How to install pixijs-color
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-colorFull instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-color description: "Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/premultiply, Color.shared singleton. Triggers on: Color, ColorSource, hex, rgb, hsl, tint, premultiply, Color.shared, color conversion." license: MIT
The Color class creates and converts colors for tints, fills, strokes, and anywhere PixiJS accepts a ColorSource. Most APIs accept raw hex/strings directly, so explicit new Color(...) is only needed when converting formats or manipulating values.
Quick Start
const fillColor = new Color("#ff6600");
console.log(fillColor.toHex()); // '#ff6600'
console.log(fillColor.toNumber()); // 0xff6600
console.log(fillColor.toArray()); // [1, 0.4, 0, 1]
const g = new Graphics().rect(0, 0, 200, 100).fill(fillColor);
app.stage.addChild(g);
const sprite = Sprite.from("hero.png");
sprite.tint = "dodgerblue";
app.stage.addChild(sprite);
const t = Color.shared.setValue(0xffffff).multiply([1, 0.5, 0.5]).toNumber();
sprite.tint = t;
Related skills: pixijs-scene-graphics (fill/stroke colors), pixijs-scene-sprite (tint), pixijs-blend-modes (compositing).
Core Patterns
Accepted input formats
import { Color } from "pixi.js";
// Hex integer
new Color(0xff0000);
// Hex strings
new Color("#ff0000");
new Color("#f00");
new Color("ff0000");
// CSS color names
new Color("red");
new Color("dodgerblue");
// RGB/RGBA objects (components 0-255)
new Color({ r: 255, g: 0, b: 0 });
new Color({ r: 255, g: 0, b: 0, a: 0.5 });
// HSL/HSLA objects
new Color({ h: 0, s: 100, l: 50 });
new Color({ h: 0, s: 100, l: 50, a: 0.5 });
// HSV/HSVA objects
new Color({ h: 0, s: 100, v: 100 });
// CSS strings
new Color("rgb(255, 0, 0)");
new Color("rgba(255, 0, 0, 0.5)");
new Color("hsl(0, 100%, 50%)");
// Normalized 0-1 arrays (Float32Array or plain arrays)
new Color([1, 0, 0]); // RGB
new Color([1, 0, 0, 0.5]); // RGBA
// Uint8 arrays (components 0-255)
new Color(new Uint8Array([255, 0, 0]));
new Color(new Uint8ClampedArray([255, 0, 0, 128]));
// 8-digit hex with alpha
new Color("#ff0000ff");
new Color("#f00f");
// Copy from another Color instance
const red = new Color("red");
const copy = new Color(red);
Conversion methods
import { Color } from "pixi.js";
const color = new Color("#ff6600");
color.toHex(); // '#ff6600'
color.toHexa(); // '#ff6600ff' (hex with alpha)
color.toNumber(); // 0xff6600
color.toArray(); // [1, 0.4, 0, 1] (normalized RGBA)
color.toRgbArray(); // [1, 0.4, 0] (normalized RGB, no alpha)
color.toRgbaString(); // 'rgba(255,102,0,1)'
color.toRgba(); // { r: 1, g: 0.4, b: 0, a: 1 }
color.toRgb(); // { r: 1, g: 0.4, b: 0 }
color.toUint8RgbArray(); // [255, 102, 0]
// setValue() is the chainable way to change a color's value
color.setValue(0xff0000).toHex(); // '#ff0000'
Component access
import { Color } from "pixi.js";
const color = new Color("rgba(255, 128, 0, 0.8)");
color.red; // 1
color.green; // ~0.502
color.blue; // 0
color.alpha; // 0.8
All component getters return normalized 0-1 values.
Manipulation
import { Color } from "pixi.js";
const color = new Color("red");
// Set alpha (chainable)
color.setAlpha(0.5);
// Multiply with another color (destructive, modifies in place)
color.multiply(0x808080);
// Premultiply alpha (destructive, RGB channels multiplied by alpha)
color.premultiply(0.8);
// Premultiply alpha only (RGB unchanged)
color.premultiply(0.8, false);
// Chain operations
new Color("white").setAlpha(0.5).multiply([0.8, 0.2, 0.2]);
multiply() and premultiply() are destructive; they modify the color and set value to null (original format is lost).
Non-destructive premultiplied output
import { Color } from "pixi.js";
const color = new Color("red").setAlpha(0.5);
const packed = color.toPremultiplied(color.alpha); // 0x7F7F0000
const alphaOnly = color.toPremultiplied(color.alpha, false); // 0x7FFF0000
toPremultiplied(alpha, applyToRGB?) returns a 32-bit 0xAARRGGBB integer without mutating this. Use it in batchers and tint math where the source color must be reused. When applyToRGB is false, only the alpha byte is packed; the RGB stays at its full value.
Reusing output buffers
import { Color } from "pixi.js";
const rgba = new Float32Array(4);
const rgb = new Float32Array(3);
const rgb8 = new Uint8Array(3);
app.ticker.add(() => {
Color.shared.setValue(sprite.tint).toArray(rgba).toRgbArray(rgb);
Color.shared.toUint8RgbArray(rgb8);
});
toArray(out?), toRgbArray(out?), and toUint8RgbArray(out?) accept a reusable number[], Float32Array, Uint8Array, or Uint8ClampedArray and write into it. Pass your own buffer in hot paths to avoid allocating per frame; omit the argument and the Color instance returns its internal cache array.
Packing for GPU buffers
| Method | Returns |
|---|---|
toBgrNumber() | 24-bit 0xBBGGRR integer with R/B swapped |
toLittleEndianNumber() | Same 24-bit swap, convenient for little-endian vertex writes |
Both are cheap and useful when emitting colors straight into packed vertex attributes.
Color.shared for temporary operations
import { Color } from "pixi.js";
// One-off conversion without allocating a new Color
const hex = Color.shared.setValue("#ff6600").toNumber();
const arr = Color.shared.setValue(0xff0000).toArray();
Color.shared is a singleton that avoids allocating a new Color on every call. This matters in hot paths like render loops or per-frame tint calculations where repeated new Color() creates GC pressure. Do not store references to it; other code may mutate it.
import { Color } from "pixi.js";
// Good: reuse shared instance in a per-frame callback
app.ticker.add(() => {
const t = performance.now() / 1000;
sprite.tint = Color.shared
.setValue("white")
.multiply([Math.sin(t) * 0.5 + 0.5, 0.2, 0.8])
.toNumber();
});
Validating input
import { Color } from "pixi.js";
Color.isColorLike("red"); // true
Color.isColorLike("#ff0000"); // true
Color.isColorLike(0xff0000); // true
Color.isColorLike([1, 0, 0]); // true
Color.isColorLike({ r: 1, g: 0, b: 0 }); // true
Color.isColorLike({ foo: 1 }); // false
Color.isColorLike(null); // false
Color.isColorLike() checks the structural shape (string, number, array, or recognized object). It doesn't validate that a string is a real CSS color name, nor that array values fall in range. Use it as a type guard before passing user input to new Color() or setValue().
Common Mistakes
[MEDIUM] Expecting toRgba() to return 0-255 values
Wrong:
import { Color } from "pixi.js";
const { r, g, b } = new Color({ r: 255, g: 128, b: 0 }).toRgba();
// r = 1, g = ~0.502, b = 0 (NOT 255, 128, 0)
Correct:
import { Color } from "pixi.js";
// Use toUint8RgbArray() for 0-255 output
const [r, g, b] = new Color({ r: 255, g: 128, b: 0 }).toUint8RgbArray();
// r = 255, g = 128, b = 0
RGB object inputs use 0-255 range ({ r: 255, g: 0, b: 0 }), but all output methods (toRgba(), toRgb(), toArray(), toRgbArray()) normalize to 0-1. Use toUint8RgbArray() when you need 0-255 integers for CSS or external APIs.
[MEDIUM] Using 0-255 range in color arrays
Wrong:
import { Color } from "pixi.js";
new Color([255, 0, 0]); // NOT red; values are interpreted as 0-1
Correct:
import { Color } from "pixi.js";
new Color([1, 0, 0]); // red via normalized array
new Color(0xff0000); // red via hex
new Color("red"); // red via CSS name
new Color(new Uint8Array([255, 0, 0])); // red via Uint8Array (0-255)
Plain number arrays (number[] and Float32Array) use normalized 0-1 range. [255, 0, 0] clamps to [1, 0, 0] because values are clamped, but [200, 100, 50] does not produce the expected color. Use Uint8Array or Uint8ClampedArray for 0-255 input.
[MEDIUM] Using utils.string2hex or utils.hex2string
Wrong:
import { utils } from "pixi.js";
const hex = utils.string2hex("#ff0000");
Correct:
import { Color } from "pixi.js";
const hex = new Color("#ff0000").toNumber();
const str = new Color(0xff0000).toHex();
The utils namespace was removed in v8. Use the Color class for all color conversions.
API Reference
Related skills
More from pixijs/pixijs-skills and the wider catalog.
pixijs
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.
pixijs-application
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 creation 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, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, releaseGlobalResources.
pixijs-core-concepts
Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer.
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pixijs-scene-container
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pixijs-performance
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