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pixijs-application

pixijs/pixijs-skills

Create and configure PixiJS v8 Applications with renderers, stage, canvas, and plugins.

What is pixijs-application?

The Application class is PixiJS's main entry point, wrapping a renderer, root stage Container, canvas, and Ticker/Resize plugins. Use it to initialize a rendering context with async app.init(), manage the render lifecycle, and access core properties like app.stage, app.renderer, and app.canvas.

  • Initialize Application with async app.init() and configure renderer, canvas, resolution, background, and DPI handling
  • Access core properties: app.stage (root Container), app.renderer, app.canvas, app.screen (visible area), and app.domContainerRoot (DOM overlay host)
  • Control the render loop with TickerPlugin: app.start(), app.stop(), app.ticker.add(), and automatic frame rendering
  • Manage responsive canvas sizing with ResizePlugin: set resizeTo, call app.resize() or app.queueResize(), and track screen dimensions
  • Opt-in CullerPlugin to skip rendering containers outside the visible area and improve performance
  • Clean up with app.destroy() including releaseGlobalResources to drain global pools and prevent texture/batch stale state

How to install pixijs-application

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-application
Prerequisites
  • PixiJS v8 installed (npm install pixi.js)
  • Basic understanding of display objects and the scene graph (see pixijs-scene-container skill)
  • For non-browser setups, see pixijs-environments skill
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How to use pixijs-application

  1. 1.Import Application from pixi.js
  2. 2.Create a new Application instance with new Application()
  3. 3.Call await app.init({...}) with desired options (width, height, background, preference, resizeTo, etc.)
  4. 4.Append app.canvas to the DOM: document.body.appendChild(app.canvas)
  5. 5.Add display objects to app.stage and use app.ticker.add() for animation callbacks
  6. 6.Call app.start()/app.stop() to control the render loop, or app.render() for manual rendering
  7. 7.On cleanup, call app.destroy({removeView: true, releaseGlobalResources: true}, {children: true, texture: true, textureSource: true})

Use cases

Good for
  • Set up a basic 2D game or interactive canvas with automatic resize to window and high-DPI support
  • Create a responsive web-based visualization that adapts to container size changes
  • Build a multi-app scenario (e.g., multiple canvases on one page) with proper resource cleanup between instances
  • Implement performance optimization by culling off-screen display objects in large scenes
  • Control rendering manually with autoStart: false and requestAnimationFrame for custom frame timing
Who it's for
  • Game developers building 2D games with PixiJS
  • Web developers creating interactive graphics and visualizations
  • Performance-conscious developers optimizing large scenes with culling
  • Developers managing multiple Application instances or re-initializing apps in the same tab

pixijs-application FAQ

Why does my app flicker or show stale textures after re-initializing?

You must pass releaseGlobalResources: true to app.destroy() to drain global texture caches and batch pools. Omitting it is the usual cause of stale state when tearing down and re-creating an app in the same tab.

How do I make the canvas responsive to window resizing?

Set resizeTo: window in app.init(), combine with autoDensity: true and resolution: window.devicePixelRatio, and the ResizePlugin will automatically listen for resize events and update the canvas size.

Can I use a manual render loop instead of the automatic ticker?

Yes, pass autoStart: false to app.init(), then call app.render() yourself inside requestAnimationFrame or your own loop. Ticker callbacks will still fire if you call app.ticker.update() before rendering.

What is the difference between app.resize(), app.queueResize(), and app.cancelResize()?

app.resize() immediately resizes the canvas; app.queueResize() defers the resize to the next frame to coalesce rapid calls; app.cancelResize() drops a pending queued resize.

How do I enable the CullerPlugin to skip rendering off-screen objects?

Import CullerPlugin, call extensions.add(CullerPlugin) before creating the app, then set cullable: true on containers and sprites you want culled when outside the visible area.

Full instructions (SKILL.md)

Source of truth, from pixijs/pixijs-skills.


name: pixijs-application description: "Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, sharedTicker, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources." license: MIT

Application is the convenience wrapper that owns a renderer, a root stage Container, a canvas, and the Ticker/Resize plugins. In v8 the constructor takes no arguments; all configuration is passed to the async app.init() call which instantiates the renderer via autoDetectRenderer.

Quick Start

import { Application } from "pixi.js";

const app = new Application();

await app.init({
  resizeTo: window,
  background: "#1099bb",
  antialias: true,
  preference: "webgl",
  autoDensity: true,
  resolution: window.devicePixelRatio,
});

document.body.appendChild(app.canvas);

Related skills: pixijs-core-concepts (renderers, render pipeline), pixijs-ticker (render loop detail), pixijs-scene-container (working with app.stage), pixijs-environments (non-browser setups).

Core Patterns

Lifecycle: construct, init, render, destroy

import { Application } from "pixi.js";

const app = new Application();

await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);

// ... run scene, ticker drives app.render() automatically ...

app.destroy(
  { removeView: true, releaseGlobalResources: true },
  { children: true, texture: true, textureSource: true },
);
  • new Application() allocates the instance but creates nothing. Options passed here are ignored with a v8 deprecation warning.
  • app.init(options) is async. It builds the renderer, wires up plugins, and must complete before you can use app.canvas, app.renderer, or app.screen.
  • The TickerPlugin calls app.render() every frame once init resolves (unless autoStart: false).
  • app.destroy(rendererDestroyOptions, stageDestroyOptions) — the first argument forwards to renderer.destroy(). Pass true or { removeView: true } to remove the canvas from the DOM. Add releaseGlobalResources: true to drain global pools (batches, texture caches) when tearing down and re-creating an app in the same tab; omitting it is the usual cause of flickering and stale textures after a re-init (see pixijs-performance).

Key init options

await app.init({
  width: 800,
  height: 600,
  background: 0x1099bb,
  backgroundAlpha: 1,

  antialias: true,
  resolution: window.devicePixelRatio,
  autoDensity: true,

  preference: "webgpu",

  autoStart: true,
  sharedTicker: false,

  resizeTo: window,

  canvas: document.querySelector("#game-canvas") as HTMLCanvasElement,
});

For every option — view/canvas, background, renderer preference (including the array form), ticker, resize, culler, events, accessibility, WebGL/WebGPU context flags, Graphics bezier smoothness, GC, and per-renderer overrides (webgl / webgpu / canvasOptions) — see references/application-options.md.

Application properties

app.stage; // root Container; add all display objects here
app.renderer; // the WebGL/WebGPU/Canvas renderer instance
app.canvas; // the HTMLCanvasElement (insert it into the DOM yourself)
app.screen; // Rectangle describing the visible area in CSS pixels
app.domContainerRoot; // HTMLDivElement that holds DOMContainer overlays

app.stage is a plain Container. For scene graph detail (transforms, addChild, destroy) see pixijs-scene-container. For renderer-level operations (extract, generateTexture, custom systems) see pixijs-core-concepts and pixijs-custom-rendering. app.domContainerRoot is the <div> that the renderer uses to host DOMContainer overlays; append it next to app.canvas when you need DOM elements pinned to scene nodes (see pixijs-scene-dom-container).

ResizePlugin

Set resizeTo at init (or reassign app.resizeTo later) to have the plugin listen for the resize event and call renderer.resize() with the target element's client size. Combine with autoDensity: true and resolution: window.devicePixelRatio for high-DPI output.

await app.init({ resizeTo: window });

app.resizeTo = document.querySelector("#game-container") as HTMLElement;

app.resize(); // immediate resize to the target's current size
app.queueResize(); // defer the resize to the next animation frame
app.cancelResize(); // drop a pending queueResize

The plugin keeps the canvas matched to the target. app.screen and app.canvas.width/height update in response; read them after the resize to place UI.

  • app.resize() — immediate synchronous resize.
  • app.queueResize() — coalesces rapid calls by deferring to the next frame; internally used by the window.resize listener to avoid redundant work.
  • app.cancelResize() — cancels a queued resize. Call this before tearing down your own layout code that triggered queueResize.

Ticker basics

The TickerPlugin creates app.ticker and registers app.render() on it at UPDATE_PRIORITY.LOW. Control the loop with app.start()/app.stop() and add callbacks with app.ticker.add / app.ticker.addOnce:

app.ticker.add((ticker) => {
  sprite.rotation += 0.01 * ticker.deltaTime;
});

app.ticker.addOnce(() => {
  console.log("runs once on the next frame, then removes itself");
});

app.stop(); // pause the render loop (e.g. tab hidden)
app.start(); // resume

The callback receives the Ticker instance; read ticker.deltaTime for a frame-rate-independent multiplier (~1.0 at 60fps), ticker.deltaMS for real milliseconds, or ticker.FPS for the current frame rate. See pixijs-ticker for priorities, FPS capping, onRender, shared vs private tickers, and the v8 callback signature change.

Manual render loop

await app.init({ autoStart: false, width: 800, height: 600 });
document.body.appendChild(app.canvas);

function frame() {
  updateScene();
  app.render();
  requestAnimationFrame(frame);
}
frame();

autoStart: false prevents the TickerPlugin from starting the ticker automatically. Call app.render() yourself (or app.renderer.render({ container: app.stage }) for the same effect). If you still want registered ticker callbacks to fire, call app.ticker.update() inside your loop before app.render().

CullerPlugin (opt-in)

The CullerPlugin skips rendering containers that fall outside app.renderer.screen. It isn't registered by default; add it before creating your app:

import {
  Application,
  Container,
  Sprite,
  extensions,
  CullerPlugin,
  Rectangle,
} from "pixi.js";

extensions.add(CullerPlugin);

const app = new Application();
await app.init({ width: 800, height: 600 });

const world = new Container();
world.cullable = true; // this container is culled when its bounds leave the screen
world.cullableChildren = true; // default; set `false` to skip recursing into children

const tile = Sprite.from("tile.png");
tile.cullable = true;
world.addChild(tile);
app.stage.addChild(world);

Containers are not culled unless cullable is set. Override the default bounds check with container.cullArea = new Rectangle(x, y, w, h) when child bounds are expensive to compute. The plugin wraps app.render() so Culler.shared.cull(app.stage, app.renderer.screen) runs before every frame. See pixijs-performance for when culling pays off.

Custom Application plugins

Extend Application by registering a class with static init, static destroy, and static extension = ExtensionType.Application. Both methods are called with this bound to the Application instance, so this.renderer and this.stage are available.

import {
  Application,
  ExtensionType,
  extensions,
  type ApplicationOptions,
} from "pixi.js";

class FpsOverlay {
  public static extension = ExtensionType.Application;

  public static init(this: Application, options: Partial<ApplicationOptions>) {
    // runs inside app.init() after the renderer is created
    // attach props/methods to `this` to expose them on the app
  }

  public static destroy(this: Application) {
    // runs inside app.destroy() — tear down anything you attached
  }
}

extensions.add(FpsOverlay);

Plugins initialize in registration order and destroy in reverse. To add typed options for your plugin, extend PixiMixins.ApplicationOptions:

declare global {
  namespace PixiMixins {
    interface ApplicationOptions {
      fpsOverlay?: { visible?: boolean };
    }
  }
}

await app.init({ fpsOverlay: { visible: true } });

The built-in ResizePlugin, TickerPlugin, and opt-in CullerPlugin all use this same contract. If you set skipExtensionImports: true, register the built-ins you need yourself (extensions.add(ResizePlugin, TickerPlugin)).

Common Mistakes

[CRITICAL] Passing options to the constructor

Wrong:

const app = new Application({ width: 800, height: 600 });
document.body.appendChild(app.canvas);

Correct:

const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);

In v8 the Application constructor takes no arguments. Options passed there are ignored and log a deprecation warning; the renderer is only created inside the async init() call.

[HIGH] Using app.view instead of app.canvas

Wrong:

document.body.appendChild(app.view);

Correct:

document.body.appendChild(app.canvas);

app.view was renamed to app.canvas in v8. The old getter still works but emits a deprecation warning.

[MEDIUM] Touching app.canvas or app.renderer before init resolves

Wrong:

const app = new Application();
document.body.appendChild(app.canvas);
app.init({ width: 800, height: 600 });

Correct:

const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);

app.renderer, app.canvas, and app.screen are only populated once the init() promise resolves. Accessing them earlier returns undefined.

API Reference