pixijs-application
pixijs/pixijs
Use this skill when creating and configuring a PixiJS v8 Application. Covers new Application() + async app.init() options (width, height, background, antialias, resolution, autoDensity, preference, resizeTo, autoStart, sharedTicker, canvas, useBackBuffer, powerPreference, eventFeatures, accessibilityOptions, gcActive, bezierSmoothness, webgl/webgpu/canvasOptions per-renderer overrides), app.stage/renderer/canvas/screen/domContainerRoot access, ResizePlugin, TickerPlugin, CullerPlugin (cullable, cullArea), custom ApplicationPlugin creation via ExtensionType.Application, start/stop lifecycle, and app.destroy() with releaseGlobalResources. Triggers on: Application, app.init, app.stage, app.renderer, app.canvas, app.screen, app.domContainerRoot, ApplicationOptions, ApplicationPlugin, ExtensionType.Application, resizeTo, preference, autoStart, sharedTicker, useBackBuffer, powerPreference, skipExtensionImports, preferWebGLVersion, preserveDrawingBuffer, cullable, CullerPlugin, app.start, app.stop, app.destroy, rele
...Expand allApplication is the convenience wrapper that owns a renderer, a root stage Container, a canvas, and the Ticker/Resize plugins. In v8 the constructor takes no arguments; all configuration is passed to the async app.init() call which instantiates the renderer via autoDetectRenderer.
Quick Start
import { Application } from "pixi.js";const app = new Application();await app.init({
resizeTo: window,
background: "#1099bb",
antialias: true,
preference: "webgl",
autoDensity: true,
resolution: window.devicePixelRatio,
});document.body.appendChild(app.canvas);
Related skills: pixijs-core-concepts (renderers, render pipeline), pixijs-ticker (render loop detail), pixijs-scene-container (working with app.stage), pixijs-environments (non-browser setups).
Core Patterns
Lifecycle: construct, init, render, destroy
import { Application } from "pixi.js";const app = new Application();await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);// ... run scene, ticker drives app.render() automatically ...app.destroy(
{ removeView: true, releaseGlobalResources: true },
{ children: true, texture: true, textureSource: true },
);
new Application()allocates the instance but creates nothing. Options passed here are ignored with a v8 deprecation warning.app.init(options)is async. It builds the renderer, wires up plugins, and must complete before you can useapp.canvas,app.renderer, orapp.screen.- The TickerPlugin calls
app.render()every frame once init resolves (unlessautoStart: false). app.destroy(rendererDestroyOptions, stageDestroyOptions)— the first argument forwards torenderer.destroy(). Passtrueor{ removeView: true }to remove the canvas from the DOM. AddreleaseGlobalResources: trueto drain global pools (batches, texture caches) when tearing down and re-creating an app in the same tab; omitting it is the usual cause of flickering and stale textures after a re-init (seepixijs-performance).
Key init options
await app.init({
width: 800,
height: 600,
background: 0x1099bb,
backgroundAlpha: 1, antialias: true,
resolution: window.devicePixelRatio,
autoDensity: true, preference: "webgpu", autoStart: true,
sharedTicker: false, resizeTo: window, canvas: document.querySelector("#game-canvas") as HTMLCanvasElement,
});
For every option — view/canvas, background, renderer preference (including the array form), ticker, resize, culler, events, accessibility, WebGL/WebGPU context flags, Graphics bezier smoothness, GC, and per-renderer overrides (webgl / webgpu / canvasOptions) — see references/application-options.md.
Application properties
app.stage; // root Container; add all display objects here
app.renderer; // the WebGL/WebGPU/Canvas renderer instance
app.canvas; // the HTMLCanvasElement (insert it into the DOM yourself)
app.screen; // Rectangle describing the visible area in CSS pixels
app.domContainerRoot; // HTMLDivElement that holds DOMContainer overlays
Set The plugin keeps the canvas matched to the target. The TickerPlugin creates The callback receives the The CullerPlugin skips rendering containers that fall outside Containers are not culled unless Extend Plugins initialize in registration order and destroy in reverse. To add typed options for your plugin, extend The built-in Wrong: Correct: In v8 the Wrong: Correct: Wrong: Correct: Related skills: For every option — view/canvas, background, renderer preference (including the array form), ticker, resize, culler, events, accessibility, WebGL/WebGPU context flags, Graphics bezier smoothness, GC, and per-renderer overrides ( Set The plugin keeps the canvas matched to the target. The TickerPlugin creates The callback receives the The CullerPlugin skips rendering containers that fall outside Containers are not culled unless Extend Plugins initialize in registration order and destroy in reverse. To add typed options for your plugin, extend The built-in Wrong: Correct: In v8 the Wrong: Correct: Wrong: Correct:app.stage is a plain Container. For scene graph detail (transforms, addChild, destroy) see pixijs-scene-container. For renderer-level operations (extract, generateTexture, custom systems) see pixijs-core-concepts and pixijs-custom-rendering. app.domContainerRoot is the DOMContainer overlays; append it next to app.canvas when you need DOM elements pinned to scene nodes (see pixijs-scene-dom-container).
ResizePlugin
resizeTo at init (or reassign app.resizeTo later) to have the plugin listen for the resize event and call renderer.resize() with the target element's client size. Combine with autoDensity: true and resolution: window.devicePixelRatio for high-DPI output.await app.init({ resizeTo: window });app.resizeTo = document.querySelector("#game-container") as HTMLElement;app.resize(); // immediate resize to the target's current size
app.queueResize(); // defer the resize to the next animation frame
app.cancelResize(); // drop a pending queueResize
app.screen and app.canvas.width/height update in response; read them after the resize to place UI.
app.resize() — immediate synchronous resize.app.queueResize() — coalesces rapid calls by deferring to the next frame; internally used by the window.resize listener to avoid redundant work.app.cancelResize() — cancels a queued resize. Call this before tearing down your own layout code that triggered queueResize.Ticker basics
app.ticker and registers app.render() on it at UPDATE_PRIORITY.LOW. Control the loop with app.start()/app.stop() and add callbacks with app.ticker.add / app.ticker.addOnce:app.ticker.add((ticker) => {
sprite.rotation += 0.01 * ticker.deltaTime;
});app.ticker.addOnce(() => {
console.log("runs once on the next frame, then removes itself");
});app.stop(); // pause the render loop (e.g. tab hidden)
app.start(); // resume
Ticker instance; read ticker.deltaTime for a frame-rate-independent multiplier (~1.0 at 60fps), ticker.deltaMS for real milliseconds, or ticker.FPS for the current frame rate. See pixijs-ticker for priorities, FPS capping, onRender, shared vs private tickers, and the v8 callback signature change.Manual render loop
await app.init({ autoStart: false, width: 800, height: 600 });
document.body.appendChild(app.canvas);function frame() {
updateScene();
app.render();
requestAnimationFrame(frame);
}
frame();
autoStart: false prevents the TickerPlugin from starting the ticker automatically. Call app.render() yourself (or app.renderer.render({ container: app.stage }) for the same effect). If you still want registered ticker callbacks to fire, call app.ticker.update() inside your loop before app.render().CullerPlugin (opt-in)
app.renderer.screen. It isn't registered by default; add it before creating your app:import {
Application,
Container,
Sprite,
extensions,
CullerPlugin,
Rectangle,
} from "pixi.js";extensions.add(CullerPlugin);const app = new Application();
await app.init({ width: 800, height: 600 });const world = new Container();
world.cullable = true; // this container is culled when its bounds leave the screen
world.cullableChildren = true; // default; set `false` to skip recursing into childrenconst tile = Sprite.from("tile.png");
tile.cullable = true;
world.addChild(tile);
app.stage.addChild(world);
cullable is set. Override the default bounds check with container.cullArea = new Rectangle(x, y, w, h) when child bounds are expensive to compute. The plugin wraps app.render() so Culler.shared.cull(app.stage, app.renderer.screen) runs before every frame. See pixijs-performance for when culling pays off.Custom Application plugins
Application by registering a class with static init, static destroy, and static extension = ExtensionType.Application. Both methods are called with this bound to the Application instance, so this.renderer and this.stage are available.import {
Application,
ExtensionType,
extensions,
type ApplicationOptions,
} from "pixi.js";class FpsOverlay {
public static extension = ExtensionType.Application; public static init(this: Application, options: Partial<ApplicationOptions>) {
// runs inside app.init() after the renderer is created
// attach props/methods to `this` to expose them on the app
} public static destroy(this: Application) {
// runs inside app.destroy() — tear down anything you attached
}
}extensions.add(FpsOverlay);
PixiMixins.ApplicationOptions:declare global {
namespace PixiMixins {
interface ApplicationOptions {
fpsOverlay?: { visible?: boolean };
}
}
}await app.init({ fpsOverlay: { visible: true } });
ResizePlugin, TickerPlugin, and opt-in CullerPlugin all use this same contract. If you set skipExtensionImports: true, register the built-ins you need yourself (extensions.add(ResizePlugin, TickerPlugin)).Common Mistakes
[CRITICAL] Passing options to the constructor
const app = new Application({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
Application constructor takes no arguments. Options passed there are ignored and log a deprecation warning; the renderer is only created inside the async init() call.[HIGH] Using app.view instead of app.canvas
document.body.appendChild(app.view);
document.body.appendChild(app.canvas);
app.view was renamed to app.canvas in v8. The old getter still works but emits a deprecation warning.[MEDIUM] Touching app.canvas or app.renderer before init resolves
const app = new Application();
document.body.appendChild(app.canvas);
app.init({ width: 800, height: 600 });
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
app.renderer, app.canvas, and app.screen are only populated once the init() promise resolves. Accessing them earlier returns undefined.API Reference
Application is the convenience wrapper that owns a renderer, a root stage Container, a canvas, and the Ticker/Resize plugins. In v8 the constructor takes no arguments; all configuration is passed to the async app.init() call which instantiates the renderer via autoDetectRenderer.Quick Start
import { Application } from "pixi.js";const app = new Application();await app.init({
resizeTo: window,
background: "#1099bb",
antialias: true,
preference: "webgl",
autoDensity: true,
resolution: window.devicePixelRatio,
});document.body.appendChild(app.canvas);
pixijs-core-concepts (renderers, render pipeline), pixijs-ticker (render loop detail), pixijs-scene-container (working with app.stage), pixijs-environments (non-browser setups).Core Patterns
Lifecycle: construct, init, render, destroy
import { Application } from "pixi.js";const app = new Application();await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);// ... run scene, ticker drives app.render() automatically ...app.destroy(
{ removeView: true, releaseGlobalResources: true },
{ children: true, texture: true, textureSource: true },
);
new Application() allocates the instance but creates nothing. Options passed here are ignored with a v8 deprecation warning.app.init(options) is async. It builds the renderer, wires up plugins, and must complete before you can use app.canvas, app.renderer, or app.screen.app.render() every frame once init resolves (unless autoStart: false).app.destroy(rendererDestroyOptions, stageDestroyOptions) — the first argument forwards to renderer.destroy(). Pass true or { removeView: true } to remove the canvas from the DOM. Add releaseGlobalResources: true to drain global pools (batches, texture caches) when tearing down and re-creating an app in the same tab; omitting it is the usual cause of flickering and stale textures after a re-init (see pixijs-performance).Key init options
await app.init({
width: 800,
height: 600,
background: 0x1099bb,
backgroundAlpha: 1, antialias: true,
resolution: window.devicePixelRatio,
autoDensity: true, preference: "webgpu", autoStart: true,
sharedTicker: false, resizeTo: window, canvas: document.querySelector("#game-canvas") as HTMLCanvasElement,
});
webgl / webgpu / canvasOptions) — see references/application-options.md.Application properties
app.stage; // root Container; add all display objects here
app.renderer; // the WebGL/WebGPU/Canvas renderer instance
app.canvas; // the HTMLCanvasElement (insert it into the DOM yourself)
app.screen; // Rectangle describing the visible area in CSS pixels
app.domContainerRoot; // HTMLDivElement that holds DOMContainer overlays
app.stage is a plain Container. For scene graph detail (transforms, addChild, destroy) see pixijs-scene-container. For renderer-level operations (extract, generateTexture, custom systems) see pixijs-core-concepts and pixijs-custom-rendering. app.domContainerRoot is the <div> that the renderer uses to host DOMContainer overlays; append it next to app.canvas when you need DOM elements pinned to scene nodes (see pixijs-scene-dom-container).ResizePlugin
resizeTo at init (or reassign app.resizeTo later) to have the plugin listen for the resize event and call renderer.resize() with the target element's client size. Combine with autoDensity: true and resolution: window.devicePixelRatio for high-DPI output.await app.init({ resizeTo: window });app.resizeTo = document.querySelector("#game-container") as HTMLElement;app.resize(); // immediate resize to the target's current size
app.queueResize(); // defer the resize to the next animation frame
app.cancelResize(); // drop a pending queueResize
app.screen and app.canvas.width/height update in response; read them after the resize to place UI.
app.resize() — immediate synchronous resize.app.queueResize() — coalesces rapid calls by deferring to the next frame; internally used by the window.resize listener to avoid redundant work.app.cancelResize() — cancels a queued resize. Call this before tearing down your own layout code that triggered queueResize.Ticker basics
app.ticker and registers app.render() on it at UPDATE_PRIORITY.LOW. Control the loop with app.start()/app.stop() and add callbacks with app.ticker.add / app.ticker.addOnce:app.ticker.add((ticker) => {
sprite.rotation += 0.01 * ticker.deltaTime;
});app.ticker.addOnce(() => {
console.log("runs once on the next frame, then removes itself");
});app.stop(); // pause the render loop (e.g. tab hidden)
app.start(); // resume
Ticker instance; read ticker.deltaTime for a frame-rate-independent multiplier (~1.0 at 60fps), ticker.deltaMS for real milliseconds, or ticker.FPS for the current frame rate. See pixijs-ticker for priorities, FPS capping, onRender, shared vs private tickers, and the v8 callback signature change.Manual render loop
await app.init({ autoStart: false, width: 800, height: 600 });
document.body.appendChild(app.canvas);function frame() {
updateScene();
app.render();
requestAnimationFrame(frame);
}
frame();
autoStart: false prevents the TickerPlugin from starting the ticker automatically. Call app.render() yourself (or app.renderer.render({ container: app.stage }) for the same effect). If you still want registered ticker callbacks to fire, call app.ticker.update() inside your loop before app.render().CullerPlugin (opt-in)
app.renderer.screen. It isn't registered by default; add it before creating your app:import {
Application,
Container,
Sprite,
extensions,
CullerPlugin,
Rectangle,
} from "pixi.js";extensions.add(CullerPlugin);const app = new Application();
await app.init({ width: 800, height: 600 });const world = new Container();
world.cullable = true; // this container is culled when its bounds leave the screen
world.cullableChildren = true; // default; set `false` to skip recursing into childrenconst tile = Sprite.from("tile.png");
tile.cullable = true;
world.addChild(tile);
app.stage.addChild(world);
cullable is set. Override the default bounds check with container.cullArea = new Rectangle(x, y, w, h) when child bounds are expensive to compute. The plugin wraps app.render() so Culler.shared.cull(app.stage, app.renderer.screen) runs before every frame. See pixijs-performance for when culling pays off.Custom Application plugins
Application by registering a class with static init, static destroy, and static extension = ExtensionType.Application. Both methods are called with this bound to the Application instance, so this.renderer and this.stage are available.import {
Application,
ExtensionType,
extensions,
type ApplicationOptions,
} from "pixi.js";class FpsOverlay {
public static extension = ExtensionType.Application; public static init(this: Application, options: Partial<ApplicationOptions>) {
// runs inside app.init() after the renderer is created
// attach props/methods to `this` to expose them on the app
} public static destroy(this: Application) {
// runs inside app.destroy() — tear down anything you attached
}
}extensions.add(FpsOverlay);
PixiMixins.ApplicationOptions:declare global {
namespace PixiMixins {
interface ApplicationOptions {
fpsOverlay?: { visible?: boolean };
}
}
}await app.init({ fpsOverlay: { visible: true } });
ResizePlugin, TickerPlugin, and opt-in CullerPlugin all use this same contract. If you set skipExtensionImports: true, register the built-ins you need yourself (extensions.add(ResizePlugin, TickerPlugin)).Common Mistakes
[CRITICAL] Passing options to the constructor
const app = new Application({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
Application constructor takes no arguments. Options passed there are ignored and log a deprecation warning; the renderer is only created inside the async init() call.[HIGH] Using app.view instead of app.canvas
document.body.appendChild(app.view);
document.body.appendChild(app.canvas);
app.view was renamed to app.canvas in v8. The old getter still works but emits a deprecation warning.[MEDIUM] Touching app.canvas or app.renderer before init resolves
const app = new Application();
document.body.appendChild(app.canvas);
app.init({ width: 800, height: 600 });
const app = new Application();
await app.init({ width: 800, height: 600 });
document.body.appendChild(app.canvas);
app.renderer, app.canvas, and app.screen are only populated once the init() promise resolves. Accessing them earlier returns undefined.API Reference
All Files
0 filesInstall pixijs-application
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git clone https://github.com/pixijs/pixijs/tree/dev/skills/pixijs-application # Copy the skill folder to .claude/skills/ or .codex/skills/
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