pixi.js
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    Class Container<C>

    Container is a general-purpose display object that holds children. It also adds built-in support for advanced rendering features like masking and filtering.

    It is the base class of all display objects that act as a container for other objects, including Graphics and Sprite.

    Transforms

    The [transform]Container#localTransform of a display object describes the projection from its local coordinate space to its parent's local coordinate space. The following properties are derived from the transform:

    Property Description
    [pivot]Container#pivot Invariant under rotation, scaling, and skewing. The projection of into the parent's space of the pivot is equal to position, regardless of the other three transformations. In other words, It is the center of rotation, scaling, and skewing.
    [position]Container#position Translation. This is the position of the [pivot]Container#pivot in the parent's local space. The default value of the pivot is the origin (0,0). If the top-left corner of your display object is (0,0) in its local space, then the position will be its top-left corner in the parent's local space.
    [scale]Container#scale Scaling. This will stretch (or compress) the display object's projection. The scale factors are along the local coordinate axes. In other words, the display object is scaled before rotated or skewed. The center of scaling is the [pivot]Container#pivot.
    [rotation]Container#rotation Rotation. This will rotate the display object's projection by this angle (in radians).
    [skew]Container#skew

    Skewing. This can be used to deform a rectangular display object into a parallelogram.

    In PixiJS, skew has a slightly different behaviour than the conventional meaning. It can be thought of the net rotation applied to the coordinate axes (separately). For example, if "skew.x" is ⍺ and "skew.y" is β, then the line x = 0 will be rotated by ⍺ (y = -x*cot⍺) and the line y = 0 will be rotated by β (y = x*tanβ). A line y = x*tanϴ (i.e. a line at angle ϴ to the x-axis in local-space) will be rotated by an angle between ⍺ and β.

    It can be observed that if skew is applied equally to both axes, then it will be equivalent to applying a rotation. Indeed, if "skew.x" = -ϴ and "skew.y" = ϴ, it will produce an equivalent of "rotation" = ϴ.

    Another quite interesting observation is that "skew.x", "skew.y", rotation are commutative operations. Indeed, because rotation is essentially a careful combination of the two.

    [angle]Container#angle Rotation. This is an alias for [rotation]Container#rotation, but in degrees.
    [x]Container#x Translation. This is an alias for position.x!
    [y]Container#y Translation. This is an alias for position.y!
    [width]Container#width Implemented in [Container]Container. Scaling. The width property calculates scale.x by dividing the "requested" width by the local bounding box width. It is indirectly an abstraction over scale.x, and there is no concept of user-defined width.
    [height]Container#height Implemented in [Container]Container. Scaling. The height property calculates scale.y by dividing the "requested" height by the local bounding box height. It is indirectly an abstraction over scale.y, and there is no concept of user-defined height.
    Alpha

    This alpha sets a display object's relative opacity w.r.t its parent. For example, if the alpha of a display object is 0.5 and its parent's alpha is 0.5, then it will be rendered with 25% opacity (assuming alpha is not applied on any ancestor further up the chain).

    Renderable vs Visible

    The renderable and visible properties can be used to prevent a display object from being rendered to the screen. However, there is a subtle difference between the two. When using renderable, the transforms of the display object (and its children subtree) will continue to be calculated. When using visible, the transforms will not be calculated.

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

    const container = new Container();
    const sprite = Sprite.from('https://s3-us-west-2.amazonaws.com/s.cdpn.io/693612/IaUrttj.png');

    sprite.width = 512;
    sprite.height = 512;

    // Adds a sprite as a child to this container. As a result, the sprite will be rendered whenever the container
    // is rendered.
    container.addChild(sprite);

    // Blurs whatever is rendered by the container
    container.filters = [new BlurFilter()];

    // Only the contents within a circle at the center should be rendered onto the screen.
    container.mask = new Graphics()
    .beginFill(0xffffff)
    .drawCircle(sprite.width / 2, sprite.height / 2, Math.min(sprite.width, sprite.height) / 2)
    .endFill();
    RenderGroup

    In PixiJS v8, containers can be set to operate in 'render group mode', transforming them into entities akin to a stage in traditional rendering paradigms. A render group is a root renderable entity, similar to a container, but it's rendered in a separate pass with its own unique set of rendering instructions. This approach enhances rendering efficiency and organization, particularly in complex scenes.

    You can enable render group mode on any container using container.enableRenderGroup() or by initializing a new container with the render group property set to true (new Container({isRenderGroup: true})). The method you choose depends on your specific use case and setup requirements.

    An important aspect of PixiJS’s rendering process is the automatic treatment of rendered scenes as render groups. This conversion streamlines the rendering process, but understanding when and how this happens is crucial to fully leverage its benefits.

    One of the key advantages of using render groups is the performance efficiency in moving them. Since transformations are applied at the GPU level, moving a render group, even one with complex and numerous children, doesn't require recalculating the rendering instructions or performing transformations on each child. This makes operations like panning a large game world incredibly efficient.

    However, it's crucial to note that render groups do not batch together. This means that turning every container into a render group could actually slow things down, as each render group is processed separately. It's best to use render groups judiciously, at a broader level, rather than on a per-child basis. This approach ensures you get the performance benefits without overburdening the rendering process.

    RenderGroups maintain their own set of rendering instructions, ensuring that changes or updates within a render group don't affect the rendering instructions of its parent or other render groups. This isolation ensures more stable and predictable rendering behavior.

    Additionally, renderGroups can be nested, allowing for powerful options in organizing different aspects of your scene. This feature is particularly beneficial for separating complex game graphics from UI elements, enabling intricate and efficient scene management in complex applications.

    This means that Containers have 3 levels of matrix to be mindful of:

    1. localTransform, this is the transform of the container based on its own properties
    2. groupTransform, this it the transform of the container relative to the renderGroup it belongs too
    3. worldTransform, this is the transform of the container relative to the Scene being rendered

    Type Parameters

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    Accessors

    Methods

    Constructors

    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: C[] = []

    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
    
    destroyed: boolean = false

    Whether 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.

    // Cleanup with destroy
    sprite.destroy();
    console.log(sprite.destroyed); // true
    false
    

    Container#destroy For destroying objects

    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
    
    parent: Container = null

    The 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;
    }
    parentRenderLayer: IRenderLayer

    The 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.

    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

    sortableChildren: boolean

    If 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.

    Note

    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.

    container.sortableChildren = true;
    
    false
    
    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();
    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
    

    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

      // 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 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
    • 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: 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

    • Adds one or more children to the container. The children will be rendered as part of this container's display list.

      Type Parameters

      • U extends (C | IRenderLayer)[]

      Parameters

      • ...children: U

        The Container(s) to add to the container

      Returns U[0]

      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';
    • 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.

      Type Parameters

      Parameters

      • child: U

        The child to add

      • index: number

        The index where the child will be placed

      Returns U

      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');
      }

      If index is out of bounds

    • 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

    • 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 });
    • 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 child at the specified index.

      Type Parameters

      Parameters

      • index: number

        The index to get the child from

      Returns U

      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');
      }

      If index is out of bounds

    • 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);
    • Parameters

      • label: string | RegExp

        Instance name.

      • Optionaldeep: boolean

        Whether to search recursively

      Returns Container<ContainerChild>

      The child with the specified name.

      since 8.0.0

      Container#getChildByLabel

    • Returns the index position of a child Container instance.

      Parameters

      • child: C | IRenderLayer

        The Container instance to identify

      Returns number

      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');
      }

      If child is not in this container

    • 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);
    • Advanced

      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

      Parameters

      • OptionalfactorRenderLayers: boolean

        A flag indicating whether to consider render layers in the calculation.

      • Optionalbounds: Bounds

        The output bounds object to store the result. If not provided, a new one is created.

      Returns Bounds

      The computed bounds.

    • Returns the global (compound) alpha of the container within the scene.

      Parameters

      • skipUpdate: 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

      • matrix: Matrix

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

      • skipUpdate: 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);
    • Removes one or more children from the container. When removing multiple children, events will be triggered for each child in sequence.

      Type Parameters

      • U extends (C | IRenderLayer)[]

      Parameters

      • ...children: U

        The Container(s) to remove

      Returns U[0]

      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;
    • Removes a child from the specified index position.

      Type Parameters

      Parameters

      • index: number

        The index to remove the child from

      Returns U

      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');
      }

      If index is out of bounds

    • Removes all children from this container that are within the begin and end indexes.

      Parameters

      • OptionalbeginIndex: number

        The beginning position

      • OptionalendIndex: number

        The ending position. Default is container size

      Returns C[]

      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);

      If begin/end indexes are invalid

    • 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();
      }
    • 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.

      Type Parameters

      • U extends C[]

      Parameters

      • ...child: U

        The child or children to reparent

      Returns U[0]

      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);
    • 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.

      Type Parameters

      Parameters

      • child: U

        The child to reparent

      • index: number

        The index to reparent the child to

      Returns U

      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);

      If index is out of bounds

    • Changes the position of an existing child in the container.

      Parameters

      • child: C | IRenderLayer

        The child Container instance to reposition

      • index: number

        The resulting index number for the child

      Returns void

      // 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');
      }

      If index is out of bounds

      If child is not in container

    • 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
    • Swaps the position of 2 Containers within this container.

      Type Parameters

      Parameters

      • child: U

        First container to swap

      • child2: U

        Second container to swap

      Returns void

      // 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');
      }
      • Updates render groups
      • No effect if same child
      • Triggers container changes
      • Common in z-ordering

      If either child is not in container

    • 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 local transform.

      Returns void

    • 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