Installable skillMIT

pixijs-scene-sprite

Use this skill when drawing images in PixiJS v8. Covers Sprite with anchor/tint/texture, AnimatedSprite for frame animation, NineSliceSprite for resizable UI panels, TilingSprite for scrolling/repeating backgrounds. Triggers on: Sprite, AnimatedSprite, NineSliceSprite, TilingSprite, Sprite.from, ...

BY pixijsUPDATED Oct 27, 2026
INTENDED FOR◈OpenClawInstall in a listed agent.

instructions.md

---
name: pixijs-scene-sprite
description: "Use this skill when drawing images in PixiJS v8. Covers Sprite with anchor/tint/texture, AnimatedSprite for frame animation, NineSliceSprite for resizable UI panels, TilingSprite for scrolling/repeating backgrounds. Triggers on: Sprite, AnimatedSprite, NineSliceSprite, TilingSprite, Sprite.from, anchor, tint, tilePosition, animationSpeed, gotoAndPlay, leftWidth, topHeight, constructor options, SpriteOptions, AnimatedSpriteOptions, NineSliceSpriteOptions, TilingSpriteOptions."
license: MIT
---

PixiJS has three sprite classes for different drawing tasks. `Sprite` is the default image-drawing leaf; `NineSliceSprite` is a resizable UI-panel variant that preserves corner art; `TilingSprite` repeats a texture across an area. The `AnimatedSprite` subclass of `Sprite` cycles through texture frames for frame-based animation.

Assumes familiarity with `pixijs-scene-core-concepts`. All sprite classes are leaf nodes; they cannot have children. Wrap multiple sprites in a `Container` to group them.

## Quick Start

```ts
const texture = await Assets.load("bunny.png");

const sprite = new Sprite({
  texture,
  anchor: 0.5,
  tint: 0xff8888,
});
sprite.x = app.screen.width / 2;
sprite.y = app.screen.height / 2;

app.stage.addChild(sprite);
```

Position is set after construction because `app.screen.width / 2` depends on the live renderer size. Literal positions can go directly in the options object via `x`/`y` (inherited from `Container`).

**Related skills:** `pixijs-scene-core-concepts` (leaves, transforms), `pixijs-assets` (texture loading), `pixijs-scene-particle-container` (thousands of sprites), `pixijs-performance` (spritesheets, batching).

## Variants

| Variant           | Use when                                                  | Trade-offs                                      | Reference                                                        |
| ----------------- | --------------------------------------------------------- | ----------------------------------------------- | ---------------------------------------------------------------- |
| `Sprite`          | Draw a single texture at a position                       | Fixed size = texture size                       | [references/sprite.md](references/sprite.md)                     |
| `AnimatedSprite`  | Frame-based animation from a texture array or spritesheet | Pre-rendered frames only; no tweening           | [references/animated-sprite.md](references/animated-sprite.md)   |
| `NineSliceSprite` | Resizable UI panels, buttons, dialog frames               | Border width is fixed; center stretches         | [references/nineslice-sprite.md](references/nineslice-sprite.md) |
| `TilingSprite`    | Scrolling backgrounds, parallax, repeating patterns       | Single texture repeated; `tilePosition` scrolls | [references/tiling-sprite.md](references/tiling-sprite.md)       |

`AnimatedSprite` is a subclass of `Sprite`; all `Sprite` properties (anchor, tint, position) apply.

Each variant's constructor options are documented in its sub-reference file (`references/{variant}.md`). All variants also accept the `Container` options (`position`, `scale`, `tint`, `label`, `filters`, `zIndex`, etc.) — see `skills/pixijs-scene-core-concepts/references/constructor-options.md`.

## When to use what

- **"I want to draw a single image at a position"** → `Sprite`. The default choice for 90% of 2D game and app content.
- **"I want to animate a character through a series of frames"** → `AnimatedSprite`. Load a spritesheet via Assets and pass `sheet.animations['walk']`. See `references/animated-sprite.md`.
- **"I want a UI button/panel that resizes without stretching the borders"** → `NineSliceSprite`. Set border widths, then set `width`/`height`. See `references/nineslice-sprite.md`.
- **"I want a scrolling repeating background"** → `TilingSprite`. Animate `tilePosition` to scroll. See `references/tiling-sprite.md`.
- **"I want thousands of identical sprites"** → Use `ParticleContainer` with `Particle` instances (see `pixijs-scene-particle-container`), not plain sprites.
- **"I want to draw shapes or paths"** → Use `Graphics` (see `pixijs-scene-graphics`), not a sprite.

## Quick concepts

### Anchor vs pivot

`Sprite.anchor` is normalized `[0, 1]` and shifts only the texture draw origin; no position offset. `Container.pivot` is pixel-space and shifts both the transform origin and the visual position. For centering a sprite, always use `anchor.set(0.5)`.

### Loading before creating

`Sprite.from(id)` only reads the Assets cache; it does not fetch. Always `await Assets.load(...)` first, or pass the returned `Texture` directly to `new Sprite(texture)`.

### Dynamic textures

Once a texture is loaded, modifying its `frame` or swapping its source does not automatically notify sprites. Set `texture.dynamic = true` once, or call `sprite['onViewUpdate']()` manually after changes.

## Common Mistakes

### [HIGH] Using `Texture.from(url)` to load

Wrong:

```ts
const texture = Texture.from("https://example.com/image.png");
```

Correct:

```ts
const texture = await Assets.load("https://example.com/image.png");
```

`Texture.from()` only reads the cache in v8. Use `Assets.load()` first; its return value is the texture.


### [HIGH] Confusing anchor and pivot

Wrong:

```ts
sprite.pivot.set(sprite.width / 2, sprite.height / 2);
```

Correct:

```ts
sprite.anchor.set(0.5);
```

`anchor` shifts only the draw origin. `pivot` shifts the transform origin AND the visual position, causing the sprite to move unexpectedly.


### [HIGH] Old `NineSlicePlane` name

`NineSlicePlane` was renamed to `NineSliceSprite` in v8 and switched to an options-object constructor: `new NineSliceSprite({ texture, leftWidth, topHeight, rightWidth, bottomHeight })`.


### [MEDIUM] Adding children to a sprite

`Sprite`, `NineSliceSprite`, and `TilingSprite` all set `allowChildren = false`. Wrap in a `Container` to group sprites with other content.


## API Reference

- [Sprite](https://pixijs.download/release/docs/scene.Sprite.html.md)
- [SpriteOptions](https://pixijs.download/release/docs/scene.SpriteOptions.html.md)
- [AnimatedSprite](https://pixijs.download/release/docs/scene.AnimatedSprite.html.md)
- [NineSliceSprite](https://pixijs.download/release/docs/scene.NineSliceSprite.html.md)
- [TilingSprite](https://pixijs.download/release/docs/scene.TilingSprite.html.md)
- [Texture](https://pixijs.download/release/docs/rendering.Texture.html.md)
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.