| name | starwards-pixijs |
| description | PixiJS v8 patterns for Starwards - Containers, Sprites, Graphics, Textures, ticker integration, event handling, and testing with Playwright data-id selectors |
| version | Tue Dec 02 2025 00:00:00 GMT+0000 (Coordinated Universal Time) |
| related_skills | starwards-tdd (test rendering with E2E), starwards-debugging (debug rendering issues), starwards-verification (verify visual output) |
PixiJS v8 Development for Starwards
Overview
Starwards uses PixiJS v8 (^8.14.0) for 2D rendering in the browser module. This skill covers both the PixiJS v8 API reference and Starwards-specific patterns.
Core principle: Layered container composition with ticker-driven updates synced to Colyseus state changes.
Table of Contents
PixiJS v8 Reference
Application
The Application class provides an extensible entry point for PixiJS projects.
Async Initialization (v8 Required)
import { Application } from 'pixi.js';
const app = new Application();
await app.init({
width: 800,
height: 600,
backgroundColor: 0x1099bb,
});
document.body.appendChild(app.canvas);
Key Options
| Option | Type | Default | Description |
|---|---|---|---|
width |
number |
800 |
Initial width |
height |
number |
600 |
Initial height |
backgroundColor |
ColorSource |
'black' |
Background color |
antialias |
boolean |
- | Enable anti-aliasing |
resolution |
number |
1 |
Pixel resolution |
resizeTo |
Window | HTMLElement |
- | Auto-resize target |
preference |
'webgl' | 'webgpu' |
'webgl' |
Renderer type |
Containers & Scene Graph
Creating Containers
import { Container } from 'pixi.js';
const container = new Container({
x: 100,
y: 100,
});
app.stage.addChild(container);
Parent-Child Relationships
- Children inherit transforms, alpha, visibility from parents
- Render order: children render in insertion order (later = on top)
- Use
setChildIndex()orzIndexwithsortableChildrenfor reordering
Coordinate Systems
// Local to global
const globalPos = obj.toGlobal(new Point(0, 0));
// Global to local
const localPos = container.toLocal(new Point(100, 100));
Culling
container.cullable = true; // Enable culling
container.cullableChildren = true; // Cull children recursively
container.cullArea = new Rectangle(0, 0, 400, 400); // Custom cull bounds
Sprites
Basic Usage
import { Sprite, Assets } from 'pixi.js';
const texture = await Assets.load('bunny.png');
const sprite = new Sprite(texture);
sprite.anchor.set(0.5); // Center anchor
sprite.x = 100;
sprite.y = 100;
sprite.tint = 0xff0000; // Red tint
sprite.alpha = 0.8;
Sprite Properties
| Property | Description |
|---|---|
texture |
The texture to display |
anchor |
Origin point (0-1 range) |
tint |
Color tint |
blendMode |
Blend mode for compositing |
width, height |
Size (scales texture) |
Graphics (v8 API)
CRITICAL: v8 uses a new fluent API. Build shapes first, then fill/stroke.
v8 Fluent API
import { Graphics } from 'pixi.js';
// Draw shape, then fill/stroke
const graphics = new Graphics()
.rect(50, 50, 100, 100)
.fill(0xff0000)
.stroke({ width: 2, color: 'white' });
// Circle with fill and stroke
const circle = new Graphics()
.circle(100, 100, 50)
.fill({ color: 0x00ff00, alpha: 0.5 })
.stroke({ width: 3, color: 0x000000 });
Shape Methods
| v7 (OLD) | v8 (NEW) |
|---|---|
drawRect() |
rect() |
drawCircle() |
circle() |
drawEllipse() |
ellipse() |
drawRoundedRect() |
roundRect() |
drawPolygon() |
poly() |
drawStar() |
star() |
Lines
const lines = new Graphics()
.moveTo(0, 0)
.lineTo(100, 100)
.lineTo(200, 0)
.stroke({ width: 2, color: 0xff0000 });
Holes (v8)
const rectWithHole = new Graphics()
.rect(0, 0, 100, 100)
.fill(0x00ff00)
.circle(50, 50, 20)
.cut(); // Creates hole
GraphicsContext (Sharing)
import { GraphicsContext, Graphics } from 'pixi.js';
const context = new GraphicsContext()
.rect(0, 0, 100, 100)
.fill(0xff0000);
const g1 = new Graphics(context);
const g2 = new Graphics(context); // Shares same data
Text
Basic Text
import { Text, TextStyle } from 'pixi.js';
const text = new Text({
text: 'Hello World',
style: {
fontFamily: 'Arial',
fontSize: 24,
fill: 0xffffff,
align: 'center',
},
});
TextStyle Properties
| Property | Description |
|---|---|
fontFamily |
Font name |
fontSize |
Size in pixels |
fill |
Fill color |
stroke |
Stroke settings |
align |
Text alignment |
wordWrap |
Enable word wrapping |
wordWrapWidth |
Wrap width |
BitmapText (Performance)
import { BitmapText } from 'pixi.js';
const bitmapText = new BitmapText({
text: 'Score: 1000',
style: { fontFamily: 'MyBitmapFont', fontSize: 32 },
});
Textures & Assets
Loading Assets
import { Assets, Sprite } from 'pixi.js';
// Single asset
const texture = await Assets.load('path/to/image.png');
const sprite = new Sprite(texture);
// Multiple assets
const textures = await Assets.load(['a.png', 'b.png']);
// With alias
await Assets.load({ alias: 'hero', src: 'images/hero.png' });
const heroTexture = Assets.get('hero');
Asset Bundles
Assets.addBundle('game', [
{ alias: 'player', src: 'player.png' },
{ alias: 'enemy', src: 'enemy.png' },
]);
const assets = await Assets.loadBundle('game');
Manifest
const manifest = {
bundles: [
{
name: 'load-screen',
assets: [{ alias: 'bg', src: 'background.png' }],
},
{
name: 'game',
assets: [{ alias: 'hero', src: 'hero.png' }],
},
],
};
await Assets.init({ manifest });
await Assets.loadBundle('load-screen');
SVGs
// As texture
const svgTexture = await Assets.load('icon.svg');
const sprite = new Sprite(svgTexture);
// As Graphics (scalable)
const svgContext = await Assets.load({
src: 'icon.svg',
data: { parseAsGraphicsContext: true },
});
const graphics = new Graphics(svgContext);
Texture Cleanup
// Unload from cache and GPU
await Assets.unload('texture.png');
// Unload from GPU only (keep in memory)
texture.source.unload();
// Destroy texture
texture.destroy();
Ticker
Basic Usage
import { Ticker, UPDATE_PRIORITY } from 'pixi.js';
// Using app ticker
app.ticker.add((ticker) => {
sprite.rotation += 0.1 * ticker.deltaTime;
});
// One-time callback
app.ticker.addOnce((ticker) => {
console.log('Called once');
});
// With priority (higher runs first)
app.ticker.add(updateFn, null, UPDATE_PRIORITY.HIGH);
Priority Constants
UPDATE_PRIORITY.HIGH = 50UPDATE_PRIORITY.NORMAL = 0UPDATE_PRIORITY.LOW = -50
FPS Control
app.ticker.maxFPS = 60; // Cap framerate
app.ticker.minFPS = 30; // Clamp deltaTime
Ticker Properties
| Property | Description |
|---|---|
deltaTime |
Scaled frame delta |
elapsedMS |
Raw milliseconds since last frame |
FPS |
Current frames per second |
Events / Interaction
Event Modes
sprite.eventMode = 'static'; // Interactive, non-moving
sprite.eventMode = 'dynamic'; // Interactive, moving (receives idle events)
sprite.eventMode = 'passive'; // Default, children can be interactive
sprite.eventMode = 'none'; // No interaction
Pointer Events
sprite.eventMode = 'static';
sprite.on('pointerdown', (event) => {
console.log('Clicked at', event.global.x, event.global.y);
});
sprite.on('pointermove', (event) => { /* ... */ });
sprite.on('pointerup', (event) => { /* ... */ });
sprite.on('pointerover', (event) => { /* ... */ });
sprite.on('pointerout', (event) => { /* ... */ });
Hit Area
import { Rectangle, Circle } from 'pixi.js';
sprite.hitArea = new Rectangle(0, 0, 100, 100);
// or
sprite.hitArea = new Circle(50, 50, 50);
Custom Cursor
sprite.cursor = 'pointer';
sprite.cursor = 'grab';
sprite.cursor = 'url(cursor.png), auto';
Disable Children Interaction
container.interactiveChildren = false; // Skip children hit testing
Performance Tips
Sprites
- Use spritesheets to minimize texture switches
- Sprites batch with up to 16 textures per batch
- Draw order matters for batching efficiency
Graphics
- Graphics are fastest when not modified after creation
- Small Graphics (<100 points) batch like sprites
- Use sprites with textures for complex shapes
Text
- Avoid updating text every frame (expensive)
- Use BitmapText for frequently changing text
- Lower
resolutionfor less memory
Masks
- Rectangle masks (scissor) are fastest
- Graphics masks (stencil) are second fastest
- Sprite masks (filters) are expensive
Filters
- Release with
container.filters = null - Set
filterAreafor known dimensions - Use sparingly - each filter adds draw calls
General
- Enable culling for large scenes:
cullable = true - Use
RenderGroupsfor static content - Set
interactiveChildren = falsefor non-interactive containers
v8 Migration Highlights
Key Changes
- Async Initialization Required
// OLD (v7)
const app = new Application({ width: 800 });
// NEW (v8)
const app = new Application();
await app.init({ width: 800 });
- Graphics API Changed
// OLD (v7)
graphics.beginFill(0xff0000).drawRect(0, 0, 100, 100).endFill();
// NEW (v8)
graphics.rect(0, 0, 100, 100).fill(0xff0000);
- Ticker Callback
// OLD (v7)
ticker.add((dt) => sprite.rotation += dt);
// NEW (v8)
ticker.add((ticker) => sprite.rotation += ticker.deltaTime);
- Application Canvas
// OLD (v7)
app.view
// NEW (v8)
app.canvas
- Leaf Nodes Can't Have Children
Sprite,Graphics,Meshetc. can no longer have children- Use
Containeras parent instead
- getBounds Returns Bounds
// OLD (v7)
const rect = container.getBounds();
// NEW (v8)
const rect = container.getBounds().rectangle;
Starwards Patterns
CameraView Application
Starwards extends Application for radar/tactical views.
Location: modules/browser/src/radar/camera-view.ts
import { Application, ApplicationOptions, Container } from 'pixi.js';
export class CameraView extends Application {
constructor(public camera: Camera) {
super();
}
public async initialize(
pixiOptions: Partial<ApplicationOptions>,
container: WidgetContainer
) {
await super.init(pixiOptions);
// Limit FPS to prevent GPU heating
this.ticker.maxFPS = 30;
// Handle resize
container.on('resize', () => {
this.resizeView(container.width, container.height);
});
// Append canvas
container.getElement().append(this.canvas);
}
// Coordinate transformations
public worldToScreen = (w: XY) => this.camera.worldToScreen(this.renderer, w.x, w.y);
public screenToWorld = (s: XY) => this.camera.screenToWorld(this.renderer, s.x, s.y);
// Layer management
public addLayer(child: Container) {
this.stage.addChild(child);
}
}
Key patterns:
ticker.maxFPS = 30- Prevents excessive GPU usage- Coordinate transforms:
worldToScreen(),screenToWorld() - Layer composition via
addLayer()
Layer System
Starwards uses a layer pattern where each layer has a renderRoot Container.
GridLayer Example
Location: modules/browser/src/radar/grid-layer.ts
import { Container, Graphics } from 'pixi.js';
export class GridLayer {
private stage = new Container();
private gridLines = new Graphics();
constructor(private parent: CameraView) {
this.parent.events.on('screenChanged', () => this.drawSectorGrid());
this.stage.addChild(this.gridLines);
}
get renderRoot(): Container {
return this.stage;
}
private drawSectorGrid() {
// Clear and redraw
this.gridLines.clear();
// Draw lines using v8 API
this.gridLines
.moveTo(0, screen)
.lineTo(this.parent.renderer.width, screen)
.stroke({ width: 2, color: magnitude.color, alpha: 0.5 });
}
}
Pattern:
- Each layer owns a
stageContainer - Exposes via
renderRootgetter - Redraws on
screenChangedevent - Uses
graphics.clear()before redrawing
Starwards Graphics Patterns
v8 Fluent API Usage
// Drawing selection rectangle
const graphics = new Graphics();
graphics
.rect(min.x, min.y, width, height)
.fill({ color: selectionColor, alpha: 0.2 })
.stroke({ width: 1, color: selectionColor, alpha: 1 });
// Drawing grid lines
this.gridLines
.moveTo(0, screenY)
.lineTo(rendererWidth, screenY)
.stroke({ width: 2, color: lineColor, alpha: 0.5 });
Clear and Redraw Pattern
private redraw() {
this.graphics.clear();
// ... draw new content
}
Starwards Event Handling
Location: modules/browser/src/radar/interactive-layer.ts
Setup
import { Container, FederatedPointerEvent, Rectangle } from 'pixi.js';
export class InteractiveLayer {
private stage = new Container();
constructor(private parent: CameraView) {
// Set cursor
this.stage.cursor = 'crosshair';
// Enable interaction
this.stage.interactive = true;
// Set hit area to full canvas
this.stage.hitArea = new Rectangle(
0, 0,
this.parent.renderer.width,
this.parent.renderer.height
);
// Register events
this.stage.on('pointerdown', this.onPointerDown);
this.stage.on('pointermove', this.onPointerMove);
this.stage.on('pointerup', this.onPointerUp);
// Update hit area on resize
this.parent.events.on('screenChanged', () => {
this.stage.hitArea = new Rectangle(
0, 0,
this.parent.renderer.width,
this.parent.renderer.height
);
});
}
private onPointerDown = (event: FederatedPointerEvent) => {
const screenPos = XY.clone(event.global);
const worldPos = this.parent.screenToWorld(screenPos);
// ... handle interaction
};
}
Key patterns:
stage.interactive = trueenables eventsstage.hitArea = new Rectangle(...)defines clickable area- Update hit area on resize
- Use
event.globalfor screen coordinates - Convert to world with
screenToWorld()
Object Pooling
Location: modules/browser/src/radar/texts-pool.ts
Starwards uses iterator-based pooling to reduce GC pressure.
export class TextsPool {
private texts: Text[] = [];
constructor(private container: Container) {}
*[Symbol.iterator]() {
let index = 0;
while (true) {
if (index >= this.texts.length) {
const text = new Text({ text: '', style: { ... } });
this.texts.push(text);
this.container.addChild(text);
}
const text = this.texts[index];
text.visible = true;
yield text;
index++;
}
}
return() {
// Hide unused texts
for (let i = this.usedCount; i < this.texts.length; i++) {
this.texts[i].visible = false;
}
}
}
// Usage
const textsIterator = this.textsPool[Symbol.iterator]();
for (const item of items) {
const text = textsIterator.next().value;
text.text = item.label;
text.x = item.x;
text.y = item.y;
}
textsIterator.return(); // Hide unused
Testing with Playwright
Data Attributes
Add data-id to canvas elements for E2E testing:
this.canvas.setAttribute('data-id', 'Tactical Radar');
Playwright Selectors
// Select canvas by data-id
const canvas = page.locator('[data-id="Tactical Radar"]');
// Get attribute values
const zoom = await canvas.getAttribute('data-zoom');
RadarDriver Pattern
class RadarDriver {
constructor(private canvas: Locator) {}
async getZoom() {
return Number(await this.canvas.getAttribute('data-zoom'));
}
async setZoom(target: number) {
await this.canvas.dispatchEvent('wheel', { deltaY: ... });
}
}
Testing Considerations
- No unit tests for PixiJS components (visual output)
- Use E2E tests with Playwright
- Test via data attributes, not rendered pixels
- Use
data-idon Tweakpane panels:page.locator('[data-id="Panel Name"]')
Quick Reference
| Task | Starwards Pattern |
|---|---|
| Create layer | class MyLayer { stage = new Container(); get renderRoot() { return this.stage; } } |
| Draw graphics | graphics.rect(...).fill({...}).stroke({...}) |
| Redraw | graphics.clear(); // then draw |
| Interactive | stage.interactive = true; stage.hitArea = new Rectangle(...) |
| Events | stage.on('pointerdown', handler) |
| Coords | parent.worldToScreen(xy), parent.screenToWorld(xy) |
| FPS limit | ticker.maxFPS = 30 |
| Test selector | page.locator('[data-id="..."]') |
Common Pitfalls
Using v7 Graphics API
- Wrong:
beginFill(),drawRect(),endFill() - Right:
rect().fill().stroke()
- Wrong:
Forgetting async init
- Wrong:
new Application({ width: 800 }) - Right:
await app.init({ width: 800 })
- Wrong:
Adding children to Sprites
- v8 leaf nodes can't have children
- Use Container as parent
Not clearing Graphics
- Call
graphics.clear()before redrawing
- Call
Hit area not updated on resize
- Update
stage.hitAreawhen canvas resizes
- Update
SVGs not loading as textures
- Use
Texture.from()for SVGs (GitHub issue #8694 workaround)
- Use