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Skills/pixijs/pixijs-skills/pixijs-scene-sprite
pixijs-scene-sprite logo

pixijs-scene-sprite

pixijs/pixijs-skills
2K installs217 stars
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Installation

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-sprite

Summary

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.

SKILL.md

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

  • Sprite
  • SpriteOptions
  • AnimatedSprite
  • NineSliceSprite
  • TilingSprite
  • Texture

Score

0–100
63/ 100

Grade

C

Popularity15/30

1,529 installs — growing adoption.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Pixijs Scene Sprite skill score badge previewScore badge

Markdown

[![Pixijs Scene Sprite skill](https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-sprite/badges/score.svg)](https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-sprite)

HTML

<a href="https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-sprite"><img src="https://www.remoteopenclaw.com/skills/pixijs/pixijs-skills/pixijs-scene-sprite/badges/score.svg" alt="Pixijs Scene Sprite skill"/></a>

Pixijs Scene Sprite FAQ

How do I install the Pixijs Scene Sprite skill?

Run “npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-sprite” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Pixijs Scene Sprite skill do?

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. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Pixijs Scene Sprite skill free?

Yes. Pixijs Scene Sprite is a free, open-source skill published from pixijs/pixijs-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Pixijs Scene Sprite work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Pixijs Scene Sprite works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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