 01Covers Sprite, AnimatedSprite, NineSliceSprite, and TilingSprite
  2. 02Explains texture loading and sprite setup
  3. 03Clarifies anchor and pivot behavior
  4. 04Documents common mistakes and API references

Use cases

  1. 01Drawing an image in a 2D scene
  2. 02Animating characters with texture frames
  3. 03Building resizable UI panels
  4. 04Creating scrolling or repeating backgrounds

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-sprite

After installing, type/pixijs-scene-spritein Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
animated-sprite.md
nineslice-sprite.md
sprite.md
tiling-sprite.md

Details

From the project README

PixiJS has three sprite classes for different drawing tasks. Sprite is the default image-drawing leaf; NineSliceSprite is a resizable UI-panel variant that preserves corner art; TilingSprite repeats a texture across an area. The AnimatedSprite subclass of Sprite cycles through texture frames for frame-based animation.

Assumes familiarity with pixijs-scene-core-concepts. All sprite classes are leaf nodes; they cannot have children. Wrap multiple sprites in a Container to group them.

Quick Start

const texture = await Assets.load("bunny.png");

const sprite = new Sprite({
  texture,
  anchor: 0.5,
  tint: 0xff8888,
});
sprite.x = app.screen.width / 2;
sprite.y = app.screen.height / 2;

app.stage.addChild(sprite);

Position is set after construction because app.screen.width / 2 depends on the live renderer size. Literal positions can go directly in the options object via x/y (inherited from Container).

Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (texture loading), pixijs-scene-particle-container (thousands of sprites), pixijs-performance (spritesheets, batching).

Variants

VariantUse whenTrade-offsReference
SpriteDraw a single texture at a positionFixed size = texture sizereferences/sprite.md
AnimatedSpriteFrame-based animation from a texture array or spritesheetPre-rendered frames only; no tweeningreferences/animated-sprite.md
NineSliceSpriteResizable UI panels, buttons, dialog framesBorder width is fixed; center stretchesreferences/nineslice-sprite.md
TilingSpriteScrolling backgrounds, parallax, repeating patternsSingle texture repeated; tilePosition scrollsreferences/tiling-sprite.md

AnimatedSprite is a subclass of Sprite; all Sprite properties (anchor, tint, position) apply.

Each variant's constructor options are documented in its sub-reference file (references/{variant}.md). All variants also accept the Container options (position, scale, tint, label, filters, zIndex, etc.) — see skills/pixijs-scene-core-concepts/references/constructor-options.md.

When to use what

  • "I want to draw a single image at a position" → Sprite. The default choice for 90% of 2D game and app content.
  • "I want to animate a character through a series of frames" → AnimatedSprite. Load a spritesheet via Assets and pass sheet.animations['walk']. See references/animated-sprite.md.
  • "I want a UI button/panel that resizes without stretching the borders" → NineSliceSprite. Set border widths, then set width/height. See references/nineslice-sprite.md.
  • "I want a scrolling repeating background" → TilingSprite. Animate tilePosition to scroll. See references/tiling-sprite.md.
  • "I want thousands of identical sprites" → Use ParticleContainer with Particle instances (see pixijs-scene-particle-container), not plain sprites.
  • "I want to draw shapes or paths" → Use Graphics (see pixijs-scene-graphics), not a sprite.

Quick concepts

Anchor vs pivot

Sprite.anchor is normalized [0, 1] and shifts only the texture draw origin; no position offset. Container.pivot is pixel-space and shifts both the transform origin and the visual position. For centering a sprite, always use anchor.set(0.5).

Loading before creating

Sprite.from(id) only reads the Assets cache; it does not fetch. Always await Assets.load(...) first, or pass the returned Texture directly to new Sprite(texture).

Dynamic textures

Once a texture is loaded, modifying its frame or swapping its source does not automatically notify sprites. Set texture.dynamic = true once, or call sprite['onViewUpdate']() manually after changes.

Common Mistakes

[HIGH] Using Texture.from(url) to load

Wrong:

const texture = Texture.from("https://example.com/image.png");

Correct:

const texture = await Assets.load("https://example.com/image.png");

Texture.from() only reads the cache in v8. Use Assets.load() first; its return value is the texture.

[HIGH] Confusing anchor and pivot

Wrong:

sprite.pivot.set(sprite.width / 2, sprite.height / 2);

Correct:

sprite.anchor.set(0.5);

anchor shifts only the draw origin. pivot shifts the transform origin AND the visual position, causing the sprite to move unexpectedly.

[HIGH] Old NineSlicePlane name

NineSlicePlane was renamed to NineSliceSprite in v8 and switched to an options-object constructor: new NineSliceSprite({ texture, leftWidth, topHeight, rightWidth, bottomHeight }).

[MEDIUM] Adding children to a sprite

Sprite, NineSliceSprite, and TilingSprite all set allowChildren = false. Wrap in a Container to group sprites with other content.

API Reference

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