Pixijs 2d
Fast, lightweight 2D rendering engine for creating interactive graphics, particle...
Install
npx skills add freshtechbro/claudedesignskills --skill pixijs-2d -g -a claude-code -y- Repository
- freshtechbro/claudedesignskills1.2k
- Category
- Design
- Updated
- 12mo ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- Yes, review before use
What it does
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
PixiJS 2D Rendering Skill
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU.
When to Use This Skill
Trigger this skill when you encounter:
- "Create 2D particle effects" or "animated particles"
- "2D sprite animation" or "sprite sheet handling"
- "Interactive canvas graphics" or "2D game"
- "UI overlays on 3D scenes" or "HUD layer"
- "Draw shapes programmatically" or "vector graphics API"
- "Optimize rendering performance" or "thousands of sprites"
- "Apply visual filters" or "blur/displacement effects"
- "Lightweight 2D engine" or "alternative to Canvas2D"
Use PixiJS for: High-performance 2D rendering (up to 100,000+ sprites), particle systems, interactive UI, 2D games, data visualization with WebGL acceleration.
Don't use for: 3D graphics (use Three.js/R3F), simple animations (use Motion/GSAP), basic DOM manipulation.
Core Concepts
1. Application & Renderer
The entry point for PixiJS applications:
import { Application } from 'pixi.js';
const app = new Application();
await app.init({
width: 800,
height: 600,
backgroundColor: 0x1099bb,
antialias: true, // Smooth edges
resolution: window.devicePixelRatio || 1
});
document.body.appendChild(app.canvas);
Key Properties:
app.stage: Root container for all display objectsapp.renderer: WebGL/WebGPU renderer instanceapp.ticker: Update loop for animationsapp.screen: Canvas dimensions
2. Sprites & Textures
Core visual elements loaded from images:
import { Assets, Sprite } from 'pixi.js';
// Load texture
const texture = await Assets.load('path/to/image.png');


