Experimental
Optional
Experimental
accessibleFlag for if the object is accessible. If true AccessibilityManager will overlay a shadow div with attributes set
Optional
Experimental
accessibleSetting to false will prevent any children inside this container to be accessible. Defaults to true.
Optional
Advanced
Experimental
accessibleSets the aria-label attribute of the shadow div
Optional
Advanced
Experimental
accessibleSpecify the pointer-events the accessible div will use Defaults to auto.
Optional
Experimental
accessibleSets the text content of the shadow
Optional
Experimental
accessibleSets the title attribute of the shadow div If accessibleTitle AND accessibleHint has not been this will default to 'container [tabIndex]'
Optional
Advanced
Experimental
accessibleSpecify the type of div the accessible layer is. Screen readers treat the element differently depending on this type. Defaults to button.
Experimental
boundsAn 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.
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.
Experimental
cacheLegacy property for backwards compatibility with PixiJS v7 and below.
Use cacheAsTexture
instead.
Experimental
cacheCaches this container as a texture. This allows the container to be rendered as a single texture, which can improve performance for complex static containers.
If true, enables caching with default options. If false, disables caching. Can also pass options object to configure caching behavior.
// 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
Experimental
charsIndividual character segments of the text.
Readonly
Experimental
childrenThe 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];
Optional
Experimental
cullableControls 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.
Optional
Experimental
cullableControls 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);
Optional
Experimental
cullCustom shape used for culling calculations instead of object bounds. Defined in local space coordinates relative to the object.
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;
Optional
Experimental
cursorThe 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
Experimental
destroyedWhether this object has been destroyed. If true, the object should no longer be used. After an object is destroyed, all of its functionality is disabled and references are removed.
Container#destroy For destroying objects
Optional
Advanced
Experimental
effectstodo Needs docs
Optional
Experimental
eventEnable 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:
'none'
for pure visual elements'passive'
for containers with some interactive children'static'
for standard UI elements'dynamic'
only when needed for moving/animated elementsOptional
Experimental
filterThe 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.
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
);
Readonly
Advanced
Experimental
groupThe 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
Optional
Experimental
hitDefines 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;
}
};
Optional
Experimental
interactiveWhether 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.
Optional
Experimental
interactiveControls 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.
// 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;
Readonly
Experimental
isWhether this container is currently cached as a texture.
Experimental
isDetermines if the container is interactive or not
Whether the container is interactive or not
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
Experimental
labelThe instance label of the object.
Experimental
linesLine segments of the text, each containing one or more words.
Readonly
Experimental
localCurrent 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());
Experimental
maskSets 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.
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;
Experimental
nameThe instance name of the object.
Optional
Experimental
onclickProperty-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);
};
Optional
Experimental
onglobalmousemoveProperty-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);
};
Optional
Experimental
onglobalpointermoveProperty-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);
};
Optional
Experimental
onglobaltouchmoveProperty-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);
};
Optional
Experimental
onmousedownProperty-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);
};
Optional
Experimental
onmouseenterProperty-based event handler for the mouseenter
event.
Fired when the mouse pointer enters the bounds of the object. Does not bubble.
Optional
Experimental
onmouseleaveProperty-based event handler for the mouseleave
event.
Fired when the pointer leaves the bounds of the display object. Does not bubble.
Optional
Experimental
onmousemoveProperty-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));
};
Optional
Experimental
onmouseoutProperty-based event handler for the mouseout
event.
Fired when the pointer moves out of the bounds of the display object.
Optional
Experimental
onmouseoverProperty-based event handler for the mouseover
event.
Fired when the pointer moves onto the bounds of the display object.
Optional
Experimental
onmouseupProperty-based event handler for the mouseup
event.
Fired when a mouse button is released over the display object.
Optional
Experimental
onmouseupoutsideProperty-based event handler for the mouseupoutside
event.
Fired when a mouse button is released outside the display object that initially
registered a mousedown.
Optional
Experimental
onpointercancelProperty-based event handler for the pointercancel
event.
Fired when a pointer device interaction is canceled or lost.
Optional
Experimental
onpointerdownProperty-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);
};
Optional
Experimental
onpointerenterProperty-based event handler for the pointerenter
event.
Fired when a pointer device enters the bounds of the display object. Does not bubble.
Optional
Experimental
onpointerleaveProperty-based event handler for the pointerleave
event.
Fired when a pointer device leaves the bounds of the display object. Does not bubble.
Optional
Experimental
onpointermoveProperty-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);
};
Optional
Experimental
onpointeroutProperty-based event handler for the pointerout
event.
Fired when the pointer moves out of the bounds of the display object.
Optional
Experimental
onpointeroverProperty-based event handler for the pointerover
event.
Fired when the pointer moves over the bounds of the display object.
Optional
Experimental
onpointertapProperty-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);
};
Optional
Experimental
onpointerupProperty-based event handler for the pointerup
event.
Fired when a pointer device button (mouse, touch, pen, etc.) is released.
Optional
Experimental
onpointerupoutsideProperty-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.
Experimental
onThis 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.
In v7 many users used updateTransform
for this, however the way v8 renders objects is different
and "updateTransform" is no longer called every frame
// 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
Optional
Experimental
onrightclickProperty-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);
};
Optional
Experimental
onrightdownProperty-based event handler for the rightdown
event.
Fired when a right mouse button is pressed down over the display object.
Optional
Experimental
onrightupProperty-based event handler for the rightup
event.
Fired when a right mouse button is released over the display object.
Optional
Experimental
onrightupoutsideProperty-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.
Optional
Experimental
ontapProperty-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);
};
Optional
Experimental
ontouchcancelProperty-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);
};
Optional
Experimental
ontouchendProperty-based event handler for the touchend
event.
Fired when a touch interaction ends, such as when the finger is lifted from the screen.
Optional
Experimental
ontouchendoutsideProperty-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.
Optional
Experimental
ontouchmoveProperty-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);
};
Optional
Experimental
ontouchstartProperty-based event handler for the touchstart
event.
Fired when a touch interaction starts, such as when a finger touches the screen.
Optional
Experimental
onwheelProperty-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
};
Readonly
Experimental
parentThe display object container that contains this display object. This represents the parent-child relationship in the display tree.
// Basic parent access
const parent = sprite.parent;
// Walk up the tree
let current = sprite;
while (current.parent) {
console.log('Level up:', current.parent.constructor.name);
current = current.parent;
}
Readonly
Advanced
Experimental
parentThe RenderLayer this container belongs to, if any. If it belongs to a RenderLayer, it will be rendered from the RenderLayer's position in the scene.
Readonly
Advanced
Experimental
relativeThe 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
Experimental
sortableIf set to true, the container will sort its children by zIndex
value
when the next render is called, or manually if sortChildren()
is called.
This actually changes the order of elements in the array of children, so it will affect the rendering order.
Also be aware of that this may not work nicely with the addChildAt()
function,
as the zIndex
sorting may cause the child to automatically sorted to another position.
Experimental
sortSorts children by zIndex value. Only sorts if container is marked as dirty.
Optional
Experimental
tabSets the tabIndex of the shadow div. You can use this to set the order of the elements when using the tab key to navigate.
Experimental
updateUpdates the cached texture of this container. This will flag the container's cached texture to be redrawn on the next render.
Experimental
wordsWord segments of the text, each containing one or more characters.
Experimental
zThe 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;
Static
Experimental
defaultDefault configuration options for SplitBitmapText instances.
Experimental
The opacity of the object relative to its parent's opacity. Value ranges from 0 (fully transparent) to 1 (fully opaque).
// 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)
Experimental
Experimental
The angle of the object in degrees.
'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
// 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;
Experimental
Experimental
The blend mode to be applied to the sprite. Controls how pixels are blended when rendering.
Setting to 'normal' will reset to default blending.
More blend modes are available after importing the pixi.js/advanced-blend-modes
sub-export.
// 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
Experimental
Gets or sets the transform anchor for character segments. The anchor point determines the center of rotation and scaling for each character.
Experimental
Sets the filters for the displayObject. Filters are visual effects that can be applied to any display object and its children.
This is a WebGL/WebGPU only feature and will be ignored by the canvas renderer.
// 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
Experimental
The height of the Container,
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.
Experimental
Advanced
Experimental
Whether or not the object should be rendered.
Advanced
Experimental
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
Experimental
Experimental
Gets or sets the transform anchor for line segments. The anchor point determines the center of rotation and scaling for each line.
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.
Experimental
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).
Experimental
The coordinate of the object relative to the local coordinates of the parent.
Experimental
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.
// Basic render control
sprite.renderable = false; // Skip rendering
sprite.renderable = true; // Enable rendering
Experimental
Experimental
The rotation of the object in radians.
'rotation' and 'angle' have the same effect on a display object; rotation is in radians, angle is in degrees.
// 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
Experimental
Experimental
The scale factors of this object along the local coordinate axes.
The default scale is (1, 1).
Experimental
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.
// 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
Experimental
Experimental
The style configuration for the text. Can be a TextStyle instance or a configuration object.
const text = new Text({
text: 'Styled Text',
style: {
fontSize: 24,
fill: 0xff1010, // Red color
fontFamily: 'Arial',
align: 'center', // Center alignment
stroke: { color: '#4a1850', width: 5 }, // Purple stroke
dropShadow: {
color: '#000000', // Black shadow
blur: 4, // Shadow blur
distance: 6 // Shadow distance
}
}
});
// Update style dynamically
text.style = {
fontSize: 30, // Change font size
fill: 0x00ff00, // Change color to green
align: 'right', // Change alignment to right
stroke: { color: '#000000', width: 2 }, // Add black stroke
Experimental
Experimental
Gets or sets the text content. Setting new text triggers splitting if autoSplit is true.
Setting this frequently can have a performance impact, especially with large texts and canvas text.
Experimental
The tint applied to the sprite.
This can be any valid ColorSource.
// 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
Experimental
The visibility of the object. If false the object will not be drawn, and the transform will not be updated.
// Basic visibility toggle
sprite.visible = false; // Hide sprite
sprite.visible = true; // Show sprite
Experimental
Experimental
The width of the Container, setting this will actually modify the scale to achieve the value set.
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.
Experimental
Experimental
Gets or sets the transform anchor for word segments. The anchor point determines the center of rotation and scaling for each word.
Experimental
Current transform of the object based on world (parent) factors.
This matrix represents the absolute transformation in the scene graph.
// Get world position
const worldPos = container.worldTransform;
console.log(`World position: (${worldPos.tx}, ${worldPos.ty})`);
Container#localTransform For local space transform
Experimental
Experimental
Experimental
Adds one or more children to the container. The children will be rendered as part of this container's display list.
The Container(s) to add to the container
The first child that was added
// Add a single child
container.addChild(sprite);
// Add multiple children
container.addChild(background, player, foreground);
// Add with type checking
const sprite = container.addChild<Sprite>(new Sprite(texture));
sprite.tint = 'red';
Experimental
Adds a child to the container at a specified index. If the index is out of bounds an error will be thrown. If the child is already in this container, it will be moved to the specified index.
The child to add
The index where the child will be placed
The child that was added
// Add at specific index
container.addChildAt(sprite, 0); // Add to front
// Move existing child
const index = container.children.length - 1;
container.addChildAt(existingChild, index); // Move to back
// With error handling
try {
container.addChildAt(sprite, 1000);
} catch (e) {
console.warn('Index out of bounds');
}
Experimental
Unlike on
or addListener
which are methods from EventEmitter, addEventListener
seeks to be compatible with the DOM's addEventListener
with support for options.
The type of event to listen to.
The listener callback or object.
Optional
options: AddListenerOptionsListener options, used for capture phase.
// 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,
});
Experimental
Optional
options: AddListenerOptionsExperimental
Destroys the SplitText instance and all its resources. Cleans up all segment arrays, event listeners, and optionally the text style.
Optional
options: DestroyOptionsDestroy configuration options
Advanced
Experimental
This will disable the render group for this container.
Experimental
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.
The event to dispatch.
Whether the preventDefault() method was not invoked.
Advanced
Experimental
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.
Experimental
Calculates and returns the (world) bounds of the display object as a Rectangle. Takes into account transforms and child bounds.
Optional
skipUpdate: booleanSetting 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.
Optional
bounds: BoundsOptional bounds to store the result of the bounds calculation
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);
Experimental
Returns the child at the specified index.
The index to get the child from
The child at the given index
// Get first child
const first = container.getChildAt(0);
// Type-safe access
const sprite = container.getChildAt<Sprite>(1);
// With error handling
try {
const child = container.getChildAt(10);
} catch (e) {
console.warn('Index out of bounds');
}
Experimental
Returns the first child in the container with the specified label. Recursive searches are done in a pre-order traversal.
Instance label to search for
Optional
deep: booleanWhether to search recursively through children
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);
Experimental
Instance name.
Optional
deep: booleanWhether to search recursively
The child with the specified name.
Experimental
Returns the index position of a child Container instance.
The Container instance to identify
The index position of the child container
// Basic index lookup
const index = container.getChildIndex(sprite);
console.log(`Sprite is at index ${index}`);
// With error handling
try {
const index = container.getChildIndex(sprite);
} catch (e) {
console.warn('Child not found in container');
}
Experimental
Returns all children in the container with the specified label. Recursive searches are done in a pre-order traversal.
Instance label to search for
Optional
deep: booleanWhether to search recursively through children
Optional
out: Container<ContainerChild>[]Optional array to store matching children in
An array of children with the specified label
// Basic label search
const enemies = container.getChildrenByLabel('enemy');
// Search with regular expression
const powerups = container.getChildrenByLabel(/powerup-\d+/);
// Deep search with collection
const buttons = [];
container.getChildrenByLabel('button', true, buttons);
Advanced
Experimental
Computes an approximate global bounding box for the container and its children. This method is optimized for speed by using axis-aligned bounding boxes (AABBs), and uses the last render results from when it updated the transforms. This function does not update them. which may result in slightly larger bounds but never smaller than the actual bounds.
for accurate (but less performant) results use container.getGlobalBounds
Optional
factorRenderLayers: booleanA flag indicating whether to consider render layers in the calculation.
Optional
bounds: BoundsThe output bounds object to store the result. If not provided, a new one is created.
The computed bounds.
Experimental
Returns the global (compound) alpha of the container within the scene.
Performance optimization flag:
The resulting alpha value (between 0 and 1)
Experimental
Returns the global position of the container, taking into account the container hierarchy.
Optional
point: PointThe optional point to write the global value to
Optional
skipUpdate: booleanShould we skip the update transform
The updated point
// Basic position check
const globalPos = sprite.getGlobalPosition();
console.log(`Global: (${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);
Experimental
Returns the global (compound) tint color of the container within the scene.
Optional
skipUpdate: booleanPerformance optimization flag:
The resulting tint color as a 24-bit RGB number (0xRRGGBB)
Experimental
Returns the global transform matrix of the container within the scene.
Optional matrix to store the result. If not provided, a new Matrix will be created.
Performance optimization flag:
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);
Experimental
Retrieves the local bounds of the container as a Bounds object. Uses cached values when possible for better performance.
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
Experimental
Removes one or more children from the container. When removing multiple children, events will be triggered for each child in sequence.
The Container(s) to remove
The first child that was removed
// Remove a single child
const removed = container.removeChild(sprite);
// Remove multiple children
const bg = container.removeChild(background, player, userInterface);
// Remove with type checking
const sprite = container.removeChild<Sprite>(childSprite);
sprite.texture = newTexture;
Experimental
Removes a child from the specified index position.
The index to remove the child from
The child that was removed
// Remove first child
const removed = container.removeChildAt(0);
// type safe access
const sprite = container.removeChildAt<Sprite>(1);
// With error handling
try {
const child = container.removeChildAt(10);
} catch (e) {
console.warn('Index out of bounds');
}
Experimental
Removes all children from this container that are within the begin and end indexes.
Optional
beginIndex: numberThe beginning position
Optional
endIndex: numberThe ending position. Default is container size
List of removed children
// Remove all children
container.removeChildren();
// Remove first 3 children
const removed = container.removeChildren(0, 3);
console.log('Removed:', removed.length); // 3
// Remove children from index 2 onwards
container.removeChildren(2);
// Remove specific range
const middle = container.removeChildren(1, 4);
Experimental
Unlike off
or removeListener
which are methods from EventEmitter, removeEventListener
seeks to be compatible with the DOM's removeEventListener
with support for options.
The type of event the listener is bound to.
The listener callback or object.
Optional
options: RemoveListenerOptionsThe original listener options. This is required to deregister a capture phase listener.
Experimental
Optional
options: RemoveListenerOptionsExperimental
Remove the Container from its parent Container. If the Container has no parent, do nothing.
// Basic removal
sprite.removeFromParent();
// With validation
if (sprite.parent) {
sprite.removeFromParent();
}
Experimental
Reparent a child or multiple children to this container while preserving their world transform. This ensures that the visual position and rotation of the children remain the same even when changing parents.
The child or children to reparent
The first child that was reparented
// Basic reparenting
const sprite = new Sprite(texture);
oldContainer.addChild(sprite);
// Move to new parent, keeping visual position
newContainer.reparentChild(sprite);
// Reparent multiple children
const batch = [sprite1, sprite2, sprite3];
newContainer.reparentChild(...batch);
Experimental
Reparent the child to this container at the specified index while preserving its world transform. This ensures that the visual position and rotation of the child remain the same even when changing parents.
The child to reparent
The index to reparent the child to
The reparented child
// Basic index-specific reparenting
const sprite = new Sprite(texture);
oldContainer.addChild(sprite);
// Move to new parent at index 0 (front)
newContainer.reparentChildAt(sprite, 0);
Experimental
Replace a child in the container with a new child. Copying the local transform from the old child to the new one.
Experimental
Changes the position of an existing child in the container.
The child Container instance to reposition
The resulting index number for the child
// Basic index change
container.setChildIndex(sprite, 0); // Move to front
container.setChildIndex(sprite, container.children.length - 1); // Move to back
// With error handling
try {
container.setChildIndex(sprite, 5);
} catch (e) {
console.warn('Invalid index or child not found');
}
Experimental
Updates the local transform properties by decomposing the given matrix. Extracts position, scale, rotation, and skew from a transformation matrix.
The matrix to use for updating the transform
// 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);
Experimental
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.
Configuration options for the mask
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 });
Experimental
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.
Experimental
Splits the text into lines, words, and characters. Call this manually when autoSplit is false.
Experimental
Swaps the position of 2 Containers within this container.
// Basic swap
container.swapChildren(sprite1, sprite2);
// With error handling
try {
container.swapChildren(sprite1, sprite2);
} catch (e) {
console.warn('One or both children not found in container');
}
Experimental
Calculates the global position of a point relative to this container. Takes into account the container hierarchy and transforms.
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
);
Experimental
Calculates the local position of the container relative to another point. Converts coordinates from any coordinate space to this container's local coordinate space.
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
);
Experimental
Updates the local transform.
Experimental
Updates the transform properties of the container. Allows partial updates of transform properties for optimized manipulation.
Transform options to update
The x position
The y position
The x-axis scale factor
The y-axis scale factor
The rotation in radians
The x-axis skew factor
The y-axis skew factor
The x-axis pivot point
The y-axis pivot point
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
});
Static
fromExperimental
Creates a SplitBitmapText instance from an existing text object. Useful for converting standard Text or BitmapText objects into segmented versions.
The source text object to convert
Optional
options: Omit<SplitBitmapTextOptions, "text" | "style">Additional splitting options
A new SplitBitmapText instance
const bitmapText = new BitmapText({
text: 'Bitmap Text',
style: { fontFamily: 'Arial' }
});
const segmented = SplitBitmapText.from(bitmapText);
// with additional options
const segmentedWithOptions = SplitBitmapText.from(bitmapText, {
autoSplit: false,
lineAnchor: 0.5,
wordAnchor: { x: 0, y: 0.5 },
})
Static
mixinExperimental
Mixes all enumerable properties and methods from a source object to Container.
The source of properties and methods to mix in.
A container that splits text into individually manipulatable segments (lines, words, and characters) for advanced text effects and animations. Converts each segment into a separate BitmapText object.
Example: Basic Usage
Features:
Example: Animation Example
Configuration Options:
text
: The string to render and segmentstyle
: TextStyle instance or configuration objectautoSplit
: Automatically update segments on changes (default: true)lineAnchor
: Transform origin for lines (default: 0)wordAnchor
: Transform origin for words (default: 0)charAnchor
: Transform origin for characters (default: 0)Anchor points are normalized (0-1):
Limitations