pixi.js
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    Class RenderLayer

    The RenderLayer API provides a way to control the rendering order of objects independently of their logical parent-child relationships in the scene graph. This allows developers to decouple how objects are transformed (via their logical parent) from how they are rendered on the screen.

    • RenderLayers define where in the render stack objects are drawn, but they do not affect an object's transformations (e.g., position, scale, rotation) or logical hierarchy.
    • RenderLayers can be added anywhere in the scene graph.
    • Objects still have a logical parent for transformations via addChild.
    • Assigning an object to a layer does not reparent it.
    • Developers assign objects to layers using renderLayer.add and remove them using renderLayer.remove.

    A RenderLayer is a lightweight object responsible for controlling render order. It has no children or transformations of its own but can be inserted anywhere in the scene graph to define its render position.

    const layer = new RenderLayer();
    app.stage.addChild(layer); // Insert the layer into the scene graph

    Use renderLayer.add to assign an object to a layer. This overrides the object's default render order defined by its logical parent.

    const rect = new Graphics();
    container.addChild(rect); // Add to logical parent
    layer.attach(rect); // Control render order via the layer

    To stop an object from being rendered in the layer, use remove.

    layer.remove(rect); // Stop rendering rect via the layer
    

    When an object is removed from its logical parent (removeChild), it is automatically removed from the layer.

    If an object is re-added to a logical parent, it does not automatically reassign itself to the layer. Developers must explicitly reassign it.

    container.addChild(rect);    // Logical parent
    layer.attach(rect); // Explicitly reassign to the layer

    A layer's position in the scene graph determines its render priority relative to other layers and objects. Layers can be inserted anywhere in the scene graph.

    const backgroundLayer = new RenderLayer();
    const uiLayer = new RenderLayer();

    app.stage.addChild(backgroundLayer);
    app.stage.addChild(world);
    app.stage.addChild(uiLayer);

    This is a new API and therefore considered experimental at this stage. While the core is pretty robust, there are still a few tricky issues we need to tackle. However, even with the known issues below, we believe this API is incredibly useful!

    Known issues:

    • Interaction may not work as expected since hit testing does not account for the visual render order created by layers. For example, if an object is visually moved to the front via a layer, hit testing will still use its original position.
    • RenderLayers and their children must all belong to the same renderGroup to work correctly

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Accessors

    Methods

    Constructors

    • Creates a new RenderLayer instance

      Parameters

      • options: RenderLayerOptions = {}

        Configuration options for the RenderLayer

        Options for configuring a RenderLayer. A RenderLayer allows control over rendering order independent of the scene graph hierarchy.

        • OptionalsortableChildren?: boolean

          If true, the layer's children will be sorted by zIndex before rendering. If false, you can manually sort the children using sortRenderLayerChildren when needed.

          false
          
          const layer = new RenderLayer({
          sortableChildren: true // Automatically sorts children by zIndex
          });
        • OptionalsortFunction?: (a: Container, b: Container) => number

          Custom sort function to sort layer children. Default sorts by zIndex.

          const layer = new RenderLayer({
          sortFunction: (a, b) => {
          // Sort by y position
          return a.position.y - b.position.y;
          }
          });
          (a, b) => a.zIndex - b.zIndex
          

      Returns RenderLayer

    Properties

    accessible?: boolean

    Flag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set

    false
    
    const container = new Container();
    container.accessible = true;
    accessibleChildren?: boolean

    Setting to false will prevent any children inside this container to be accessible. Defaults to true.

    true
    
    const container = new Container();
    container.accessible = true;
    container.accessibleChildren = false; // This will prevent any children from being accessible

    const sprite = new Sprite(texture);
    sprite.accessible = true; // This will not work since accessibleChildren is false
    accessibleHint?: string

    Sets the aria-label attribute of the shadow div

    null
    @advanced
    const container = new Container();
    container.accessible = true;
    container.accessibleHint = 'This is a container';
    accessiblePointerEvents?: PointerEvents

    Specify the pointer-events the accessible div will use Defaults to auto.

    'auto'
    
    const container = new Container();
    container.accessible = true;
    container.accessiblePointerEvents = 'none'; // or 'auto', 'visiblePainted', etc.
    accessibleText?: string

    Sets the text content of the shadow

    null
    
    const container = new Container();
    container.accessible = true;
    container.accessibleText = 'This is a container';
    accessibleTitle?: string

    Sets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'

    null
    
    const container = new Container();
    container.accessible = true;
    container.accessibleTitle = 'My Container';
    accessibleType?: keyof HTMLElementTagNameMap

    Specify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.

    'button'
    
    const container = new Container();
    container.accessible = true;
    container.accessibleType = 'button'; // or 'link', 'checkbox', etc.
    boundsArea: Rectangle

    An optional bounds area for this container. Setting this rectangle will stop the renderer from recursively measuring the bounds of each children and instead use this single boundArea.

    Important

    This is great for optimisation! If for example you have a 1000 spinning particles and you know they all sit within a specific bounds, then setting it will mean the renderer will not need to measure the 1000 children to find the bounds. Instead it will just use the bounds you set.

    const container = new Container();
    container.boundsArea = new Rectangle(0, 0, 500, 500);
    cacheAsBitmap: boolean

    Legacy property for backwards compatibility with PixiJS v7 and below. Use cacheAsTexture instead.

    since 8.0.0

    cacheAsTexture: (val: boolean | CacheAsTextureOptions) => void

    Caches this container as a texture. This allows the container to be rendered as a single texture, which can improve performance for complex static containers.

    Type declaration

      • (val: boolean | CacheAsTextureOptions): void
      • Parameters

        • val: boolean | CacheAsTextureOptions

          If true, enables caching with default options. If false, disables caching. Can also pass options object to configure caching behavior.

        Returns void

    // Basic caching
    container.cacheAsTexture(true);

    // With custom options
    container.cacheAsTexture({
    resolution: 2,
    antialias: true,
    });

    // Disable caching
    container.cacheAsTexture(false);

    // Cache a complex UI
    const ui = new Container();
    // Add multiple children...
    ui.cacheAsTexture(true);
    ui.updateCacheTexture(); // Update if contents change
    children: ContainerChild[] = []

    The array of children of this container. Each child must be a Container or extend from it.

    The array is read-only, but its contents can be modified using Container methods.

    // Access children
    const firstChild = container.children[0];
    const lastChild = container.children[container.children.length - 1];
    cullable?: boolean

    Controls whether this object should be culled when out of view. When true, the object will not be rendered if its bounds are outside the visible area.

    const sprite = new Sprite(texture);

    // Enable culling
    sprite.cullable = true;

    // Force object to always render
    sprite.cullable = false;
    • Does not affect transform updates
    • Applies to this object only
    • Children follow their own cullable setting
    false
    
    cullableChildren?: boolean

    Controls whether children of this container can be culled. When false, skips recursive culling checks for better performance.

    const container = new Container();

    // Enable container culling
    container.cullable = true;

    // Disable child culling for performance
    container.cullableChildren = false;

    // Children will always render if container is visible
    container.addChild(sprite1, sprite2, sprite3);
    • Improves performance for static scenes
    • Useful when children are always within container bounds
    • Parent culling still applies
    true
    
    cullArea?: Rectangle

    Custom shape used for culling calculations instead of object bounds. Defined in local space coordinates relative to the object.

    Note

    Setting this to a custom Rectangle allows you to define a specific area for culling, which can improve performance by avoiding expensive bounds calculations.

    const container = new Container();

    // Define custom culling boundary
    container.cullArea = new Rectangle(0, 0, 800, 600);

    // Reset to use object bounds
    container.cullArea = null;
    • Improves performance by avoiding bounds calculations
    • Useful for containers with many children
    • Set to null to use object bounds
    null
    
    cursor?: string & {} | Cursor

    The cursor style to display when the mouse pointer is hovering over the object. Accepts any valid CSS cursor value or custom cursor URL.

    // Common cursor types
    sprite.cursor = 'pointer'; // Hand cursor for clickable elements
    sprite.cursor = 'grab'; // Grab cursor for draggable elements
    sprite.cursor = 'crosshair'; // Precise cursor for selection
    sprite.cursor = 'not-allowed'; // Indicate disabled state

    // Direction cursors
    sprite.cursor = 'n-resize'; // North resize
    sprite.cursor = 'ew-resize'; // East-west resize
    sprite.cursor = 'nesw-resize'; // Northeast-southwest resize

    // Custom cursor with fallback
    sprite.cursor = 'url("custom.png"), auto';
    sprite.cursor = 'url("cursor.cur") 2 2, pointer'; // With hotspot offset
    undefined
    
    effects?: Effect[]

    todo Needs docs

    eventMode?: EventMode

    Enable interaction events for the Container. Touch, pointer and mouse events are supported.

    const sprite = new Sprite(texture);

    // Enable standard interaction (like buttons)
    sprite.eventMode = 'static';
    sprite.on('pointerdown', () => console.log('clicked!'));

    // Enable for moving objects
    sprite.eventMode = 'dynamic';
    sprite.on('pointermove', () => updatePosition());

    // Disable all interaction
    sprite.eventMode = 'none';

    // Only allow child interactions
    sprite.eventMode = 'passive';

    Available modes:

    • 'none': Ignores all interaction events, even on its children. Best for pure visuals.
    • 'passive': (default) Does not emit events and ignores hit testing on itself and non-interactive children. Interactive children will still emit events.
    • 'auto': Does not emit events but is hit tested if parent is interactive. Same as interactive = false in v7.
    • 'static': Emit events and is hit tested. Same as interactive = true in v7. Best for buttons/UI.
    • 'dynamic': Like static but also receives synthetic events when pointer is idle. Best for moving objects.

    Performance tips:

    • Use 'none' for pure visual elements
    • Use 'passive' for containers with some interactive children
    • Use 'static' for standard UI elements
    • Use 'dynamic' only when needed for moving/animated elements

    7.2.0

    filterArea?: Rectangle

    The area the filter is applied to. This is used as an optimization to define a specific region for filter effects instead of calculating the display object bounds each frame.

    Note

    Setting this to a custom Rectangle allows you to define a specific area for filter effects, which can improve performance by avoiding expensive bounds calculations.

    // Set specific filter area
    container.filterArea = new Rectangle(0, 0, 100, 100);

    // Optimize filter region
    const screen = app.screen;
    container.filterArea = new Rectangle(
    screen.x,
    screen.y,
    screen.width,
    screen.height
    );
    groupTransform: Matrix = ...

    The group transform is a transform relative to the render group it belongs too. If this container is render group then this will be an identity matrix. other wise it will be the same as the relativeGroupTransform. Use this value when actually rendering things to the screen

    hitArea?: IHitArea

    Defines a custom hit area for pointer interaction testing. When set, this shape will be used for hit testing instead of the container's standard bounds.

    import { Rectangle, Circle, Sprite } from 'pixi.js';

    // Rectangular hit area
    const button = new Sprite(texture);
    button.eventMode = 'static';
    button.hitArea = new Rectangle(0, 0, 100, 50);

    // Circular hit area
    const icon = new Sprite(texture);
    icon.eventMode = 'static';
    icon.hitArea = new Circle(32, 32, 32);

    // Custom hit area with polygon
    const custom = new Sprite(texture);
    custom.eventMode = 'static';
    custom.hitArea = new Polygon([0,0, 100,0, 100,100, 0,100]);

    // Custom hit testing logic
    sprite.hitArea = {
    contains(x: number, y: number) {
    // Custom collision detection
    return x >= 0 && x <= width && y >= 0 && y <= height;
    }
    };
    • Takes precedence over the container's bounds for hit testing
    • Can improve performance by simplifying collision checks
    • Useful for irregular shapes or precise click areas
    interactive?: boolean

    Whether this object should fire UI events. This is an alias for eventMode set to 'static' or 'passive'. Setting this to true will enable interaction events like pointerdown, click, etc. Setting it to false will disable all interaction events on this object.

    // Enable interaction events
    sprite.interactive = true; // Sets eventMode = 'static'
    sprite.interactive = false; // Sets eventMode = 'passive'
    interactiveChildren?: boolean

    Controls whether children of this container can receive pointer events.

    Setting this to false allows PixiJS to skip hit testing on all children, improving performance for containers with many non-interactive children.

    true
    
    // Container with many visual-only children
    const container = new Container();
    container.interactiveChildren = false; // Skip hit testing children

    // Menu with interactive buttons
    const menu = new Container();
    menu.interactiveChildren = true; // Test all children
    menu.addChild(button1, button2, button3);

    // Performance optimization
    background.interactiveChildren = false;
    foreground.interactiveChildren = true;
    isCachedAsTexture: boolean

    Whether this container is currently cached as a texture.

    // Check cache state
    if (container.isCachedAsTexture) {
    console.log('Container is cached');
    }
    isInteractive: () => boolean

    Determines if the container is interactive or not

    Type declaration

      • (): boolean
      • Returns boolean

        Whether the container is interactive or not

    7.2.0

    import { Sprite } from 'pixi.js';

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';
    sprite.isInteractive(); // true

    sprite.eventMode = 'dynamic';
    sprite.isInteractive(); // true

    sprite.eventMode = 'none';
    sprite.isInteractive(); // false

    sprite.eventMode = 'passive';
    sprite.isInteractive(); // false

    sprite.eventMode = 'auto';
    sprite.isInteractive(); // false
    label: string

    The instance label of the object.

    null
    
    localTransform: Matrix = ...

    Current transform of the object based on local factors: position, scale, other stuff. This matrix represents the local transformation without any parent influence.

    // Basic transform access
    const localMatrix = sprite.localTransform;
    console.log(localMatrix.toString());
    mask: Mask

    Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it.

    Important

    In PixiJS a regular mask must be a Graphics or a Sprite object. This allows for much faster masking in canvas as it utilities shape clipping. Furthermore, a mask of an object must be in the subtree of its parent. Otherwise, getLocalBounds may calculate incorrect bounds, which makes the container's width and height wrong.

    For sprite mask both alpha and red channel are used. Black mask is the same as transparent mask.

    // Apply mask to sprite
    const sprite = new Sprite(texture);
    sprite.mask = graphics;

    // Remove mask
    sprite.mask = null;
    name: string

    The instance name of the object.

    since 8.0.0

    Container#label

    null
    

    Property-based event handler for the click event. Fired when a pointer device (mouse, touch, etc.) completes a click action.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('click', (event) => {
    console.log('Sprite clicked at:', event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onclick = (event) => {
    console.log('Clicked at:', event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the globalmousemove event.

    Fired when the mouse moves anywhere, regardless of whether the pointer is over this object. The object must have eventMode set to 'static' or 'dynamic' to receive this event.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('globalmousemove', (event) => {
    // Move sprite to mouse position
    sprite.position.copyFrom(event.global);
    });
    // Using property-based handler
    sprite.onglobalmousemove = (event) => {
    // Move sprite to mouse position
    sprite.position.copyFrom(event.global);
    };
    null
    
    • Fires even when the mouse is outside the object's bounds
    • Useful for drag operations or global mouse tracking
    • Must have eventMode set appropriately to receive events
    • Part of the global move events family along with globalpointermove and globaltouchmove

    Property-based event handler for the globalpointermove event.

    Fired when the pointer moves anywhere, regardless of whether the pointer is over this object. The object must have eventMode set to 'static' or 'dynamic' to receive this event.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('globalpointermove', (event) => {
    sprite.position.set(event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onglobalpointermove = (event) => {
    sprite.position.set(event.global.x, event.global.y);
    };
    null
    
    • Fires even when the mouse is outside the object's bounds
    • Useful for drag operations or global mouse tracking
    • Must have eventMode set appropriately to receive events
    • Part of the global move events family along with globalpointermove and globaltouchmove

    Property-based event handler for the globaltouchmove event.

    Fired when a touch interaction moves anywhere, regardless of whether the pointer is over this object. The object must have eventMode set to 'static' or 'dynamic' to receive this event.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('globaltouchmove', (event) => {
    sprite.position.set(event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onglobaltouchmove = (event) => {
    sprite.position.set(event.global.x, event.global.y);
    };
    null
    
    • Fires even when the touch is outside the object's bounds
    • Useful for drag operations or global touch tracking
    • Must have eventMode set appropriately to receive events
    • Part of the global move events family along with globalpointermove and globalmousemove

    Property-based event handler for the mousedown event. Fired when a mouse button is pressed while the pointer is over the object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mousedown', (event) => {
    sprite.alpha = 0.5; // Visual feedback
    console.log('Mouse button:', event.button);
    });
    // Using property-based handler
    sprite.onmousedown = (event) => {
    sprite.alpha = 0.5; // Visual feedback
    console.log('Mouse button:', event.button);
    };
    null
    

    Property-based event handler for the mouseenter event. Fired when the mouse pointer enters the bounds of the object. Does not bubble.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseenter', (event) => {
    sprite.scale.set(1.1);
    });
    // Using property-based handler
    sprite.onmouseenter = (event) => {
    sprite.scale.set(1.1);
    };
    null
    

    Property-based event handler for the mouseleave event. Fired when the pointer leaves the bounds of the display object. Does not bubble.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseleave', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onmouseleave = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the mousemove event. Fired when the pointer moves while over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mousemove', (event) => {
    // Get coordinates relative to the sprite
    console.log('Local:', event.getLocalPosition(sprite));
    });
    // Using property-based handler
    sprite.onmousemove = (event) => {
    // Get coordinates relative to the sprite
    console.log('Local:', event.getLocalPosition(sprite));
    };
    null
    

    Property-based event handler for the mouseout event. Fired when the pointer moves out of the bounds of the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseout', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onmouseout = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the mouseover event. Fired when the pointer moves onto the bounds of the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseover', (event) => {
    sprite.scale.set(1.1);
    });
    // Using property-based handler
    sprite.onmouseover = (event) => {
    sprite.scale.set(1.1);
    };
    null
    

    Property-based event handler for the mouseup event. Fired when a mouse button is released over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseup', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onmouseup = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the mouseupoutside event. Fired when a mouse button is released outside the display object that initially registered a mousedown.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('mouseupoutside', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onmouseupoutside = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the pointercancel event. Fired when a pointer device interaction is canceled or lost.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointercancel', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onpointercancel = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the pointerdown event. Fired when a pointer device button (mouse, touch, pen, etc.) is pressed.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerdown', (event) => {
    sprite.position.set(event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onpointerdown = (event) => {
    sprite.position.set(event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the pointerenter event. Fired when a pointer device enters the bounds of the display object. Does not bubble.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerenter', (event) => {
    sprite.scale.set(1.2);
    });
    // Using property-based handler
    sprite.onpointerenter = (event) => {
    sprite.scale.set(1.2);
    };
    null
    

    Property-based event handler for the pointerleave event. Fired when a pointer device leaves the bounds of the display object. Does not bubble.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';
    // Using emitter handler
    sprite.on('pointerleave', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onpointerleave = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the pointermove event. Fired when a pointer device moves while over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointermove', (event) => {
    sprite.position.set(event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onpointermove = (event) => {
    sprite.position.set(event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the pointerout event. Fired when the pointer moves out of the bounds of the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerout', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onpointerout = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the pointerover event. Fired when the pointer moves over the bounds of the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerover', (event) => {
    sprite.scale.set(1.2);
    });
    // Using property-based handler
    sprite.onpointerover = (event) => {
    sprite.scale.set(1.2);
    };
    null
    

    Property-based event handler for the pointertap event. Fired when a pointer device completes a tap action (e.g., touch or mouse click).

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointertap', (event) => {
    console.log('Sprite tapped at:', event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onpointertap = (event) => {
    console.log('Sprite tapped at:', event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the pointerup event. Fired when a pointer device button (mouse, touch, pen, etc.) is released.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerup', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onpointerup = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the pointerupoutside event. Fired when a pointer device button is released outside the bounds of the display object that initially registered a pointerdown.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('pointerupoutside', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onpointerupoutside = (event) => {
    sprite.scale.set(1.0);
    };
    null
    
    onRender: (renderer: Renderer) => void

    This callback is used when the container is rendered. It runs every frame during the render process, making it ideal for per-frame updates and animations.

    Note

    In v7 many users used updateTransform for this, however the way v8 renders objects is different and "updateTransform" is no longer called every frame

    Type declaration

      • (renderer: Renderer): void
      • Parameters

        • renderer: Renderer

          The renderer instance

        Returns void

    // Basic rotation animation
    const container = new Container();
    container.onRender = () => {
    container.rotation += 0.01;
    };

    // Cleanup when done
    container.onRender = null; // Removes callback

    Renderer For renderer capabilities

    Property-based event handler for the rightclick event. Fired when a right-click (context menu) action is performed on the object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('rightclick', (event) => {
    console.log('Right-clicked at:', event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.onrightclick = (event) => {
    console.log('Right-clicked at:', event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the rightdown event. Fired when a right mouse button is pressed down over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('rightdown', (event) => {
    sprite.scale.set(0.9);
    });
    // Using property-based handler
    sprite.onrightdown = (event) => {
    sprite.scale.set(0.9);
    };
    null
    

    Property-based event handler for the rightup event. Fired when a right mouse button is released over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('rightup', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onrightup = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the rightupoutside event. Fired when a right mouse button is released outside the bounds of the display object that initially registered a rightdown.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('rightupoutside', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.onrightupoutside = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the tap event. Fired when a tap action (touch) is completed on the object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('tap', (event) => {
    console.log('Sprite tapped at:', event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.ontap = (event) => {
    console.log('Sprite tapped at:', event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the touchcancel event. Fired when a touch interaction is canceled, such as when the touch is interrupted.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('touchcancel', (event) => {
    console.log('Touch canceled at:', event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.ontouchcancel = (event) => {
    console.log('Touch canceled at:', event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the touchend event. Fired when a touch interaction ends, such as when the finger is lifted from the screen.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('touchend', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.ontouchend = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the touchendoutside event. Fired when a touch interaction ends outside the bounds of the display object that initially registered a touchstart.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('touchendoutside', (event) => {
    sprite.scale.set(1.0);
    });
    // Using property-based handler
    sprite.ontouchendoutside = (event) => {
    sprite.scale.set(1.0);
    };
    null
    

    Property-based event handler for the touchmove event. Fired when a touch interaction moves while over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('touchmove', (event) => {
    sprite.position.set(event.global.x, event.global.y);
    });
    // Using property-based handler
    sprite.ontouchmove = (event) => {
    sprite.position.set(event.global.x, event.global.y);
    };
    null
    

    Property-based event handler for the touchstart event. Fired when a touch interaction starts, such as when a finger touches the screen.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('touchstart', (event) => {
    sprite.scale.set(0.9);
    });
    // Using property-based handler
    sprite.ontouchstart = (event) => {
    sprite.scale.set(0.9);
    };
    null
    

    Property-based event handler for the wheel event. Fired when the mouse wheel is scrolled while over the display object.

    const sprite = new Sprite(texture);
    sprite.eventMode = 'static';

    // Using emitter handler
    sprite.on('wheel', (event) => {
    sprite.scale.x += event.deltaY * 0.01; // Zoom in/out
    sprite.scale.y += event.deltaY * 0.01; // Zoom in/out
    });
    // Using property-based handler
    sprite.onwheel = (event) => {
    sprite.scale.x += event.deltaY * 0.01; // Zoom in/out
    sprite.scale.y += event.deltaY * 0.01; // Zoom in/out
    };
    null
    
    relativeGroupTransform: Matrix = ...

    The relative group transform is a transform relative to the render group it belongs too. It will include all parent transforms and up to the render group (think of it as kind of like a stage - but the stage can be nested). If this container is is self a render group matrix will be relative to its parent render group

    renderLayerChildren: Container<ContainerChild>[] = []

    The list of objects that this layer is responsible for rendering. Objects in this list maintain their original parent in the scene graph but are rendered as part of this layer.

    const layer = new RenderLayer();
    const sprite = new Sprite(texture);

    // Add sprite to scene graph for transforms
    container.addChild(sprite);

    // Add to layer for render order control
    layer.attach(sprite);
    console.log(layer.renderLayerChildren.length); // 1

    // Access objects in the layer
    layer.renderLayerChildren.forEach(child => {
    console.log('Layer child:', child);
    });

    // Check if object is in layer
    const isInLayer = layer.renderLayerChildren.includes(sprite);

    // Clear all objects from layer
    layer.detachAll();
    console.log(layer.renderLayerChildren.length); // 0
    sortChildren: () => void

    Sorts children by zIndex value. Only sorts if container is marked as dirty.

    // Basic sorting
    particles.zIndex = 2; // Will mark as dirty
    container.sortChildren();
    sortFunction: (a: Container, b: Container) => number

    Function used to sort layer children if sortableChildren is true

    tabIndex?: number

    Sets the tabIndex of the shadow div. You can use this to set the order of the elements when using the tab key to navigate.

    0
    
    const container = new Container();
    container.accessible = true;
    container.tabIndex = 0;

    const sprite = new Sprite(texture);
    sprite.accessible = true;
    sprite.tabIndex = 1;
    updateCacheTexture: () => void

    Updates the cached texture of this container. This will flag the container's cached texture to be redrawn on the next render.

    // Basic update after changes
    container.updateCacheTexture();
    zIndex: number

    The zIndex of the container.

    Controls the rendering order of children within their parent container.

    A higher value will mean it will be moved towards the front of the rendering order.

    // Add in any order
    container.addChild(character, background, foreground);

    // Adjust rendering order
    background.zIndex = 0;
    character.zIndex = 1;
    foreground.zIndex = 2;
    0
    
    defaultOptions: RenderLayerOptions = ...

    Default options for RenderLayer instances. These options control the sorting behavior of objects within the render layer.

    // Create a custom render layer with modified default options
    RenderLayer.defaultOptions = {
    sortableChildren: true,
    sortFunction: (a, b) => a.y - b.y // Sort by vertical position
    };

    // All new render layers will use these defaults
    const layer1 = new RenderLayer();
    // layer1 will have sortableChildren = true

    Accessors

    • get alpha(): number

      The opacity of the object relative to its parent's opacity. Value ranges from 0 (fully transparent) to 1 (fully opaque).

      Returns number

      // Basic transparency
      sprite.alpha = 0.5; // 50% opacity

      // Inherited opacity
      container.alpha = 0.5;
      const child = new Sprite(texture);
      child.alpha = 0.5;
      container.addChild(child);
      // child's effective opacity is 0.25 (0.5 * 0.5)
      1
      
    • set alpha(value: number): void

      Parameters

      • value: number

      Returns void

    • get angle(): number

      The angle of the object in degrees.

      Note

      'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

      Returns number

      // Basic angle rotation
      sprite.angle = 45; // 45 degrees

      // Rotate around center
      sprite.pivot.set(sprite.width / 2, sprite.height / 2);
      sprite.angle = 180; // Half rotation

      // Rotate around center with origin
      sprite.origin.set(sprite.width / 2, sprite.height / 2);
      sprite.angle = 180; // Half rotation

      // Reset rotation
      sprite.angle = 0;
    • set angle(value: number): void

      Parameters

      • value: number

      Returns void

    • get blendMode(): BLEND_MODES

      The blend mode to be applied to the sprite. Controls how pixels are blended when rendering.

      Setting to 'normal' will reset to default blending.

      Note

      More blend modes are available after importing the pixi.js/advanced-blend-modes sub-export.

      Returns BLEND_MODES

      // Basic blend modes
      sprite.blendMode = 'add'; // Additive blending
      sprite.blendMode = 'multiply'; // Multiply colors
      sprite.blendMode = 'screen'; // Screen blend

      // Reset blend mode
      sprite.blendMode = 'normal'; // Normal blending
      'normal'
      
    • set blendMode(value: BLEND_MODES): void

      Parameters

      Returns void

    • get filters(): readonly Filter[]

      Sets the filters for the displayObject. Filters are visual effects that can be applied to any display object and its children.

      Important

      This is a WebGL/WebGPU only feature and will be ignored by the canvas renderer.

      Returns readonly Filter[]

      new Container({
      filters: [new BlurFilter(2), new ColorMatrixFilter()],
      });

      Filter For filter base class

    • set filters(value: Filter | Filter[]): void

      Sets the filters for the displayObject. Filters are visual effects that can be applied to any display object and its children.

      Important

      This is a WebGL/WebGPU only feature and will be ignored by the canvas renderer.

      Parameters

      Returns void

      // Add a single filter
      sprite.filters = new BlurFilter(2);

      // Apply multiple filters
      container.filters = [
      new BlurFilter(2),
      new ColorMatrixFilter(),
      ];

      // Remove filters
      sprite.filters = null;

      Filter For filter base class

    • get height(): number

      The height of the Container,

      Note

      Changing the height will adjust the scale.y property of the container while maintaining its aspect ratio. [!NOTE] If you want to set both width and height at the same time, use Container#setSize as it is more optimized by not recalculating the local bounds twice.

      Returns number

      // Basic height setting
      container.height = 200;
      // Optimized height setting
      container.setSize(100, 200);
    • set height(value: number): void

      Parameters

      • value: number

      Returns void

    • get isRenderable(): boolean
      Advanced

      Whether or not the object should be rendered.

      Returns boolean

    • get isRenderGroup(): boolean
      Advanced

      Returns true if this container is a render group. This means that it will be rendered as a separate pass, with its own set of instructions

      Returns boolean

    • set isRenderGroup(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get origin(): ObservablePoint
      Experimental

      The origin point around which the container rotates and scales without affecting its position. Unlike pivot, changing the origin will not move the container's position.

      Returns ObservablePoint

      // Rotate around center point
      container.origin.set(container.width / 2, container.height / 2);
      container.rotation = Math.PI; // Rotates around center

      // Reset origin
      container.origin.set(0, 0);
    • set origin(value: number | PointData): void

      Parameters

      Returns void

    • get pivot(): ObservablePoint

      The center of rotation, scaling, and skewing for this display object in its local space. The position is the projection of pivot in the parent's local space.

      By default, the pivot is the origin (0, 0).

      Returns ObservablePoint

      // Rotate around center
      container.pivot.set(container.width / 2, container.height / 2);
      container.rotation = Math.PI; // Rotates around center

      4.0.0

    • set pivot(value: number | PointData): void

      Parameters

      Returns void

    • get position(): ObservablePoint

      The coordinate of the object relative to the local coordinates of the parent.

      Returns ObservablePoint

      // Basic position setting
      container.position.set(100, 200);
      container.position.set(100); // Sets both x and y to 100
      // Using point data
      container.position = { x: 50, y: 75 };

      4.0.0

    • set position(value: PointData): void

      Parameters

      Returns void

    • get renderable(): boolean

      Controls whether this object can be rendered. If false the object will not be drawn, but the transform will still be updated. This is different from visible, which skips transform updates.

      Returns boolean

      // Basic render control
      sprite.renderable = false; // Skip rendering
      sprite.renderable = true; // Enable rendering
      true
      
    • set renderable(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get rotation(): number

      The rotation of the object in radians.

      Note

      'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.

      Returns number

      // Basic rotation
      container.rotation = Math.PI / 4; // 45 degrees

      // Convert from degrees
      const degrees = 45;
      container.rotation = degrees * Math.PI / 180;

      // Rotate around center
      container.pivot.set(container.width / 2, container.height / 2);
      container.rotation = Math.PI; // 180 degrees

      // Rotate around center with origin
      container.origin.set(container.width / 2, container.height / 2);
      container.rotation = Math.PI; // 180 degrees
    • set rotation(value: number): void

      Parameters

      • value: number

      Returns void

    • get scale(): ObservablePoint

      The scale factors of this object along the local coordinate axes.

      The default scale is (1, 1).

      Returns ObservablePoint

      // Basic scaling
      container.scale.set(2, 2); // Scales to double size
      container.scale.set(2); // Scales uniformly to double size
      container.scale = 2; // Scales uniformly to double size
      // Scale to a specific width and height
      container.setSize(200, 100); // Sets width to 200 and height to 100

      4.0.0

    • set scale(value: string | number | PointData): void

      Parameters

      Returns void

    • get skew(): ObservablePoint

      The skew factor for the object in radians. Skewing is a transformation that distorts the object by rotating it differently at each point, creating a non-uniform shape.

      Returns ObservablePoint

      // Basic skewing
      container.skew.set(0.5, 0); // Skew horizontally
      container.skew.set(0, 0.5); // Skew vertically

      // Skew with point data
      container.skew = { x: 0.3, y: 0.3 }; // Diagonal skew

      // Reset skew
      container.skew.set(0, 0);

      // Animate skew
      app.ticker.add(() => {
      // Create wave effect
      container.skew.x = Math.sin(Date.now() / 1000) * 0.3;
      });

      // Combine with rotation
      container.rotation = Math.PI / 4; // 45 degrees
      container.skew.set(0.2, 0.2); // Skew the rotated object

      4.0.0

      {x: 0, y: 0}
      
    • set skew(value: PointData): void

      Parameters

      Returns void

    • get tint(): number

      The tint applied to the sprite.

      This can be any valid ColorSource.

      Returns number

      // Basic color tinting
      container.tint = 0xff0000; // Red tint
      container.tint = 'red'; // Same as above
      container.tint = '#00ff00'; // Green
      container.tint = 'rgb(0,0,255)'; // Blue

      // Remove tint
      container.tint = 0xffffff; // White = no tint
      container.tint = null; // Also removes tint
      0xFFFFFF
      
    • set tint(value: ColorSource): void

      Parameters

      Returns void

    • get visible(): boolean

      The visibility of the object. If false the object will not be drawn, and the transform will not be updated.

      Returns boolean

      // Basic visibility toggle
      sprite.visible = false; // Hide sprite
      sprite.visible = true; // Show sprite
      true
      
    • set visible(value: boolean): void

      Parameters

      • value: boolean

      Returns void

    • get width(): number

      The width of the Container, setting this will actually modify the scale to achieve the value set.

      Note

      Changing the width will adjust the scale.x property of the container while maintaining its aspect ratio. [!NOTE] If you want to set both width and height at the same time, use Container#setSize as it is more optimized by not recalculating the local bounds twice.

      Returns number

      // Basic width setting
      container.width = 100;
      // Optimized width setting
      container.setSize(100, 100);
    • set width(value: number): void

      Parameters

      • value: number

      Returns void

    • get worldTransform(): Matrix

      Current transform of the object based on world (parent) factors.

      This matrix represents the absolute transformation in the scene graph.

      Returns Matrix

      // Get world position
      const worldPos = container.worldTransform;
      console.log(`World position: (${worldPos.tx}, ${worldPos.ty})`);

      Container#localTransform For local space transform

    • get x(): number

      The position of the container on the x axis relative to the local coordinates of the parent.

      An alias to position.x

      Returns number

      // Basic position
      container.x = 100;
    • set x(value: number): void

      Parameters

      • value: number

      Returns void

    • get y(): number

      The position of the container on the y axis relative to the local coordinates of the parent.

      An alias to position.y

      Returns number

      // Basic position
      container.y = 200;
    • set y(value: number): void

      Parameters

      • value: number

      Returns void

    Methods

    • Unlike on or addListener which are methods from EventEmitter, addEventListener seeks to be compatible with the DOM's addEventListener with support for options.

      Type Parameters

      • K extends (keyof FederatedEventMap) | (keyof GlobalFederatedEventMap)

      Parameters

      Returns void

      // Tell the user whether they did a single, double, triple, or nth click.
      button.addEventListener('click', {
      handleEvent(e): {
      let prefix;

      switch (e.detail) {
      case 1: prefix = 'single'; break;
      case 2: prefix = 'double'; break;
      case 3: prefix = 'triple'; break;
      default: prefix = e.detail + 'th'; break;
      }

      console.log('That was a ' + prefix + 'click');
      }
      });

      // But skip the first click!
      button.parent.addEventListener('click', function blockClickOnce(e) {
      e.stopImmediatePropagation();
      button.parent.removeEventListener('click', blockClickOnce, true);
      }, {
      capture: true,
      });
    • Parameters

      • type: string
      • listener: EventListenerOrEventListenerObject
      • Optionaloptions: AddListenerOptions

      Returns void

    • Adds one or more Containers to this render layer. The Containers will be rendered as part of this layer while maintaining their original parent in the scene graph.

      If the Container already belongs to a layer, it will be removed from the old layer before being added to this one.

      Type Parameters

      Parameters

      • ...children: U

        The Container(s) to add to this layer. Can be any Container or array of Containers.

      Returns U[0]

      The first child that was added, for method chaining

      const layer = new RenderLayer();
      const container = new Container();
      const sprite1 = new Sprite(texture1);
      const sprite2 = new Sprite(texture2);

      // Add sprites to scene graph for transforms
      container.addChild(sprite1, sprite2);

      // Add sprites to layer for render order control
      layer.attach(sprite1, sprite2);

      // Add single sprite with type checking
      const typedSprite = layer.attach<Sprite>(new Sprite(texture3));
      typedSprite.tint = 'red';

      // Automatically removes from previous layer if needed
      const otherLayer = new RenderLayer();
      otherLayer.attach(sprite1); // Removes from previous layer
    • Removes all internal references and listeners as well as removes children from the display list. Do not use a Container after calling destroy.

      Parameters

      • options: DestroyOptions = false

        Options parameter. A boolean will act as if all options have been set to that value

      Returns void

      container.destroy();
      container.destroy(true);
      container.destroy({ children: true });
      container.destroy({ children: true, texture: true, textureSource: true });
    • Removes one or more Containers from this render layer. The Containers will maintain their original parent in the scene graph but will no longer be rendered as part of this layer.

      Type Parameters

      Parameters

      • ...children: U

        The Container(s) to remove from this layer

      Returns U[0]

      The first child that was removed, for method chaining

      const layer = new RenderLayer();
      const container = new Container();
      const sprite1 = new Sprite(texture1);
      const sprite2 = new Sprite(texture2);

      // Add sprites to scene graph and layer
      container.addChild(sprite1, sprite2);
      layer.attach(sprite1, sprite2);

      // Remove single sprite from layer
      layer.detach(sprite1);
      // sprite1 is still child of container but not rendered in layer

      // Remove multiple sprites at once
      const otherLayer = new RenderLayer();
      otherLayer.attach(sprite3, sprite4);
      otherLayer.detach(sprite3, sprite4);

      // Type-safe detachment
      const typedSprite = layer.detach<Sprite>(spriteInLayer);
      typedSprite.texture = newTexture; // TypeScript knows this is a Sprite
    • Removes all objects from this render layer. Objects will maintain their original parent in the scene graph but will no longer be rendered as part of this layer.

      Returns void

      The RenderLayer instance for method chaining

      const layer = new RenderLayer();
      const container = new Container();

      // Add multiple sprites to scene graph and layer
      const sprites = [
      new Sprite(texture1),
      new Sprite(texture2),
      new Sprite(texture3)
      ];

      container.addChild(...sprites); // Add to scene graph
      layer.attach(...sprites); // Add to render layer

      // Later, remove all sprites from layer at once
      layer.detachAll();
      console.log(layer.renderLayerChildren.length); // 0
      console.log(container.children.length); // 3 (still in scene graph)
    • Advanced

      This will disable the render group for this container.

      Returns void

    • Dispatch the event on this Container using the event's EventBoundary.

      The target of the event is set to this and the defaultPrevented flag is cleared before dispatch.

      Parameters

      Returns boolean

      Whether the preventDefault() method was not invoked.

      // Reuse a click event!
      button.dispatchEvent(clickEvent);
    • Advanced

      Calling this enables a render group for this container. This means it will be rendered as a separate set of instructions. The transform of the container will also be handled on the GPU rather than the CPU.

      Returns void

    • Calculates and returns the (world) bounds of the display object as a Rectangle. Takes into account transforms and child bounds.

      Parameters

      • OptionalskipUpdate: boolean

        Setting to true will stop the transforms of the scene graph from being updated. This means the calculation returned MAY be out of date BUT will give you a nice performance boost.

      • Optionalbounds: Bounds

        Optional bounds to store the result of the bounds calculation

      Returns Bounds

      The minimum axis-aligned rectangle in world space that fits around this object

      // Basic bounds calculation
      const bounds = sprite.getBounds();
      console.log(`World bounds: ${bounds.x}, ${bounds.y}, ${bounds.width}, ${bounds.height}`);

      // Reuse bounds object for performance
      const recycleBounds = new Bounds();
      sprite.getBounds(false, recycleBounds);

      // Skip update for performance
      const fastBounds = sprite.getBounds(true);
      • Includes transform calculations
      • Updates scene graph by default
      • Can reuse bounds objects
      • Common in hit testing
    • Returns the first child in the container with the specified label. Recursive searches are done in a pre-order traversal.

      Parameters

      • label: string | RegExp

        Instance label to search for

      • Optionaldeep: boolean

        Whether to search recursively through children

      Returns Container<ContainerChild>

      The first child with the specified label, or null if none found

      // Basic label search
      const child = container.getChildByLabel('player');

      // Search with regular expression
      const enemy = container.getChildByLabel(/enemy-\d+/);

      // Deep search through children
      const deepChild = container.getChildByLabel('powerup', true);
    • Returns all children in the container with the specified label. Recursive searches are done in a pre-order traversal.

      Parameters

      • label: string | RegExp

        Instance label to search for

      • Optionaldeep: boolean

        Whether to search recursively through children

      • Optionalout: Container<ContainerChild>[]

        Optional array to store matching children in

      Returns Container<ContainerChild>[]

      An array of children with the specified label

      // Basic label search
      const enemies = container.getChildrenByLabel('enemy');
      // Search with regular expression
      const powerups = container.getChildrenByLabel(/powerup-\d+/);
      // Deep search with collection
      const buttons = [];
      container.getChildrenByLabel('button', true, buttons);
    • Returns the global (compound) alpha of the container within the scene.

      Parameters

      • OptionalskipUpdate: boolean

        Performance optimization flag:

        • If false (default): Recalculates the entire alpha chain through parents for accuracy
        • If true: Uses cached worldAlpha from the last render pass for better performance

      Returns number

      The resulting alpha value (between 0 and 1)

      // Accurate but slower - recalculates entire alpha chain
      const preciseAlpha = container.getGlobalAlpha();

      // Faster but may be outdated - uses cached alpha
      const cachedAlpha = container.getGlobalAlpha(true);
    • Returns the global position of the container, taking into account the container hierarchy.

      Parameters

      • Optionalpoint: Point

        The optional point to write the global value to

      • OptionalskipUpdate: boolean

        Should we skip the update transform

      Returns Point

      The updated point

      // Basic position check
      const globalPos = sprite.getGlobalPosition();
      console.log(`Global: (${globalPos.x}, ${globalPos.y})`);

      // Reuse point object
      const point = new Point();
      sprite.getGlobalPosition(point);

      // Skip transform update for performance
      const fastPos = container.getGlobalPosition(undefined, true);
    • Returns the global (compound) tint color of the container within the scene.

      Parameters

      • OptionalskipUpdate: boolean

        Performance optimization flag:

        • If false (default): Recalculates the entire tint chain through parents for accuracy
        • If true: Uses cached worldColor from the last render pass for better performance

      Returns number

      The resulting tint color as a 24-bit RGB number (0xRRGGBB)

      // Accurate but slower - recalculates entire tint chain
      const preciseTint = container.getGlobalTint();

      // Faster but may be outdated - uses cached tint
      const cachedTint = container.getGlobalTint(true);
    • Returns the global transform matrix of the container within the scene.

      Parameters

      • Optionalmatrix: Matrix

        Optional matrix to store the result. If not provided, a new Matrix will be created.

      • OptionalskipUpdate: boolean

        Performance optimization flag:

        • If false (default): Recalculates the entire transform chain for accuracy
        • If true: Uses cached worldTransform from the last render pass for better performance

      Returns Matrix

      The resulting transformation matrix (either the input matrix or a new one)

      // Accurate but slower - recalculates entire transform chain
      const preciseTransform = container.getGlobalTransform();

      // Faster but may be outdated - uses cached transform
      const cachedTransform = container.getGlobalTransform(undefined, true);

      // Reuse existing matrix
      const existingMatrix = new Matrix();
      container.getGlobalTransform(existingMatrix);
    • Retrieves the local bounds of the container as a Bounds object. Uses cached values when possible for better performance.

      Returns Bounds

      The bounding area

      // Basic bounds check
      const bounds = container.getLocalBounds();
      console.log(`Width: ${bounds.width}, Height: ${bounds.height}`);
      // subsequent calls will reuse the cached bounds
      const cachedBounds = container.getLocalBounds();
      console.log(bounds === cachedBounds); // true
    • Retrieves the size of the container as a [Size]Size object.

      This is faster than get the width and height separately.

      Parameters

      • Optionalout: Size

        Optional object to store the size in.

      Returns Size

      The size of the container.

      // Basic size retrieval
      const size = container.getSize();
      console.log(`Size: ${size.width}x${size.height}`);

      // Reuse existing size object
      const reuseSize = { width: 0, height: 0 };
      container.getSize(reuseSize);
    • Unlike off or removeListener which are methods from EventEmitter, removeEventListener seeks to be compatible with the DOM's removeEventListener with support for options.

      Type Parameters

      • K extends (keyof FederatedEventMap) | (keyof GlobalFederatedEventMap)

      Parameters

      • type: K

        The type of event the listener is bound to.

      • listener: (e: AllFederatedEventMap[K]) => any

        The listener callback or object.

      • Optionaloptions: RemoveListenerOptions

        The original listener options. This is required to deregister a capture phase listener.

      Returns void

    • Parameters

      Returns void

    • Remove the Container from its parent Container. If the Container has no parent, do nothing.

      Returns void

      // Basic removal
      sprite.removeFromParent();

      // With validation
      if (sprite.parent) {
      sprite.removeFromParent();
      }
    • Updates the local transform properties by decomposing the given matrix. Extracts position, scale, rotation, and skew from a transformation matrix.

      Parameters

      • matrix: Matrix

        The matrix to use for updating the transform

      Returns void

      // Basic matrix transform
      const matrix = new Matrix()
      .translate(100, 100)
      .rotate(Math.PI / 4)
      .scale(2, 2);

      container.setFromMatrix(matrix);

      // Copy transform from another container
      const source = new Container();
      source.position.set(100, 100);
      source.rotation = Math.PI / 2;

      target.setFromMatrix(source.localTransform);

      // Reset transform
      container.setFromMatrix(Matrix.IDENTITY);
    • Used to set mask and control mask options on a display object. Allows for more detailed control over masking behavior compared to the mask property.

      Parameters

      Returns void

      import { Graphics, Sprite } from 'pixi.js';

      // Create a circular mask
      const graphics = new Graphics()
      .beginFill(0xFF3300)
      .drawCircle(100, 100, 50)
      .endFill();

      // Apply mask with options
      sprite.setMask({
      mask: graphics,
      inverse: true, // Create a hole effect
      });

      // Clear existing mask
      sprite.setMask({ mask: null });
    • Sets the size of the container to the specified width and height. This is more efficient than setting width and height separately as it only recalculates bounds once.

      Parameters

      • value: number | Optional<Size, "height">

        This can be either a number or a [Size]Size object.

      • Optionalheight: number

        The height to set. Defaults to the value of width if not provided.

      Returns void

      // Basic size setting
      container.setSize(100, 200);

      // Set uniform size
      container.setSize(100); // Sets both width and height to 100
    • Sort the layer's children using the defined sort function. This method allows manual sorting of layer children and is automatically called during rendering if sortableChildren is true.

      Returns void

      The RenderLayer instance for method chaining

      const layer = new RenderLayer();

      // Add multiple sprites at different depths
      const sprite1 = new Sprite(texture);
      const sprite2 = new Sprite(texture);
      const sprite3 = new Sprite(texture);

      sprite1.zIndex = 3;
      sprite2.zIndex = 1;
      sprite3.zIndex = 2;

      layer.attach(sprite1, sprite2, sprite3);

      // Manual sorting with default zIndex sort
      layer.sortRenderLayerChildren();
      // Order is now: sprite2 (1), sprite3 (2), sprite1 (3)

      // Custom sort by y position
      layer.sortFunction = (a, b) => a.y - b.y;
      layer.sortRenderLayerChildren();

      // Automatic sorting
      layer.sortableChildren = true; // Will sort each render
    • Calculates the global position of a point relative to this container. Takes into account the container hierarchy and transforms.

      Type Parameters

      Parameters

      • position: PointData

        The local point to convert

      • Optionalpoint: P

        Optional point to store the result

      • OptionalskipUpdate: boolean

        Whether to skip transform updates

      Returns P

      The global position

      // Basic point conversion
      const localPoint = { x: 10, y: 20 };
      const globalPoint = container.toGlobal(localPoint);

      // With point reuse
      const reusePoint = new Point();
      container.toGlobal(localPoint, reusePoint);

      // Performance optimization
      const fastPoint = container.toGlobal(
      { x: 50, y: 50 },
      undefined,
      true // Skip transform update
      );
    • Calculates the local position of the container relative to another point. Converts coordinates from any coordinate space to this container's local coordinate space.

      Type Parameters

      Parameters

      • position: PointData

        The world origin to calculate from

      • Optionalfrom: Container

        The Container to calculate the global position from

      • Optionalpoint: P

        A Point object in which to store the value

      • OptionalskipUpdate: boolean

        Should we skip the update transform

      Returns P

      A point object representing the position in local space

      // Basic coordinate conversion
      const worldPoint = { x: 100, y: 100 };
      const localPos = container.toLocal(worldPoint);

      // Convert from another container
      const fromSprite = new Sprite(texture);
      fromSprite.position.set(50, 50);
      const pointInSprite = { x: 10, y: 10 };
      const localPoint = container.toLocal(pointInSprite, fromSprite);

      // With point reuse for performance
      const reusePoint = new Point();
      container.toLocal(worldPoint, undefined, reusePoint);

      // Skip transform update for static objects
      const fastLocal = container.toLocal(
      worldPoint,
      undefined,
      undefined,
      true
      );
    • Updates the transform properties of the container. Allows partial updates of transform properties for optimized manipulation.

      Parameters

      • opts: Partial<UpdateTransformOptions>

        Transform options to update

        • x

          The x position

        • y

          The y position

        • scaleX

          The x-axis scale factor

        • scaleY

          The y-axis scale factor

        • rotation

          The rotation in radians

        • skewX

          The x-axis skew factor

        • skewY

          The y-axis skew factor

        • pivotX

          The x-axis pivot point

        • pivotY

          The y-axis pivot point

      Returns this

      This container, for chaining

      // Basic transform update
      container.updateTransform({
      x: 100,
      y: 200,
      rotation: Math.PI / 4
      });

      // Scale and rotate around center
      sprite.updateTransform({
      pivotX: sprite.width / 2,
      pivotY: sprite.height / 2,
      scaleX: 2,
      scaleY: 2,
      rotation: Math.PI
      });

      // Update position only
      button.updateTransform({
      x: button.x + 10, // Move right
      y: button.y // Keep same y
      });
    • Mixes all enumerable properties and methods from a source object to Container.

      Parameters

      • source: Dict<any>

        The source of properties and methods to mix in.

      Returns void

      since 8.8.0