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pixijs-scene-sprite

pixijs/pixijs-skills

Draw and animate images in PixiJS v8 with Sprite, AnimatedSprite, NineSliceSprite, and TilingSprite.

What is pixijs-scene-sprite?

This skill covers four sprite classes for different image-drawing tasks in PixiJS v8: Sprite for single textures, AnimatedSprite for frame-based animation, NineSliceSprite for resizable UI panels, and TilingSprite for scrolling/repeating backgrounds. Use it when you need to render and position images or animate them through frames.

  • Draw single textures with Sprite, supporting anchor, tint, and texture swapping
  • Animate characters and objects through frame sequences with AnimatedSprite
  • Create resizable UI panels and buttons with NineSliceSprite that preserve corner art
  • Render scrolling and repeating backgrounds with TilingSprite using tilePosition

How to install pixijs-scene-sprite

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-sprite
Prerequisites
  • Familiarity with pixijs-scene-core-concepts (leaves, transforms, Container)
  • Textures loaded via Assets.load() before sprite creation
  • PixiJS v8 installed
Claude Code
Cursor
Windsurf
Cline

How to use pixijs-scene-sprite

  1. 1.Load a texture using Assets.load() before creating a sprite
  2. 2.Create a Sprite, AnimatedSprite, NineSliceSprite, or TilingSprite with appropriate options (texture, anchor, tint, etc.)
  3. 3.Set position, scale, rotation, or other transform properties as needed
  4. 4.For AnimatedSprite, call gotoAndPlay() to start frame animation
  5. 5.For TilingSprite, animate tilePosition to create scrolling effects
  6. 6.Add the sprite to a Container or stage using addChild()

Use cases

Good for
  • Drawing a game character or item sprite at a specific position with rotation and scale
  • Animating a character walking cycle from a spritesheet using frame sequences
  • Creating a resizable dialog box or button UI panel that scales without stretching borders
  • Implementing a parallax scrolling background that repeats infinitely
Who it's for
  • Game developers building 2D games with PixiJS
  • UI developers creating scalable interface elements
  • Graphics programmers working with sprite-based animation
  • Web developers building interactive visual applications

pixijs-scene-sprite FAQ

Should I use anchor or pivot to center a sprite?

Always use anchor.set(0.5) to center a sprite. Anchor shifts only the draw origin, while pivot shifts both the transform origin and visual position, causing unexpected movement.

How do I load a texture for a sprite?

Use await Assets.load('path/to/image.png') first, then pass the returned Texture to new Sprite(texture). Do not use Texture.from() in v8; it only reads the cache.

Can I add children to a Sprite?

No. Sprite, NineSliceSprite, and TilingSprite all set allowChildren = false. Wrap multiple sprites in a Container to group them.

What is the difference between Sprite and AnimatedSprite?

Sprite draws a single texture. AnimatedSprite is a subclass that cycles through an array of texture frames for frame-based animation. All Sprite properties (anchor, tint, position) apply to AnimatedSprite.

How do I make a scrolling background with TilingSprite?

Create a TilingSprite with a repeating texture, then animate its tilePosition property each frame to scroll the pattern.

Full instructions (SKILL.md)

Source of truth, from pixijs/pixijs-skills.


name: pixijs-scene-sprite description: "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." license: MIT

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