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From pixijs-skills
Use this skill when drawing images in PixiJS v8. Covers Sprite with anchor/tint/texture, AnimatedSprite for frame animation, NineSliceSprite for resizable UI panels, TilingSprite for scrolling/repeating backgrounds. Triggers on: Sprite, AnimatedSprite, NineSliceSprite, TilingSprite, Sprite.from, anchor, tint, tilePosition, animationSpeed, gotoAndPlay, leftWidth, topHeight, constructor options, SpriteOptions, AnimatedSpriteOptions, NineSliceSpriteOptions, TilingSpriteOptions.
npx claudepluginhub pixijs/pixijs-skills --plugin pixijs-skillsHow this skill is triggered — by the user, by Claude, or both
Slash command
/pixijs-skills:pixijs-scene-spriteThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
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.
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
Renders high-performance 2D graphics, particle effects, sprite animations, and interactive canvases using PixiJS with WebGL/WebGPU acceleration for games and UI overlays.
Provides UI/UX resources: 50+ styles, color palettes, font pairings, guidelines, charts for web/mobile across React, Next.js, Vue, Svelte, Tailwind, React Native, Flutter. Aids planning, building, reviewing interfaces.
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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.
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).
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Sprite | Draw a single texture at a position | Fixed size = texture size | references/sprite.md |
AnimatedSprite | Frame-based animation from a texture array or spritesheet | Pre-rendered frames only; no tweening | references/animated-sprite.md |
NineSliceSprite | Resizable UI panels, buttons, dialog frames | Border width is fixed; center stretches | references/nineslice-sprite.md |
TilingSprite | Scrolling backgrounds, parallax, repeating patterns | Single texture repeated; tilePosition scrolls | references/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.
Sprite. The default choice for 90% of 2D game and app content.AnimatedSprite. Load a spritesheet via Assets and pass sheet.animations['walk']. See references/animated-sprite.md.NineSliceSprite. Set border widths, then set width/height. See references/nineslice-sprite.md.TilingSprite. Animate tilePosition to scroll. See references/tiling-sprite.md.ParticleContainer with Particle instances (see pixijs-scene-particle-container), not plain sprites.Graphics (see pixijs-scene-graphics), not a sprite.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).
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).
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.
Texture.from(url) to loadWrong:
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.
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.
NineSlicePlane nameNineSlicePlane was renamed to NineSliceSprite in v8 and switched to an options-object constructor: new NineSliceSprite({ texture, leftWidth, topHeight, rightWidth, bottomHeight }).
Sprite, NineSliceSprite, and TilingSprite all set allowChildren = false. Wrap in a Container to group sprites with other content.