pixijs-scene-gif
pixijs/pixijs-skills
Play animated GIFs in PixiJS v8 with frame-by-frame control and callbacks.
What is pixijs-scene-gif?
GifSprite displays animated GIFs as display objects in PixiJS v8 scenes. Use it when you need to load and play GIF files with independent playback control, callbacks, and integration with the scene graph. Requires the pixi.js/gif side-effect import to register the loader.
- Load GIF files via Assets.load() returning a GifSource
- Play, stop, and seek to specific frames with independent playback state per sprite
- Control animation speed with a multiplier and set loop/autoPlay behavior
- Trigger callbacks on frame change, loop completion, and animation finish
- Share GifSource data across multiple GifSprite instances for memory efficiency
- Clone sprites with independent playback settings
How to install pixijs-scene-gif
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-gif- PixiJS v8 installed
- Familiarity with pixijs-scene-core-concepts (scene graph basics)
- GIF files to load
How to use pixijs-scene-gif
- 1.Import the side-effect: import 'pixi.js/gif' and import { GifSprite } from 'pixi.js/gif'
- 2.Load a GIF file: const source = await Assets.load('animation.gif')
- 3.Create a GifSprite with the source and options: new GifSprite({ source, autoPlay: true, loop: true })
- 4.Add the sprite to your stage: app.stage.addChild(gif)
- 5.Control playback with gif.play(), gif.stop(), gif.currentFrame, and gif.animationSpeed as needed
Use cases
- Displaying character animations or visual effects in games
- Creating animated UI elements like loading spinners or transitions
- Building sprite-based scene backgrounds with looping GIF animations
- Synchronizing multiple GIF playbacks with different speeds and callbacks
- Loading GIFs from data URIs or file paths with custom frame rate fallbacks
- Game developers using PixiJS v8
- Interactive media and animation developers
- UI/UX engineers building animated components
- Anyone building 2D graphics with frame-based animations
pixijs-scene-gif FAQ
GifSprite loads and plays GIF files directly, decoding each frame into a canvas texture. AnimatedSprite uses a spritesheet with a single atlas texture and batches better on the GPU. For performance-critical animations with many frames, prefer AnimatedSprite.
Yes. GifSource can be shared across multiple GifSprite instances; each sprite maintains independent playback state (frame, speed, playing status).
Importing a named export from pixi.js/gif triggers the side effect automatically. A bare import 'pixi.js/gif' is only needed if you don't import anything from that path.
Set autoUpdate: false in the constructor, then call gif.update(ticker) manually in your ticker callback.
The fps option (default 30) is used as a fallback frame rate. You can override it via Assets.load({ src: 'file.gif', data: { fps: 12 } }).
Full instructions (SKILL.md)
Source of truth, from pixijs/pixijs-skills.
name: pixijs-scene-gif description: "Use this skill when displaying animated GIFs in PixiJS v8. Covers the pixi.js/gif side-effect import, Assets.load returning a GifSource, GifSprite playback (play/stop/currentFrame/animationSpeed), autoPlay/loop options, onComplete/onLoop/onFrameChange callbacks, GifSource sharing, clone, destroy. Triggers on: GifSprite, GifSource, pixi.js/gif, animationSpeed, currentFrame, autoPlay, onComplete, onFrameChange, constructor options, GifSpriteOptions." license: MIT
GifSprite plays an animated GIF as a display object. Assets.load('animation.gif') returns a GifSource (not a Texture), and you wrap that in a GifSprite. Requires a side-effect import 'pixi.js/gif' to register the loader extension.
Assumes familiarity with pixijs-scene-core-concepts. GifSprite extends Sprite, so it is a leaf: do not nest children inside it. Wrap multiple GifSprite instances in a Container to group them.
Quick Start
import "pixi.js/gif";
import { GifSprite } from "pixi.js/gif";
const source = await Assets.load("animation.gif");
const gif = new GifSprite({
source,
autoPlay: true,
loop: true,
animationSpeed: 1,
});
gif.anchor.set(0.5);
gif.x = app.screen.width / 2;
gif.y = app.screen.height / 2;
app.stage.addChild(gif);
[!NOTE] GIFs decode every frame into a separate canvas texture. For performance-critical animations with many frames, prefer a spritesheet with
AnimatedSprite— it uses a single atlas texture and batches better on the GPU.
Related skills: pixijs-scene-core-concepts (scene graph basics), pixijs-scene-sprite (AnimatedSprite for spritesheet-based animation), pixijs-assets (Assets.load, caching, unloading), pixijs-ticker (frame timing), pixijs-performance (texture memory).
Constructor options
GifSpriteOptions extends Omit<SpriteOptions, 'texture'>; texture is managed internally (set from source.textures[0] and swapped per frame). All other Sprite options (anchor, scale, tint, roundPixels, etc.) are valid, and all Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.
Leaf-specific options added by GifSpriteOptions:
| Option | Type | Default | Description |
|---|---|---|---|
source | GifSource | — | Required. The parsed GIF data returned by Assets.load('file.gif'). Can be shared across multiple GifSprite instances. |
autoPlay | boolean | true | Start playback immediately on construction. If false, you must call gif.play() to begin. |
loop | boolean | true | Repeat the animation on reaching the last frame. When false, the sprite stops at the final frame and fires onComplete. |
animationSpeed | number | 1 | Multiplier on the GIF's native frame timing. 2 runs at double speed; 0.5 runs at half. |
autoUpdate | boolean | true | Connect playback to Ticker.shared. Set to false to drive updates yourself via gif.update(ticker). |
fps | number | 30 | Fallback frame rate for GIFs that do not specify per-frame delays. |
onComplete | () => void | null | null | Called when a non-looping animation reaches the last frame. |
onLoop | () => void | null | null | Called each time a looping animation wraps around. |
onFrameChange | (frame: number) => void | null | null | Called every time the displayed frame index changes. |
scaleMode | SCALE_MODE | 'linear' | Deprecated since 8.13.0 — pass scaleMode via Assets.load(..., { data: { scaleMode } }) instead. |
The constructor also accepts a bare GifSource as its sole argument (new GifSprite(source)), which is shorthand for new GifSprite({ source }) using the defaults above.
Core Patterns
Setup and the side-effect import
import "pixi.js/gif";
import { Assets } from "pixi.js";
import { GifSprite } from "pixi.js/gif";
const source = await Assets.load("animation.gif");
const gif = new GifSprite({ source });
pixi.js/gif calls extensions.add(GifAsset), registering .gif with the asset loader. Without it, Assets.load does not recognize GIF files. GifSprite and GifSource are exported from pixi.js/gif, not pixi.js.
Importing a named export from pixi.js/gif also triggers the side effect, so a bare import 'pixi.js/gif' is only needed when you don't import anything from that path.
Playback control
const gif = new GifSprite({ source });
gif.play();
gif.stop();
gif.currentFrame = 5;
gif.animationSpeed = 2;
gif.animationSpeed = 0.5;
gif.playing; // read-only
gif.progress; // 0-1 playback position
gif.totalFrames; // number of frames
gif.duration; // total duration in ms
autoPlay: true (default) starts playback immediately; loop: true (default) repeats. animationSpeed is a multiplier on the GIF's native frame timing. currentFrame is zero-based.
Loading options
const source = await Assets.load({
src: "animation.gif",
data: {
fps: 12,
scaleMode: "nearest",
resolution: 2,
},
});
const fromDataUri = await Assets.load("data:image/gif;base64,R0lGODlh...");
Options in data are passed to GifSource.from. fps sets the fallback frame delay for GIFs that don't specify timing. scaleMode and resolution control the canvas textures created for each frame. The loader matches both .gif file extensions and data:image/gif URIs.
Callbacks
const gif = new GifSprite({
source,
loop: false,
onComplete: () => console.log("animation finished"),
onLoop: () => console.log("loop completed"),
onFrameChange: (frame) => console.log("now on frame", frame),
});
onCompletefires when a non-looping animation reaches the last frame.onLoopfires each time a looping animation wraps around.onFrameChangefires every time the displayed frame changes.
Manual update mode
const gif = new GifSprite({ source, autoUpdate: false });
app.ticker.add((ticker) => {
gif.update(ticker);
});
autoUpdate: false disconnects from Ticker.shared. You call gif.update(ticker) yourself, passing any Ticker instance. Useful when animation should be driven by a private ticker (e.g., a pause-aware game ticker).
Sharing source data and cloning
const source = await Assets.load("animation.gif");
const gif1 = new GifSprite({ source, autoPlay: true });
const gif2 = new GifSprite({ source, autoPlay: false });
const gif3 = gif1.clone();
gif3.animationSpeed = 0.5;
GifSource can be shared across multiple GifSprite instances; each sprite has independent playback state. clone() copies all playback settings but creates an independent instance.
Common Mistakes
[HIGH] Not importing pixi.js/gif
Wrong:
import { Assets } from "pixi.js";
const gif = await Assets.load("animation.gif");
Correct:
import "pixi.js/gif";
import { Assets } from "pixi.js";
const source = await Assets.load("animation.gif");
The GIF loader extension must be registered before loading. Without the side-effect import, the loader does not recognize .gif files and the load either fails or returns raw data.
[MEDIUM] Expecting Assets.load to return a Texture
Wrong:
const texture = await Assets.load("animation.gif");
const sprite = new Sprite(texture);
Correct:
const source = await Assets.load("animation.gif");
const gif = new GifSprite({ source });
Assets.load on a GIF returns a GifSource containing frame textures and timing data. Pass the source to GifSprite; for a single still frame, read source.textures[0].
[MEDIUM] GIF memory not released on destroy
Wrong:
gif.destroy();
// GifSource and frame textures remain in memory
Correct:
gif.destroy(true);
// or
await Assets.unload("animation.gif");
GIF frames hold decoded pixel data as individual canvas textures. gif.destroy() (or destroy(false)) destroys the sprite but keeps the GifSource intact. Pass true to also destroy the source. For shared sources, only destroy when the last consumer is done, or call Assets.unload to let the asset cache handle it.
[LOW] Do not nest children inside a GifSprite
GifSprite extends Sprite, which sets allowChildren = false. It is a leaf. To group a GIF with other display objects, wrap them all in a plain Container:
const group = new Container();
group.addChild(gif, label);
API Reference
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pixijs-ticker
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