pixijs/pixijs-skillsMIT1 file

Pixijs Scene Gif

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.

Specification
Skill ID
pixijs/pixijs-skills/pixijs-scene-gif
Publisher
pixijs
Repository
pixijs-skills
Installs
0
Files
1
License
MIT
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

pixijs/pixijs-skills/pixijs-scene-gifInstalls these files
  • SKILL.md

What this skill tells the agent

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:

OptionTypeDefaultDescription
sourceGifSource—Required. The parsed GIF data returned by Assets.load('file.gif'). Can be shared across multiple GifSprite instances.
autoPlaybooleantrueStart playback immediately on construction. If false, you must call gif.play() to begin.
loopbooleantrueRepeat the animation on reaching the last frame. When false, the sprite stops at the final frame and fires onComplete.
animationSpeednumber1Multiplier on the GIF's native frame timing. 2 runs at double speed; 0.5 runs at half.
autoUpdatebooleantrueConnect playback to Ticker.shared. Set to false to drive updates yourself via gif.update(ticker).
fpsnumber30Fallback frame rate for GIFs that do not specify per-frame delays.
onComplete`() => void \null`nullCalled when a non-looping animation reaches the last frame.
onLoop`() => void \null`nullCalled each time a looping animation wraps around.
onFrameChange`(frame: number) => void \null`nullCalled every time the displayed frame index changes.
scaleModeSCALE_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),
});
  • onComplete fires when a non-looping animation reaches the last frame.
  • onLoop fires each time a looping animation wraps around.
  • onFrameChange fires 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 });

More from pixijs

Use this skill in a project

Open any RiverX project, search the Skills panel for pixijs/pixijs-skills/pixijs-scene-gif, and install it in one click.

Use this skill