# pixi-js

A skill that steers your coding agent toward performant Pixi.js games in TypeScript, with mobile and rendering advice baked in.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 948 installs · ★ 286
- Author: Mindrally
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/Mindrally/skills/tree/HEAD/pixi-js/SKILL.md
- Updated: 2026-10-08
- HTML: https://affpapa.org/en/nevibecode/skills/pixi-js

## What it 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.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add Mindrally/skills --skill pixi-js -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/pixi-js/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/pixi-js/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add Mindrally/skills --skill pixi-js -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/pixi-js/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add Mindrally/skills --skill pixi-js -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/pixi-js/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install Mindrally/skills pixi-js
```

2. **Manually: put the files in place**
- File: `.github/skills/pixi-js/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add Mindrally/skills --skill pixi-js -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/Mindrally/skills --path pixi-js
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/pixi-js/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add Mindrally/skills --skill pixi-js -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/Mindrally/skills/tree/HEAD/pixi-js/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: bb789cfe93b351ab.

BEGIN THIRD-PARTY FILE bb789cfe93b351ab
```text
---
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
```
END THIRD-PARTY FILE bb789cfe93b351ab

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First 2863 of 3433 bytes. © Mindrally · Apache-2.0 · https://github.com/Mindrally/skills/tree/HEAD/pixi-js/SKILL.md

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