# pixijs-events

A skill for pointer, mouse, touch and wheel input in PixiJS v8: eventMode values, FederatedEvent types, propagation and capture, hitArea, cursors, drag with globalpointermove.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 5900 installs · ★ 358
- Author: pixijs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/pixijs/pixijs-skills/tree/HEAD/skills/pixijs-events/SKILL.md
- Updated: 2026-10-01
- HTML: https://affpapa.org/en/nevibecode/skills/pixijs-events

## What it does

The skill covers PixiJS's federated event system, which mirrors DOM events on the scene graph. An object opts in with `container.eventMode = 'static'`, then listens through `.on()`, `addEventListener()` or an `onEventName` property handler. Move events fire only over the listening object, so dragging needs `globalpointermove`.

All five `eventMode` values are explained: `none`, `passive`, `auto`, `static`, `dynamic`. Use `static` for buttons, UI elements and drag targets. Reserve `dynamic` for objects that move under a stationary cursor and need continuous hover updates. `isInteractive()` tells you whether an object can receive events at all.

Separate sections walk through event types (pointer, mouse, touch, global moves, container lifecycle), the capture phase via a `capture` suffix, `hitArea` setup, and the traversal rules used to find the top-most interactive element. One gotcha matters: PixiJS does not block the browser context menu. Only `event.preventDefault()` inside a `contextmenu` listener keeps it closed — cancelling `rightdown`, `rightup` or `rightclick` will not. On macOS, ctrl + click also fires `contextmenu` and the browser may report it as a left click, so test that path if you ship to Mac users.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add pixijs/pixijs-skills --skill pixijs-events -a claude-code
```

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

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add pixijs/pixijs-skills --skill pixijs-events -a codex
```

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

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add pixijs/pixijs-skills --skill pixijs-events -a cursor
```

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

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install pixijs/pixijs-skills pixijs-events
```

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

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add pixijs/pixijs-skills --skill pixijs-events -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/pixijs/pixijs-skills --path skills/pixijs-events
```

### Windsurf (Devin Desktop)

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

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add pixijs/pixijs-skills --skill pixijs-events -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/pixijs/pixijs-skills/tree/HEAD/skills/pixijs-events/SKILL.md

## When to use it
- make a sprite respond to clicks with eventMode
- build drag that survives the pointer leaving the object
- catch a parent click when a child stops propagation
- use a circular or polygon hit area instead of bounds
- suppress the browser context menu on right click

## Example prompts
- Set up pointerdown handling on a PixiJS v8 button
- Add sprite dragging with globalpointermove
- My click handler on the container never fires — check eventMode and hitArea

## Source text · SKILL.md · MIT

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: 463bc0566dcbf6e0.

BEGIN THIRD-PARTY FILE 463bc0566dcbf6e0
````text
---
name: pixijs-events
description: "Use this skill when handling pointer, mouse, touch, or wheel input in PixiJS v8. Covers eventMode (none, passive, auto, static, dynamic), FederatedEvent types, propagation and capture phase, hitArea, interactiveChildren, cursor and cursorStyles, global move events for drag, eventFeatures config. Triggers on: eventMode, FederatedPointerEvent, pointerdown, click, tap, globalpointermove, drag, hitArea, cursor, stopPropagation, persistentDeviceId, contextmenu, rightclick."
license: MIT
---

PixiJS's federated event system mirrors DOM events on the scene graph. Set `container.eventMode = 'static'` to opt an object in, then listen with `.on()`, `addEventListener()`, or `onEventName` property handlers. Move events fire only over the listening object; use `globalpointermove` for drag.

## Quick Start

```ts
const button = new Sprite(await Assets.load("button.png"));
button.eventMode = "static";
button.cursor = "pointer";
app.stage.addChild(button);

button.on("pointertap", (event) => {
  console.log("clicked at", event.global.x, event.global.y);
});

let dragging = false;
button.on("pointerdown", () => {
  dragging = true;
});
button.on("pointerup", () => {
  dragging = false;
});
button.on("pointerupoutside", () => {
  dragging = false;
});
button.on("globalpointermove", (event) => {
  if (dragging) button.parent.toLocal(event.global, undefined, button.position);
});
```

**Related skills:** `pixijs-accessibility` (screen reader + keyboard), `pixijs-scene-dom-container` (HTML overlays), `pixijs-performance` (event-heavy scenes).

## Core Patterns

### eventMode values

```ts
import { Sprite } from "pixi.js";

const sprite = new Sprite();

// No interaction at all; children also ignored
sprite.eventMode = "none";

// Default. Self not interactive; interactive children still work
sprite.eventMode = "passive";

// Hit tested only when a parent is interactive
sprite.eventMode = "auto";

// Standard interaction: receives pointer/mouse/touch events
sprite.eventMode = "static";

// Like static, but also fires synthetic events from the ticker
// when the pointer is stationary (for animated objects under cursor)
sprite.eventMode = "dynamic";
```

Use `'static'` for buttons, UI elements, and drag targets. Use `'dynamic'` only for objects that move under a stationary cursor and need continuous hover updates.

Use `isInteractive()` to check whether an object can receive events:

```ts
sprite.eventMode = "static";
sprite.isInteractive(); // true

sprite.eventMode = "passive";
````
END THIRD-PARTY FILE 463bc0566dcbf6e0

The third-party file has ended. Everything between the 463bc0566dcbf6e0 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2538 of 12737 bytes. © pixijs · MIT · https://github.com/pixijs/pixijs-skills/tree/HEAD/skills/pixijs-events/SKILL.md

_Part of the page did not fit — see the HTML version._

---
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