pixi-js — Claude Code skill: Pixi.js game dev in TypeScript
A skill that steers your coding agent toward performant Pixi.js games in TypeScript, with mobile and rendering advice baked in.
npx skills add Mindrally/skills --skill pixi-js -a claude-codeWhat pixi-js does
This skill gives the agent a working brief for Pixi.js: performance-first TypeScript, functional and declarative patterns, classes only where they earn their place. Variables get auxiliary-verb names like isLoading and hasRendered.
The content is organised into sections. Project layout splits code into scenes/, entities/, systems/, assets/ and utils/. Naming rules cover camelCase functions, kebab-case files, PascalCase Pixi objects and UPPERCASE constants. The rendering section walks through sprite batching, texture atlases, ParticleContainer, off-screen culling and cacheAsBitmap.
Mobile gets its own pass: responsive touch areas, multi-touch handling, orientation changes, frame rate throttling and pausing updates when the app goes to the background. Memory advice leans on object pooling and destroying unused textures. Worth knowing before you install: the guidance assumes Pixi.js itself, so on a Canvas or a different engine the suggestions will miss the mark.
What it helps with
- split game code into scenes, entities and systems folders
- cut draw calls with sprite batching and texture atlases
- pool frequently created entities instead of allocating new ones
- cull off-screen objects and cache complex graphics
- wire up touch controls and responsive scaling for mobile
Example prompts for the agent
- Restructure my Pixi.js project into scenes, entities, systems and assets folders
- Optimize rendering with sprite batching, atlases and off-screen culling
- Add multi-touch controls and responsive scaling for the mobile build
How to install pixi-js
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill pixi-js -a claude-code2Manually: put the files in place
~/.claude/skills/pixi-js/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/pixi-js/
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill pixi-js -a codex2Manually: put the files in place
.agents/skills/pixi-js/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill pixi-js -a cursor2Manually: put the files in place
.cursor/skills/pixi-js/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install Mindrally/skills pixi-js2Manually: put the files in place
.github/skills/pixi-js/SKILL.md1Skills CLI (Vercel)
npx skills add Mindrally/skills --skill pixi-js -a gemini-cli2Platform CLI
gemini skills install https://github.com/Mindrally/skills --path pixi-jsManually: put the files in place
.devin/skills/pixi-js/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add Mindrally/skills --skill pixi-js -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about pixi-js
How do I install pixi-js in Claude?
Run npx skills add Mindrally/skills --skill pixi-js -a claude-code. The skill file lands at ~/.claude/skills/pixi-js/SKILL.md.
What does the pixi-js skill do?
It frames the agent as a Pixi.js and TypeScript expert, covering project structure, naming conventions, rendering and memory optimization, and mobile specifics.
Which platforms support this skill?
Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode, each with its own install command.
Source text
SKILL.md · Apache-2.0
--- name: pixi-js description: Expert guidance for Pixi.js game development with TypeScript, focusing on high-performance web and mobile games metadata: maintainer: Mindrally source: https://github.com/Mindrally/skills --- # Pixi.js Game Development You are an expert in TypeScript, Pixi.js, web game development, and mobile app optimization. ## Key Principles - Write concise, technically accurate TypeScript code focused on performance - Use functional and declarative programming patterns; avoid classes where possible - Prioritize code optimization and efficient resource management for smooth gameplay - Use descriptive variable names with auxiliary verbs (e.g., isLoading, hasRendered) ## Project Structure Organize code by feature directories: - scenes/ - Game scenes and screen management - entities/ - Game objects and characters - systems/ - Game systems (physics, input, audio) - assets/ - Asset management and loading - utils/ - Shared utilities and helpers ## Naming Conventions - camelCase for functions and variables (e.g., loadAssets, playerScore) - kebab-case for file names (e.g., game-scene.ts, player-controller.ts) - PascalCase for classes and Pixi objects (e.g., GameScene, PlayerSprite) - Boolean prefixes: should, has, is (e.g., shouldUpdate, hasLoaded, isPlaying) - UPPERCASE for constants (e.g., MAX_VELOCITY, SCREEN_WIDTH) ## TypeScript Best Practices - Use strict typing for all game objects and components - Define interfaces for game entities, states, and configurations - Leverage TypeScript's type system for compile-time error catching - Use generics for reusable game components ## Pixi.js Optimizations ### Rendering Performance - Implement sprite batching to minimize draw calls - Use texture atlases for related sprites - Utilize Pixi.js WebGPU renderer for optimal performance on supported browsers - Fall back to WebGL for broader compatibility - Use Pixi's ticker system for consistent game loops ### Sprite and Display Management - Use ParticleContainer for large numbers of similar sprites - Implement off-screen culling to avoid rendering invisible objects - Cache complex graphics using cacheAsBitmap - Optimize scene graph structure for efficient updates ### Interaction Handling - Use Pixi's built-in interaction manager efficiently - Implement hit areas for complex interactive objects - Batch interaction checks where possible ## Performance Optimization ### Memory Management - Minimize garbage collection by reusing objects - Implement object pooling for frequently created/destroyed entities - Properly destroy unused textures and display objects ### Asset Management - Implement progressive asset loading - Use texture compression for mobile targets - Optimize texture sizes for target devices - Implement level streaming for large games ### Game Loop - Use Pixi's ticker for frame updates - Optimize draw order to minimize state changes - Implement spatial partitioning for collision detection ## Mobile Optimization ### Touch Controls - Implement responsive touch areas - Handle multi-touch properly - Provide visual feedback for touch interactions ### Responsive Design - Scale game to fit different screen sizes - Handle orientation changes gracefully - Optimize UI for touch interaction ### Power Management - Implement frame rate throttling when appropriate - Pause updates when app is backgrounded - Optimize battery usage with efficient rendering
© Mindrally · Apache-2.0 · Mindrally/skills