pixijs/pixijs-skillsMIT1 file

Pixijs Scene Graphics

Use this skill when drawing vector shapes and paths in PixiJS v8. Covers the Graphics API: shape-then-fill methods (rect/circle/ellipse/poly/roundRect/star/regularPoly/roundPoly/roundShape/filletRect/chamferRect), path methods (moveTo/lineTo/bezierCurveTo/quadraticCurveTo/arc/arcTo/arcToSvg/closePath), fill/stroke/cut, holes, FillGradient (linear/radial), FillPattern, GraphicsContext sharing, svg import/export, containsPoint hit testing, cloning, clearing, bounds, fillStyle/strokeStyle, draw-time transforms (rotateTransform/scaleTransform/translateTransform/setTransform/save/restore), default styles, GraphicsPath reuse. Triggers on: Graphics, GraphicsContext, rect, circle, poly, roundRect, fill, stroke, cut, hole, beginHole, FillGradient, FillPattern, moveTo, bezierCurveTo, svg, graphicsContextToSvg, svg export, GraphicsOptions, containsPoint, clone, clear, bounds, rotateTransform, translateTransform, setFillStyle, setStrokeStyle, GraphicsPath.

Specification
Skill ID
pixijs/pixijs-skills/pixijs-scene-graphics
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-graphicsInstalls these files
  • SKILL.md

What this skill tells the agent

Graphics is the vector-drawing leaf of the PixiJS v8 scene graph. The v8 API follows a shape-then-style pattern: draw a shape or path with rect, circle, moveTo, etc., then apply fill and/or stroke. Every method returns this for chaining, and the drawing instructions live on a GraphicsContext that can be shared between instances.

Assumes familiarity with pixijs-scene-core-concepts. Graphics is a leaf: do not nest children inside it. Wrap multiple Graphics objects in a Container to group them.

Quick Start

const g = new Graphics();

g.rect(10, 10, 200, 100)
  .fill({ color: 0x3498db, alpha: 0.8 })
  .stroke({ width: 3, color: 0x2c3e50 });

g.circle(300, 60, 40).fill(0xe74c3c);

g.moveTo(50, 200)
  .lineTo(200, 200)
  .bezierCurveTo(250, 250, 100, 300, 50, 250)
  .closePath()
  .fill(0x6c5ce7);

app.stage.addChild(g);

Related skills: pixijs-scene-core-concepts (scene graph basics), pixijs-scene-container (group graphics with other objects), pixijs-scene-core-concepts/references/masking.md (Graphics as a stencil mask), pixijs-filters (effects), pixijs-performance (batching, cacheAsTexture).

Constructor options

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 GraphicsOptions:

OptionTypeDefaultDescription
contextGraphicsContextnew GraphicsContext()Shared drawing context. Passing a context reuses its tessellated geometry across multiple Graphics nodes, avoiding duplicate GPU work. If omitted, each Graphics creates and owns a new context.
roundPixelsbooleanfalseRounds the final on-screen x/y to the nearest pixel. Produces crisper lines for pixel-art styles at the cost of smooth sub-pixel movement.

The constructor also accepts a GraphicsContext instance as its sole argument (new Graphics(ctx)), which is shorthand for new Graphics({ context: ctx }).

Core Patterns

Shape-then-fill workflow

const g = new Graphics();

g.rect(10, 10, 200, 100)
  .fill({ color: 0x3498db, alpha: 0.8 })
  .stroke({ width: 3, color: 0x2c3e50 });

g.circle(150, 200, 40).fill(0xe74c3c);
g.roundRect(300, 10, 150, 80, 12).fill(0x2ecc71);
g.poly([0, 0, 60, 0, 30, 50], true).fill(0x9b59b6);
g.star(400, 200, 5, 40, 20, 0).fill(0xf39c12);
g.ellipse(100, 350, 60, 30).fill(0x1abc9c);

fill() accepts a FillInput: a color number/string, { color, alpha, texture, matrix, textureSpace }, a FillGradient, a FillPattern, or a Texture. When filling with a texture, textureSpace controls coordinate mapping:

  • 'local' (default): texture is scaled to fit each shape's bounding box (normalized 0-1 coordinates).
  • 'global': texture position/scale are relative to the Graphics object's coordinate system, shared across all shapes.
  • Atlas sub-textures: 'global' honors the frame origin and rotation, so a shape drawn at the frame's size matches a Sprite of that frame. 'local' maps the whole source image; pass a matrix that targets the frame's region of the source, or renderer.generateTexture() the frame first.

FillInput also supports a nested fill subfield: a FillStyle options object can embed a FillGradient or FillPattern under its fill key, which applies the gradient or pattern alongside the color, alpha, texture, and matrix modifiers on the outer object.

stroke() accepts a color, a FillGradient, a FillPattern, or a StrokeStyle object that combines all FillStyle keys (color, alpha, texture, matrix, fill, textureSpace) with stroke attributes:

AttributeDefaultNotes
width1Pixel width of the stroke.
cap'butt'One of 'butt', 'round', 'square'. End style for open paths.
join'miter'One of 'miter', 'round', 'bevel'. Corner style.
miterLimit10Caps how far miter joins extend before falling back to bevel.
alignment0.51 = inside the shape, 0.5 = centered, 0 = outside.
pixelLinefalseAligns 1-pixel lines to the pixel grid for crisp output. Graphics-only.

Strokes can use the same gradients and patterns as fills via fill: gradient or texture: tex:

const grad = new FillGradient({
  end: { x: 1, y: 0 },
  colorStops: [
    { offset: 0, color: 0xff0000 },
    { offset: 1, color: 0x0000ff },
  ],
});
g.rect(0, 0, 200, 100).stroke({
  width: 8,
  fill: grad,
  join: "round",
  cap: "round",
});

Both fill() and stroke() can be called after the same shape; calling stroke() immediately after fill() reuses the same path.

Advanced shape primitives

g.regularPoly(100, 100, 50, 6, 0).fill(0x3498db);
g.roundPoly(250, 100, 50, 5, 10).fill(0xe74c3c);
g.chamferRect(350, 50, 100, 80, 15).fill(0x2ecc71);
g.filletRect(500, 50, 100, 80, 15).fill(0x9b59b6);
g.roundShape(
  [
    { x: 50, y: 250, radius: 20 },
    { x: 150, y: 250, radius: 5 },
    { x: 150, y: 350, radius: 10 },
    { x: 50, y: 350, radius: 15 },
  ],
  10,
).fill(0xf39c12);

Holes with cut()

g.rect(0, 0, 200, 200).fill(0x00ff00).circle(100, 100, 50).cut();

cut() subtracts the current active path from the previously drawn fill or stroke. Rules:

  • The hole must be completely inside the target shape. Holes that overlap edges or sit outside the shape will not render correctly because the renderer triangulates with the hole as an interior boundary.
  • cut() looks back at up to the last two instructions. When you fill() and then stroke() the same path, a single cut() adds the hole to the stroke first; a second cut() adds it to the fill underneath.
  • After cut(), the active path resets so you can start the next shape with moveTo, rect, etc.
  • cut() applies to strokes too — g.rect(...).stroke(...).circle(...).cut() cuts a hole through the stroke outline.

Punch multiple holes with a single cut() by drawing several shapes into the active path before calling it. Each shape accumulates into the same hole path:

const g = new Graphics();

g.rect(350, 350, 150, 150).fill(0x00ff00);

// Draw three circles into the active path, then cut them all in one call
g.circle(375, 375, 25);
g.circle(425, 425, 25);
g.circle(475, 475, 25);
g.cut();

If you need holes on separate filled shapes, give each shape its own fill() and matching cut():

g.rect(0, 0, 100, 100).fill(0x3498db);
g.circle(50, 50, 20).cut(); // hole in the rect

g.rect(120, 0, 100, 100).fill(0xe74c3c);
g.circle(170, 50, 20).cut(); // hole in the second rect

Calling cut() on a shape that already has a hole adds to the existing hole path rather than replacing it. Use this to layer holes additively.

Paths and complex shapes

g.moveTo(50, 50)
  .lineTo(200, 50)
  .bezierCurveTo(250, 100, 250, 150, 200, 200)
  .quadraticCurveTo(100, 250, 50, 200)
  .closePath()
  .fill({ color: 0x6c5ce7, alpha: 0.7 })
  .stroke({ width: 2, color: 0xdfe6e9 });

More from pixijs

Use this skill in a project

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

Use this skill