Pixijs Scene Sprite
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 ID
- pixijs/pixijs-skills/pixijs-scene-sprite
- Publisher
- pixijs
- Repository
- pixijs-skills
- Installs
- 0
- Files
- 5
- License
- MIT
- Synced
- Sep 23, 2026
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-spriteInstalls these files- SKILL.md
- references/animated-sprite.md
- references/nineslice-sprite.md
- references/sprite.md
- references/tiling-sprite.md
What this skill tells the agent
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
| Variant | Use when | Trade-offs | Reference |
|---|---|---|---|
Sprite | Draw a single texture at a position | Fixed size = texture size | references/sprite.md |
AnimatedSprite | Frame-based animation from a texture array or spritesheet | Pre-rendered frames only; no tweening | references/animated-sprite.md |
NineSliceSprite | Resizable UI panels, buttons, dialog frames | Border width is fixed; center stretches | references/nineslice-sprite.md |
TilingSprite | Scrolling backgrounds, parallax, repeating patterns | Single texture repeated; tilePosition scrolls | references/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 passsheet.animations['walk']. Seereferences/animated-sprite.md. - "I want a UI button/panel that resizes without stretching the borders" →
NineSliceSprite. Set border widths, then setwidth/height. Seereferences/nineslice-sprite.md. - "I want a scrolling repeating background" →
TilingSprite. AnimatetilePositionto scroll. Seereferences/tiling-sprite.md. - "I want thousands of identical sprites" → Use
ParticleContainerwithParticleinstances (seepixijs-scene-particle-container), not plain sprites. - "I want to draw shapes or paths" → Use
Graphics(seepixijs-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
More from pixijs
Use this skill in a project
Open any RiverX project, search the Skills panel for pixijs/pixijs-skills/pixijs-scene-sprite, and install it in one click.
