@docyrus/animaguru 0.6.0

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Files changed (198) hide show
  1. package/NOTICE.md +256 -0
  2. package/README.md +241 -0
  3. package/dist/animaguru.js +27338 -0
  4. package/package.json +37 -0
  5. package/skills/animaguru/SKILL.md +115 -0
  6. package/skills/animaguru-advertising/SKILL.md +25 -0
  7. package/skills/animaguru-advertising/references/brand-bumper.md +11 -0
  8. package/skills/animaguru-advertising/references/comparison.md +11 -0
  9. package/skills/animaguru-advertising/references/creator-testimonial.md +11 -0
  10. package/skills/animaguru-advertising/references/editorial-advertorial.md +11 -0
  11. package/skills/animaguru-advertising/references/game-reward.md +11 -0
  12. package/skills/animaguru-advertising/references/offer-promotion.md +11 -0
  13. package/skills/animaguru-advertising/references/product-launch.md +11 -0
  14. package/skills/animaguru-advertising/references/product-proof.md +11 -0
  15. package/skills/animaguru-analog-film-tape/SKILL.md +29 -0
  16. package/skills/animaguru-analog-film-tape/references/recipe.md +23 -0
  17. package/skills/animaguru-animated-data-visualization/SKILL.md +39 -0
  18. package/skills/animaguru-animated-data-visualization/references/data-contract.md +16 -0
  19. package/skills/animaguru-animated-data-visualization/references/variants.md +17 -0
  20. package/skills/animaguru-art-deco-motion/SKILL.md +29 -0
  21. package/skills/animaguru-art-deco-motion/references/recipe.md +22 -0
  22. package/skills/animaguru-ascii-crt/SKILL.md +29 -0
  23. package/skills/animaguru-ascii-crt/references/recipe.md +22 -0
  24. package/skills/animaguru-blueprint-drafting/SKILL.md +29 -0
  25. package/skills/animaguru-blueprint-drafting/references/recipe.md +22 -0
  26. package/skills/animaguru-cartoon-character-animation/SKILL.md +35 -0
  27. package/skills/animaguru-cartoon-character-animation/references/variants.md +17 -0
  28. package/skills/animaguru-cutout-animation/SKILL.md +33 -0
  29. package/skills/animaguru-cutout-animation/references/production-recipe.md +37 -0
  30. package/skills/animaguru-cutout-animation/references/variants.md +17 -0
  31. package/skills/animaguru-cutout-animation/references/visual-style.md +34 -0
  32. package/skills/animaguru-dark-tech-stage/SKILL.md +29 -0
  33. package/skills/animaguru-dark-tech-stage/references/recipe.md +23 -0
  34. package/skills/animaguru-diagram-formula-motion/SKILL.md +36 -0
  35. package/skills/animaguru-diagram-formula-motion/references/variants.md +17 -0
  36. package/skills/animaguru-engraved-relief-print/SKILL.md +29 -0
  37. package/skills/animaguru-engraved-relief-print/references/recipe.md +24 -0
  38. package/skills/animaguru-flat-vector-motion/SKILL.md +35 -0
  39. package/skills/animaguru-flat-vector-motion/references/variants.md +17 -0
  40. package/skills/animaguru-general-video/SKILL.md +20 -0
  41. package/skills/animaguru-general-video/references/ambient-loop.md +11 -0
  42. package/skills/animaguru-general-video/references/music-lyrics.md +11 -0
  43. package/skills/animaguru-general-video/references/short-film.md +11 -0
  44. package/skills/animaguru-general-video/references/titles-event.md +11 -0
  45. package/skills/animaguru-general-video/references/visual-essay.md +11 -0
  46. package/skills/animaguru-generative-light-signal/SKILL.md +29 -0
  47. package/skills/animaguru-generative-light-signal/references/recipe.md +23 -0
  48. package/skills/animaguru-glass-mosaic/SKILL.md +29 -0
  49. package/skills/animaguru-glass-mosaic/references/recipe.md +23 -0
  50. package/skills/animaguru-halftone-editorial/SKILL.md +29 -0
  51. package/skills/animaguru-halftone-editorial/references/recipe.md +23 -0
  52. package/skills/animaguru-holographic-scan/SKILL.md +29 -0
  53. package/skills/animaguru-holographic-scan/references/recipe.md +22 -0
  54. package/skills/animaguru-interface-motion/SKILL.md +36 -0
  55. package/skills/animaguru-interface-motion/references/screen-mapping.md +16 -0
  56. package/skills/animaguru-interface-motion/references/variants.md +17 -0
  57. package/skills/animaguru-isometric-worlds/SKILL.md +35 -0
  58. package/skills/animaguru-isometric-worlds/references/variants.md +17 -0
  59. package/skills/animaguru-kinetic-typography/SKILL.md +35 -0
  60. package/skills/animaguru-kinetic-typography/references/variants.md +17 -0
  61. package/skills/animaguru-miniature-diorama/SKILL.md +29 -0
  62. package/skills/animaguru-miniature-diorama/references/recipe.md +23 -0
  63. package/skills/animaguru-painterly-depth-animation/SKILL.md +35 -0
  64. package/skills/animaguru-painterly-depth-animation/references/variants.md +17 -0
  65. package/skills/animaguru-paper-popup/SKILL.md +29 -0
  66. package/skills/animaguru-paper-popup/references/recipe.md +22 -0
  67. package/skills/animaguru-photo-footage-editorial/SKILL.md +29 -0
  68. package/skills/animaguru-photo-footage-editorial/references/recipe.md +23 -0
  69. package/skills/animaguru-pixel-art-animation/SKILL.md +36 -0
  70. package/skills/animaguru-pixel-art-animation/references/variants.md +17 -0
  71. package/skills/animaguru-portal-zoom/SKILL.md +29 -0
  72. package/skills/animaguru-portal-zoom/references/recipe.md +21 -0
  73. package/skills/animaguru-risograph-print/SKILL.md +29 -0
  74. package/skills/animaguru-risograph-print/references/recipe.md +23 -0
  75. package/skills/animaguru-sand-drawing/SKILL.md +29 -0
  76. package/skills/animaguru-sand-drawing/references/recipe.md +21 -0
  77. package/skills/animaguru-shadow-theatre/SKILL.md +29 -0
  78. package/skills/animaguru-shadow-theatre/references/recipe.md +23 -0
  79. package/skills/animaguru-silkscreen-poster/SKILL.md +29 -0
  80. package/skills/animaguru-silkscreen-poster/references/recipe.md +22 -0
  81. package/skills/animaguru-stop-motion-objects/SKILL.md +29 -0
  82. package/skills/animaguru-stop-motion-objects/references/recipe.md +23 -0
  83. package/skills/animaguru-studio-product-reveal/SKILL.md +29 -0
  84. package/skills/animaguru-studio-product-reveal/references/recipe.md +23 -0
  85. package/skills/animaguru-video/SKILL.md +79 -0
  86. package/skills/animaguru-whiteboard-line-drawing/SKILL.md +34 -0
  87. package/skills/animaguru-whiteboard-line-drawing/references/variants.md +17 -0
  88. package/templates/video/AGENTS.md +34 -0
  89. package/templates/video/CLAUDE.md +19 -0
  90. package/templates/video/README.md +101 -0
  91. package/templates/video/VIDEO-STYLE-NOTICES.txt +54 -0
  92. package/templates/video/film.config.json +10 -0
  93. package/templates/video/gitignore +11 -0
  94. package/templates/video/index.html +14 -0
  95. package/templates/video/package.json +28 -0
  96. package/templates/video/public/brand/logo-mark.svg +5 -0
  97. package/templates/video/scripts/build.mjs +12 -0
  98. package/templates/video/scripts/export-html.mjs +12 -0
  99. package/templates/video/scripts/export-mp4.mjs +209 -0
  100. package/templates/video/scripts/html-export-plugin.mjs +35 -0
  101. package/templates/video/scripts/html-export.mjs +54 -0
  102. package/templates/video/scripts/install-example.mjs +32 -0
  103. package/templates/video/scripts/review-analysis.mjs +29 -0
  104. package/templates/video/scripts/review-audio.mjs +24 -0
  105. package/templates/video/scripts/review.mjs +37 -0
  106. package/templates/video/scripts/starter-film.sha256 +1 -0
  107. package/templates/video/shared/locales/en/export.json +10 -0
  108. package/templates/video/shared/locales/en/film.json +42 -0
  109. package/templates/video/shared/locales/en/player.json +31 -0
  110. package/templates/video/shared/locales/en/style-studies.json +168 -0
  111. package/templates/video/shared/locales/en/timeline.json +33 -0
  112. package/templates/video/src/assets.ts +4 -0
  113. package/templates/video/src/download.ts +27 -0
  114. package/templates/video/src/exporter.ts +70 -0
  115. package/templates/video/src/film-resources.ts +29 -0
  116. package/templates/video/src/film.ts +132 -0
  117. package/templates/video/src/main.ts +219 -0
  118. package/templates/video/src/resource-timeline.ts +193 -0
  119. package/templates/video/src/review.ts +50 -0
  120. package/templates/video/src/studies/film.ts +26 -0
  121. package/templates/video/src/studies/media.ts +46 -0
  122. package/templates/video/src/studies/model.ts +60 -0
  123. package/templates/video/src/studies/pixi-renderer.ts +121 -0
  124. package/templates/video/src/studies/scenes.ts +410 -0
  125. package/templates/video/src/studies/timing.ts +53 -0
  126. package/templates/video/src/studies/variants.ts +39 -0
  127. package/templates/video/src/style.css +111 -0
  128. package/templates/video/src/timeline-model.ts +55 -0
  129. package/templates/video/style-source-provenance.json +11 -0
  130. package/templates/video/tsconfig.json +15 -0
  131. package/templates/video/vite.config.mjs +9 -0
  132. package/vendor/pixijs-skills/LICENSE +21 -0
  133. package/vendor/pixijs-skills/provenance.json +79 -0
  134. package/vendor/pixijs-skills/skills/pixijs/SKILL.md +66 -0
  135. package/vendor/pixijs-skills/skills/pixijs/references/index.md +136 -0
  136. package/vendor/pixijs-skills/skills/pixijs-accessibility/SKILL.md +224 -0
  137. package/vendor/pixijs-skills/skills/pixijs-application/SKILL.md +293 -0
  138. package/vendor/pixijs-skills/skills/pixijs-application/references/application-options.md +314 -0
  139. package/vendor/pixijs-skills/skills/pixijs-assets/SKILL.md +303 -0
  140. package/vendor/pixijs-skills/skills/pixijs-assets/references/background.md +137 -0
  141. package/vendor/pixijs-skills/skills/pixijs-assets/references/bundles.md +122 -0
  142. package/vendor/pixijs-skills/skills/pixijs-assets/references/caching.md +143 -0
  143. package/vendor/pixijs-skills/skills/pixijs-assets/references/compressed-textures.md +120 -0
  144. package/vendor/pixijs-skills/skills/pixijs-assets/references/fonts.md +205 -0
  145. package/vendor/pixijs-skills/skills/pixijs-assets/references/gif.md +171 -0
  146. package/vendor/pixijs-skills/skills/pixijs-assets/references/manifests.md +175 -0
  147. package/vendor/pixijs-skills/skills/pixijs-assets/references/progress.md +142 -0
  148. package/vendor/pixijs-skills/skills/pixijs-assets/references/resolution.md +142 -0
  149. package/vendor/pixijs-skills/skills/pixijs-assets/references/spritesheet.md +119 -0
  150. package/vendor/pixijs-skills/skills/pixijs-assets/references/svg.md +132 -0
  151. package/vendor/pixijs-skills/skills/pixijs-assets/references/video.md +158 -0
  152. package/vendor/pixijs-skills/skills/pixijs-blend-modes/SKILL.md +215 -0
  153. package/vendor/pixijs-skills/skills/pixijs-color/SKILL.md +299 -0
  154. package/vendor/pixijs-skills/skills/pixijs-core-concepts/SKILL.md +132 -0
  155. package/vendor/pixijs-skills/skills/pixijs-core-concepts/references/render-loop.md +216 -0
  156. package/vendor/pixijs-skills/skills/pixijs-core-concepts/references/renderers.md +287 -0
  157. package/vendor/pixijs-skills/skills/pixijs-create/SKILL.md +276 -0
  158. package/vendor/pixijs-skills/skills/pixijs-custom-rendering/SKILL.md +405 -0
  159. package/vendor/pixijs-skills/skills/pixijs-custom-rendering/references/advanced-gpu.md +244 -0
  160. package/vendor/pixijs-skills/skills/pixijs-custom-rendering/references/uniform-types.md +94 -0
  161. package/vendor/pixijs-skills/skills/pixijs-environments/SKILL.md +243 -0
  162. package/vendor/pixijs-skills/skills/pixijs-events/SKILL.md +387 -0
  163. package/vendor/pixijs-skills/skills/pixijs-filters/SKILL.md +300 -0
  164. package/vendor/pixijs-skills/skills/pixijs-html-source/SKILL.md +228 -0
  165. package/vendor/pixijs-skills/skills/pixijs-math/SKILL.md +489 -0
  166. package/vendor/pixijs-skills/skills/pixijs-migration-v8/SKILL.md +415 -0
  167. package/vendor/pixijs-skills/skills/pixijs-performance/SKILL.md +489 -0
  168. package/vendor/pixijs-skills/skills/pixijs-scene-container/SKILL.md +345 -0
  169. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/SKILL.md +243 -0
  170. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/constructor-options.md +155 -0
  171. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/container-hierarchy.md +232 -0
  172. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/layers.md +145 -0
  173. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/masking.md +129 -0
  174. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/render-groups.md +140 -0
  175. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/scene-management.md +169 -0
  176. package/vendor/pixijs-skills/skills/pixijs-scene-core-concepts/references/transforms.md +198 -0
  177. package/vendor/pixijs-skills/skills/pixijs-scene-dom-container/SKILL.md +193 -0
  178. package/vendor/pixijs-skills/skills/pixijs-scene-gif/SKILL.md +233 -0
  179. package/vendor/pixijs-skills/skills/pixijs-scene-graphics/SKILL.md +576 -0
  180. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/SKILL.md +141 -0
  181. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/references/mesh-perspective.md +189 -0
  182. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/references/mesh-plane.md +159 -0
  183. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/references/mesh-rope.md +176 -0
  184. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/references/mesh-simple.md +144 -0
  185. package/vendor/pixijs-skills/skills/pixijs-scene-mesh/references/mesh.md +213 -0
  186. package/vendor/pixijs-skills/skills/pixijs-scene-particle-container/SKILL.md +323 -0
  187. package/vendor/pixijs-skills/skills/pixijs-scene-sprite/SKILL.md +120 -0
  188. package/vendor/pixijs-skills/skills/pixijs-scene-sprite/references/animated-sprite.md +262 -0
  189. package/vendor/pixijs-skills/skills/pixijs-scene-sprite/references/nineslice-sprite.md +202 -0
  190. package/vendor/pixijs-skills/skills/pixijs-scene-sprite/references/sprite.md +181 -0
  191. package/vendor/pixijs-skills/skills/pixijs-scene-sprite/references/tiling-sprite.md +216 -0
  192. package/vendor/pixijs-skills/skills/pixijs-scene-text/SKILL.md +136 -0
  193. package/vendor/pixijs-skills/skills/pixijs-scene-text/references/bitmap-text.md +232 -0
  194. package/vendor/pixijs-skills/skills/pixijs-scene-text/references/html-text.md +192 -0
  195. package/vendor/pixijs-skills/skills/pixijs-scene-text/references/split-bitmap-text.md +187 -0
  196. package/vendor/pixijs-skills/skills/pixijs-scene-text/references/split-text.md +168 -0
  197. package/vendor/pixijs-skills/skills/pixijs-scene-text/references/text.md +311 -0
  198. package/vendor/pixijs-skills/skills/pixijs-ticker/SKILL.md +292 -0
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+ ---
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+ name: pixijs-blend-modes
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+ description: "Use this skill when compositing display objects with blend modes in PixiJS v8. Covers standard modes (normal, add, multiply, screen, erase, min, max), advanced modes via pixi.js/advanced-blend-modes (color-burn, overlay, hard-light, etc.), batch-friendly ordering. Triggers on: blendMode, additive, multiply, screen, overlay, color-burn, color-dodge, advanced-blend-modes, glow, erase."
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+ license: MIT
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+ ---
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+
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+ Set `container.blendMode` to composite display objects with GPU blend equations (standard modes) or filter-based advanced modes. Blend-mode transitions break render batches, so group like-mode siblings together.
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+
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+ ## Quick Start
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+
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+ ```ts
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+ const light = new Sprite(await Assets.load("light.png"));
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+ light.blendMode = "add";
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+ app.stage.addChild(light);
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+
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+ const shadow = new Sprite(await Assets.load("shadow.png"));
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+ shadow.blendMode = "multiply";
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+ app.stage.addChild(shadow);
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+
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+ import "pixi.js/advanced-blend-modes";
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+ const overlay = new Sprite(await Assets.load("overlay.png"));
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+ overlay.blendMode = "color-burn";
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+ app.stage.addChild(overlay);
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+ ```
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+
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+ **Related skills:** `pixijs-filters` (advanced modes use the filter pipeline), `pixijs-performance` (batching with blend modes), `pixijs-color` (color manipulation).
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+
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+ ## Core Patterns
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+
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+ ### Standard blend modes
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+
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+ Standard modes are built in and use GPU blend equations directly:
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+
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+ ```ts
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+ import { Sprite } from "pixi.js";
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+
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+ sprite.blendMode = "normal"; // standard alpha compositing (effective default at root)
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+ sprite.blendMode = "add"; // additive (lighten, glow effects)
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+ sprite.blendMode = "multiply"; // multiply (darken, shadow effects)
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+ sprite.blendMode = "screen"; // screen (lighten, dodge effects)
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+ sprite.blendMode = "erase"; // erase pixels from render target
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+ sprite.blendMode = "none"; // no blending, overwrites destination
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+ sprite.blendMode = "inherit"; // inherit from parent (this is the actual default value)
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+ sprite.blendMode = "min"; // keeps minimum of source and destination (WebGL2+ only)
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+ sprite.blendMode = "max"; // keeps maximum of source and destination (WebGL2+ only)
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+ ```
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+
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+ These are hardware-accelerated and cheap. They do not require filters.
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+
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+ ### Advanced blend modes
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+
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+ Advanced modes require an explicit import to register the extensions. On the WebGL renderer they also require `useBackBuffer: true` at init time, or PixiJS logs a warning and the blend silently falls back:
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+
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+ ```ts
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+ import "pixi.js/advanced-blend-modes";
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+ import { Application, Sprite, Assets } from "pixi.js";
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+
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+ const app = new Application();
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+ await app.init({ useBackBuffer: true }); // required for advanced modes on WebGL
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+
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+ const texture = await Assets.load("overlay.png");
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+ const overlay = new Sprite(texture);
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+ overlay.blendMode = "color-burn";
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+ ```
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+
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+ Available advanced modes:
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+
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+ | Mode | Effect |
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+ | -------------- | ----------------------------------------------- |
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+ | `color-burn` | Darkens by increasing contrast |
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+ | `color-dodge` | Brightens by decreasing contrast |
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+ | `darken` | Keeps darker of two layers |
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+ | `difference` | Absolute difference |
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+ | `divide` | Divides bottom by top |
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+ | `exclusion` | Similar to difference, lower contrast |
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+ | `hard-light` | Multiply or screen based on top layer |
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+ | `hard-mix` | High contrast threshold blend |
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+ | `lighten` | Keeps lighter of two layers |
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+ | `linear-burn` | Adds and subtracts to darken |
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+ | `linear-dodge` | Adds layers together |
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+ | `linear-light` | Linear burn or dodge based on top layer |
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+ | `luminosity` | Luminosity of top, hue/saturation of bottom |
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+ | `negation` | Inverted difference |
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+ | `overlay` | Multiply or screen based on bottom layer |
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+ | `pin-light` | Replaces based on lightness comparison |
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+ | `saturation` | Saturation of top, hue/luminosity of bottom |
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+ | `soft-light` | Gentle overlay effect |
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+ | `subtract` | Subtracts top from bottom |
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+ | `vivid-light` | Color burn or dodge based on top layer |
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+ | `color` | Hue and saturation of top, luminosity of bottom |
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+
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+ You set advanced blend modes the same way as standard ones, via the `blendMode` property. They use filters internally, so they cost more than standard modes.
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+
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+ ### Batch-friendly ordering
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+
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+ Different blend modes break the rendering batch. Order objects to minimize transitions:
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+
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+ ```ts
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+ import { Container, Sprite } from "pixi.js";
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+
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+ const scene = new Container();
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+ scene.addChild(screenSprite1); // 'screen'
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+ scene.addChild(screenSprite2); // 'screen'
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+ scene.addChild(normalSprite1); // 'normal'
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+ scene.addChild(normalSprite2); // 'normal'
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+ ```
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+
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+ 2 draw calls. Alternating order (`screen, normal, screen, normal`) would produce 4.
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+
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+ ## Common Mistakes
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+
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+ ### [HIGH] Not importing advanced-blend-modes extension
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+
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+ Wrong:
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+
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+ ```ts
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+ import { Sprite } from "pixi.js";
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+
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+ sprite.blendMode = "color-burn"; // silently falls back to normal
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+ ```
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+
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+ Correct:
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+
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+ ```ts
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+ import "pixi.js/advanced-blend-modes";
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+ import { Sprite } from "pixi.js";
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+
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+ sprite.blendMode = "color-burn";
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+ ```
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+
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+ Advanced blend modes (color-burn, overlay, etc.) require the extension import. Without it, only standard modes (normal, add, multiply, screen) are available. The invalid mode silently falls back.
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+
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+
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+ ### [MEDIUM] Mixing blend modes across adjacent objects
135
+
136
+ Different blend modes break the render batch. `screen / normal / screen / normal` produces 4 draw calls, while `screen / screen / normal / normal` produces 2. Sort children so objects with the same blend mode are adjacent.
137
+
138
+
139
+ ### [HIGH] Using the v7 BLEND_MODES enum
140
+
141
+ Wrong:
142
+
143
+ ```ts
144
+ import { BLEND_MODES } from "pixi.js";
145
+
146
+ sprite.blendMode = BLEND_MODES.ADD; // runtime error: BLEND_MODES is undefined
147
+ ```
148
+
149
+ Correct:
150
+
151
+ ```ts
152
+ sprite.blendMode = "add";
153
+ ```
154
+
155
+ In v8, `BLEND_MODES` is a TypeScript type only (a union of string literals). There is no runtime enum export, so `BLEND_MODES.ADD` evaluates to accessing a property on `undefined`. Use the string form.
156
+
157
+
158
+ ### [HIGH] Advanced blend modes without useBackBuffer
159
+
160
+ Wrong:
161
+
162
+ ```ts
163
+ import "pixi.js/advanced-blend-modes";
164
+ await app.init({
165
+ /* no useBackBuffer */
166
+ });
167
+ sprite.blendMode = "color-burn"; // logs a warning, falls back
168
+ ```
169
+
170
+ Correct:
171
+
172
+ ```ts
173
+ import "pixi.js/advanced-blend-modes";
174
+ await app.init({ useBackBuffer: true });
175
+ sprite.blendMode = "color-burn";
176
+ ```
177
+
178
+ Advanced modes read from the back buffer. On WebGL, the blend silently falls back if the back buffer is not enabled. WebGPU enables the back buffer unconditionally.
179
+
180
+
181
+ ### [MEDIUM] Advanced blend modes clipped or scaled on high-DPI renderers
182
+
183
+ Advanced blend modes are filter-based and use `Filter.defaultOptions`, whose resolution defaults to `1`. On a high-DPI render target the blended object can look clipped, scaled, or only partially applied.
184
+
185
+ Wrong:
186
+
187
+ ```ts
188
+ import "pixi.js/advanced-blend-modes";
189
+
190
+ sprite.blendMode = "overlay"; // renders at resolution 1, can clip on retina
191
+ ```
192
+
193
+ Correct:
194
+
195
+ ```ts
196
+ import { Filter } from "pixi.js";
197
+ import "pixi.js/advanced-blend-modes";
198
+
199
+ Filter.defaultOptions.resolution = "inherit"; // set before creating affected objects
200
+
201
+ sprite.blendMode = "overlay";
202
+ ```
203
+
204
+ Setting `Filter.defaultOptions.resolution = "inherit"` makes advanced blend modes render at the render target's resolution. This costs more memory and runtime, so apply it where fidelity matters.
205
+
206
+
207
+ ## API Reference
208
+
209
+ - [Container.blendMode](https://pixijs.download/release/docs/scene.Container.html.md)
210
+ - [OverlayBlend](https://pixijs.download/release/docs/filters.OverlayBlend.html.md)
211
+ - [ColorBurnBlend](https://pixijs.download/release/docs/filters.ColorBurnBlend.html.md)
212
+ - [ColorDodgeBlend](https://pixijs.download/release/docs/filters.ColorDodgeBlend.html.md)
213
+ - [HardLightBlend](https://pixijs.download/release/docs/filters.HardLightBlend.html.md)
214
+ - [SoftLightBlend](https://pixijs.download/release/docs/filters.SoftLightBlend.html.md)
215
+ - [DifferenceBlend](https://pixijs.download/release/docs/filters.DifferenceBlend.html.md)
@@ -0,0 +1,299 @@
1
+ ---
2
+ name: pixijs-color
3
+ description: "Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/premultiply, Color.shared singleton. Triggers on: Color, ColorSource, hex, rgb, hsl, tint, premultiply, Color.shared, color conversion."
4
+ license: MIT
5
+ ---
6
+
7
+ The `Color` class creates and converts colors for tints, fills, strokes, and anywhere PixiJS accepts a `ColorSource`. Most APIs accept raw hex/strings directly, so explicit `new Color(...)` is only needed when converting formats or manipulating values.
8
+
9
+ ## Quick Start
10
+
11
+ ```ts
12
+ const fillColor = new Color("#ff6600");
13
+ console.log(fillColor.toHex()); // '#ff6600'
14
+ console.log(fillColor.toNumber()); // 0xff6600
15
+ console.log(fillColor.toArray()); // [1, 0.4, 0, 1]
16
+
17
+ const g = new Graphics().rect(0, 0, 200, 100).fill(fillColor);
18
+ app.stage.addChild(g);
19
+
20
+ const sprite = Sprite.from("hero.png");
21
+ sprite.tint = "dodgerblue";
22
+ app.stage.addChild(sprite);
23
+
24
+ const t = Color.shared.setValue(0xffffff).multiply([1, 0.5, 0.5]).toNumber();
25
+ sprite.tint = t;
26
+ ```
27
+
28
+ **Related skills:** `pixijs-scene-graphics` (fill/stroke colors), `pixijs-scene-sprite` (tint), `pixijs-blend-modes` (compositing).
29
+
30
+ ## Core Patterns
31
+
32
+ ### Accepted input formats
33
+
34
+ ```ts
35
+ import { Color } from "pixi.js";
36
+
37
+ // Hex integer
38
+ new Color(0xff0000);
39
+
40
+ // Hex strings
41
+ new Color("#ff0000");
42
+ new Color("#f00");
43
+ new Color("ff0000");
44
+
45
+ // CSS color names
46
+ new Color("red");
47
+ new Color("dodgerblue");
48
+
49
+ // RGB/RGBA objects (components 0-255)
50
+ new Color({ r: 255, g: 0, b: 0 });
51
+ new Color({ r: 255, g: 0, b: 0, a: 0.5 });
52
+
53
+ // HSL/HSLA objects
54
+ new Color({ h: 0, s: 100, l: 50 });
55
+ new Color({ h: 0, s: 100, l: 50, a: 0.5 });
56
+
57
+ // HSV/HSVA objects
58
+ new Color({ h: 0, s: 100, v: 100 });
59
+
60
+ // CSS strings
61
+ new Color("rgb(255, 0, 0)");
62
+ new Color("rgba(255, 0, 0, 0.5)");
63
+ new Color("hsl(0, 100%, 50%)");
64
+
65
+ // Normalized 0-1 arrays (Float32Array or plain arrays)
66
+ new Color([1, 0, 0]); // RGB
67
+ new Color([1, 0, 0, 0.5]); // RGBA
68
+
69
+ // Uint8 arrays (components 0-255)
70
+ new Color(new Uint8Array([255, 0, 0]));
71
+ new Color(new Uint8ClampedArray([255, 0, 0, 128]));
72
+
73
+ // 8-digit hex with alpha
74
+ new Color("#ff0000ff");
75
+ new Color("#f00f");
76
+
77
+ // Copy from another Color instance
78
+ const red = new Color("red");
79
+ const copy = new Color(red);
80
+ ```
81
+
82
+ ### Conversion methods
83
+
84
+ ```ts
85
+ import { Color } from "pixi.js";
86
+
87
+ const color = new Color("#ff6600");
88
+
89
+ color.toHex(); // '#ff6600'
90
+ color.toHexa(); // '#ff6600ff' (hex with alpha)
91
+ color.toNumber(); // 0xff6600
92
+ color.toArray(); // [1, 0.4, 0, 1] (normalized RGBA)
93
+ color.toRgbArray(); // [1, 0.4, 0] (normalized RGB, no alpha)
94
+ color.toRgbaString(); // 'rgba(255,102,0,1)'
95
+ color.toRgba(); // { r: 1, g: 0.4, b: 0, a: 1 }
96
+ color.toRgb(); // { r: 1, g: 0.4, b: 0 }
97
+ color.toUint8RgbArray(); // [255, 102, 0]
98
+
99
+ // setValue() is the chainable way to change a color's value
100
+ color.setValue(0xff0000).toHex(); // '#ff0000'
101
+ ```
102
+
103
+ ### Component access
104
+
105
+ ```ts
106
+ import { Color } from "pixi.js";
107
+
108
+ const color = new Color("rgba(255, 128, 0, 0.8)");
109
+
110
+ color.red; // 1
111
+ color.green; // ~0.502
112
+ color.blue; // 0
113
+ color.alpha; // 0.8
114
+ ```
115
+
116
+ All component getters return normalized 0-1 values.
117
+
118
+ ### Manipulation
119
+
120
+ ```ts
121
+ import { Color } from "pixi.js";
122
+
123
+ const color = new Color("red");
124
+
125
+ // Set alpha (chainable)
126
+ color.setAlpha(0.5);
127
+
128
+ // Multiply with another color (destructive, modifies in place)
129
+ color.multiply(0x808080);
130
+
131
+ // Premultiply alpha (destructive, RGB channels multiplied by alpha)
132
+ color.premultiply(0.8);
133
+
134
+ // Premultiply alpha only (RGB unchanged)
135
+ color.premultiply(0.8, false);
136
+
137
+ // Chain operations
138
+ new Color("white").setAlpha(0.5).multiply([0.8, 0.2, 0.2]);
139
+ ```
140
+
141
+ `multiply()` and `premultiply()` are destructive; they modify the color and set `value` to null (original format is lost).
142
+
143
+ ### Non-destructive premultiplied output
144
+
145
+ ```ts
146
+ import { Color } from "pixi.js";
147
+
148
+ const color = new Color("red").setAlpha(0.5);
149
+
150
+ const packed = color.toPremultiplied(color.alpha); // 0x7F7F0000
151
+ const alphaOnly = color.toPremultiplied(color.alpha, false); // 0x7FFF0000
152
+ ```
153
+
154
+ `toPremultiplied(alpha, applyToRGB?)` returns a 32-bit `0xAARRGGBB` integer without mutating `this`. Use it in batchers and tint math where the source color must be reused. When `applyToRGB` is `false`, only the alpha byte is packed; the RGB stays at its full value.
155
+
156
+ ### Reusing output buffers
157
+
158
+ ```ts
159
+ import { Color } from "pixi.js";
160
+
161
+ const rgba = new Float32Array(4);
162
+ const rgb = new Float32Array(3);
163
+ const rgb8 = new Uint8Array(3);
164
+
165
+ app.ticker.add(() => {
166
+ Color.shared.setValue(sprite.tint).toArray(rgba).toRgbArray(rgb);
167
+
168
+ Color.shared.toUint8RgbArray(rgb8);
169
+ });
170
+ ```
171
+
172
+ `toArray(out?)`, `toRgbArray(out?)`, and `toUint8RgbArray(out?)` accept a reusable `number[]`, `Float32Array`, `Uint8Array`, or `Uint8ClampedArray` and write into it. Pass your own buffer in hot paths to avoid allocating per frame; omit the argument and the `Color` instance returns its internal cache array.
173
+
174
+ ### Packing for GPU buffers
175
+
176
+ | Method | Returns |
177
+ | ------------------------ | ------------------------------------------------------------ |
178
+ | `toBgrNumber()` | 24-bit `0xBBGGRR` integer with R/B swapped |
179
+ | `toLittleEndianNumber()` | Same 24-bit swap, convenient for little-endian vertex writes |
180
+
181
+ Both are cheap and useful when emitting colors straight into packed vertex attributes.
182
+
183
+ ### Color.shared for temporary operations
184
+
185
+ ```ts
186
+ import { Color } from "pixi.js";
187
+
188
+ // One-off conversion without allocating a new Color
189
+ const hex = Color.shared.setValue("#ff6600").toNumber();
190
+ const arr = Color.shared.setValue(0xff0000).toArray();
191
+ ```
192
+
193
+ `Color.shared` is a singleton that avoids allocating a new `Color` on every call. This matters in hot paths like render loops or per-frame tint calculations where repeated `new Color()` creates GC pressure. Do not store references to it; other code may mutate it.
194
+
195
+ ```ts
196
+ import { Color } from "pixi.js";
197
+
198
+ // Good: reuse shared instance in a per-frame callback
199
+ app.ticker.add(() => {
200
+ const t = performance.now() / 1000;
201
+ sprite.tint = Color.shared
202
+ .setValue("white")
203
+ .multiply([Math.sin(t) * 0.5 + 0.5, 0.2, 0.8])
204
+ .toNumber();
205
+ });
206
+ ```
207
+
208
+ ### Validating input
209
+
210
+ ```ts
211
+ import { Color } from "pixi.js";
212
+
213
+ Color.isColorLike("red"); // true
214
+ Color.isColorLike("#ff0000"); // true
215
+ Color.isColorLike(0xff0000); // true
216
+ Color.isColorLike([1, 0, 0]); // true
217
+ Color.isColorLike({ r: 1, g: 0, b: 0 }); // true
218
+ Color.isColorLike({ foo: 1 }); // false
219
+ Color.isColorLike(null); // false
220
+ ```
221
+
222
+ `Color.isColorLike()` checks the structural shape (string, number, array, or recognized object). It doesn't validate that a string is a real CSS color name, nor that array values fall in range. Use it as a type guard before passing user input to `new Color()` or `setValue()`.
223
+
224
+ ## Common Mistakes
225
+
226
+ ### [MEDIUM] Expecting toRgba() to return 0-255 values
227
+
228
+ Wrong:
229
+
230
+ ```ts
231
+ import { Color } from "pixi.js";
232
+
233
+ const { r, g, b } = new Color({ r: 255, g: 128, b: 0 }).toRgba();
234
+ // r = 1, g = ~0.502, b = 0 (NOT 255, 128, 0)
235
+ ```
236
+
237
+ Correct:
238
+
239
+ ```ts
240
+ import { Color } from "pixi.js";
241
+
242
+ // Use toUint8RgbArray() for 0-255 output
243
+ const [r, g, b] = new Color({ r: 255, g: 128, b: 0 }).toUint8RgbArray();
244
+ // r = 255, g = 128, b = 0
245
+ ```
246
+
247
+ RGB object _inputs_ use 0-255 range (`{ r: 255, g: 0, b: 0 }`), but all output methods (`toRgba()`, `toRgb()`, `toArray()`, `toRgbArray()`) normalize to 0-1. Use `toUint8RgbArray()` when you need 0-255 integers for CSS or external APIs.
248
+
249
+
250
+ ### [MEDIUM] Using 0-255 range in color arrays
251
+
252
+ Wrong:
253
+
254
+ ```ts
255
+ import { Color } from "pixi.js";
256
+
257
+ new Color([255, 0, 0]); // NOT red; values are interpreted as 0-1
258
+ ```
259
+
260
+ Correct:
261
+
262
+ ```ts
263
+ import { Color } from "pixi.js";
264
+
265
+ new Color([1, 0, 0]); // red via normalized array
266
+ new Color(0xff0000); // red via hex
267
+ new Color("red"); // red via CSS name
268
+ new Color(new Uint8Array([255, 0, 0])); // red via Uint8Array (0-255)
269
+ ```
270
+
271
+ Plain number arrays (`number[]` and `Float32Array`) use normalized 0-1 range. `[255, 0, 0]` clamps to `[1, 0, 0]` because values are clamped, but `[200, 100, 50]` does not produce the expected color. Use `Uint8Array` or `Uint8ClampedArray` for 0-255 input.
272
+
273
+
274
+ ### [MEDIUM] Using utils.string2hex or utils.hex2string
275
+
276
+ Wrong:
277
+
278
+ ```ts
279
+ import { utils } from "pixi.js";
280
+
281
+ const hex = utils.string2hex("#ff0000");
282
+ ```
283
+
284
+ Correct:
285
+
286
+ ```ts
287
+ import { Color } from "pixi.js";
288
+
289
+ const hex = new Color("#ff0000").toNumber();
290
+ const str = new Color(0xff0000).toHex();
291
+ ```
292
+
293
+ The `utils` namespace was removed in v8. Use the `Color` class for all color conversions.
294
+
295
+
296
+ ## API Reference
297
+
298
+ - [Color](https://pixijs.download/release/docs/color.Color.html.md)
299
+ - [ColorSource](https://pixijs.download/release/docs/color.ColorSource.html.md)
@@ -0,0 +1,132 @@
1
+ ---
2
+ name: pixijs-core-concepts
3
+ description: "Use this skill when understanding how PixiJS v8 renders frames: the systems-and-pipes renderer, the render loop, and how the library adapts to different environments. Covers WebGLRenderer/WebGPURenderer/CanvasRenderer selection, renderer.render() pipeline, environment detection, rendering into RenderTextures and RenderTargets (flipY, mipLevel, layer, bind/push/pop, copyDepthTexture), WebGL context loss and WebGPU device loss recovery, and pointers to per-topic deep dives. Triggers on: renderer, WebGL, WebGPU, Canvas, render loop, render pipeline, systems, environments, autoDetectRenderer, RenderTexture, RenderTarget, render to texture, flipY, mipLevel, layer, 3D texture, depth slice, renderTarget.bind, copyToTexture, copyDepthTexture, depth-only, WebGLLoader, WebGPULoader, CanvasLoader, RendererLoader, lazy-load renderer systems, code splitting, context lost, webglcontextlost, device lost, GPUDevice.lost."
4
+ license: MIT
5
+ ---
6
+
7
+ Foundational model for how PixiJS v8 gets pixels on the screen: the renderer decides which GPU backend to use, the render loop drives per-frame work, and the environment layer adapts the library to browser, Web Worker, or SSR contexts. For the scene graph itself (Containers, transforms, destroy), see `pixijs-scene-core-concepts`.
8
+
9
+ ## Quick Start
10
+
11
+ ```ts
12
+ console.log(app.renderer.name); // 'webgl' | 'webgpu' | 'canvas'
13
+
14
+ app.ticker.add((ticker) => {
15
+ sprite.rotation += 0.01 * ticker.deltaTime;
16
+ });
17
+
18
+ const tex = app.renderer.extract.texture({ target: app.stage });
19
+
20
+ app.renderer.render({ container: app.stage });
21
+ ```
22
+
23
+ `app.renderer` is the `WebGLRenderer`, `WebGPURenderer`, or `CanvasRenderer` chosen by `autoDetectRenderer`. The TickerPlugin drives `renderer.render()` automatically; call it manually only with `autoStart: false`. Backend selection happens in `Application.init({ preference })`; see `pixijs-application` for setup.
24
+
25
+ **Related skills:** `pixijs-application` (Application construction and lifecycle), `pixijs-ticker` (per-frame logic, priorities, FPS capping), `pixijs-environments` (Web Worker, SSR, strict CSP), `pixijs-custom-rendering` (writing a RenderPipe), `pixijs-scene-core-concepts` (scene graph basics).
26
+
27
+ ## Topics
28
+
29
+ | Topic | Reference | When |
30
+ | ------------------- | ------------------------------------------------------ | --------------------------------------------------------- |
31
+ | Choosing a backend | [references/renderers.md](references/renderers.md) | Preference forms, per-renderer options, systems and pipes |
32
+ | Per-frame execution | [references/render-loop.md](references/render-loop.md) | Priority order, time units, manual rendering |
33
+
34
+ For deep dives into any single topic, open the corresponding reference file. Non-browser targets (`DOMAdapter`, `WebWorkerAdapter`, custom adapters, strict CSP) are covered in the `pixijs-environments` skill.
35
+
36
+ ## Decision guide
37
+
38
+ - **Setting up an Application?** Start with `pixijs-application`. This skill explains what the renderer does under the hood.
39
+ - **Choosing between WebGL and WebGPU?** Use `['webgpu', 'webgl']` as your preference array. WebGPU is fastest where available; WebGL is the reliable fallback. See `references/renderers.md`.
40
+ - **Running in a Web Worker?** Set `DOMAdapter.set(WebWorkerAdapter)` before `app.init`. See the `pixijs-environments` skill for complete setup.
41
+ - **Need manual control over when rendering happens?** Set `autoStart: false` and call `app.renderer.render(app.stage)` from your own loop. See `references/render-loop.md`.
42
+ - **Integrating with a physics library?** Add your update at `UPDATE_PRIORITY.HIGH` so physics runs before the render at `LOW`. See `references/render-loop.md`.
43
+ - **Writing a custom renderable?** Implement a `RenderPipe`. See `pixijs-custom-rendering` skill.
44
+ - **Rendering into a texture or a custom render target?** Pass `target` to `renderer.render()`, or build a `RenderTarget` with explicit color and depth attachments. See `references/renderers.md`.
45
+ - **Running under strict CSP?** Import `'pixi.js/unsafe-eval'`. See the `pixijs-environments` skill.
46
+
47
+ ## Quick concepts
48
+
49
+ ### Renderer = systems + pipes
50
+
51
+ Each renderer is composed of `Systems` (lifecycle services: textures, buffers, state, filters, masks) and `RenderPipes` (per-renderable instruction builders: sprite, graphics, mesh, particle, text, tiling). Writing a custom renderable means implementing a `RenderPipe` and registering it via extensions. Backend-specific systems and pipes can be dynamic-imported through a renderer loader extension (`WebGLLoader`, `WebGPULoader`, `CanvasLoader`); see `references/renderers.md`.
52
+
53
+ ### The render loop
54
+
55
+ `app.ticker.add(fn)` registers a callback that runs every frame. The `TickerPlugin` registers `app.render()` at `UPDATE_PRIORITY.LOW`, so ticker callbacks at `NORMAL` or `HIGH` run before the draw. Disable the plugin with `autoStart: false` for manual control.
56
+
57
+ ### Environments
58
+
59
+ `DOMAdapter` abstracts every DOM call PixiJS makes (canvas creation, image loading, fetch, XML parsing). Swap with `DOMAdapter.set(WebWorkerAdapter)` for Workers or implement a custom `Adapter` for Node/SSR. Must be done before `Application.init`.
60
+
61
+ ## Common Mistakes
62
+
63
+ ### [HIGH] Accessing app.renderer before init() resolves
64
+
65
+ Wrong:
66
+
67
+ ```ts
68
+ const app = new Application();
69
+ app.init({ width: 800, height: 600 });
70
+ console.log(app.renderer.name); // undefined — init() is async
71
+ ```
72
+
73
+ Correct:
74
+
75
+ ```ts
76
+ const app = new Application();
77
+ await app.init({ width: 800, height: 600 });
78
+ console.log(app.renderer.name); // 'webgl' | 'webgpu' | 'canvas'
79
+ ```
80
+
81
+ `Application.init()` is async. `app.renderer`, `app.canvas`, and `app.screen` do not exist until after the promise resolves.
82
+
83
+ ### [HIGH] Setting DOMAdapter after Application.init
84
+
85
+ Wrong:
86
+
87
+ ```ts
88
+ const app = new Application();
89
+ await app.init({ width: 800, height: 600 });
90
+ DOMAdapter.set(WebWorkerAdapter); // too late — init already allocated resources
91
+ ```
92
+
93
+ Correct:
94
+
95
+ ```ts
96
+ DOMAdapter.set(WebWorkerAdapter);
97
+ const app = new Application();
98
+ await app.init({ width: 800, height: 600 });
99
+ ```
100
+
101
+ The adapter abstracts DOM calls the renderer makes during construction (canvas creation, image loading, fetch). Swap it before `init()` or the wrong adapter is baked into the renderer.
102
+
103
+ ### [MEDIUM] Treating `preference` as a guarantee
104
+
105
+ Wrong:
106
+
107
+ ```ts
108
+ await app.init({ preference: "webgpu" });
109
+ // assume WebGPU is active
110
+ useWebGPUOnlyFeature(app.renderer);
111
+ ```
112
+
113
+ Correct:
114
+
115
+ ```ts
116
+ await app.init({ preference: "webgpu" });
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+ if (app.renderer.name === "webgpu") {
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+ useWebGPUOnlyFeature(app.renderer);
119
+ }
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+ ```
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+
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+ `preference` is a hint, not a demand. If the browser lacks WebGPU support, PixiJS falls back to WebGL (or Canvas). Always branch on `renderer.name` for backend-specific code.
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+
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+ ## API Reference
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+
126
+ - [autoDetectRenderer](https://pixijs.download/release/docs/rendering.autoDetectRenderer.html.md)
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+ - [AbstractRenderer](https://pixijs.download/release/docs/rendering.AbstractRenderer.html.md)
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+ - [WebGLRenderer](https://pixijs.download/release/docs/rendering.WebGLRenderer.html.md)
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+ - [WebGPURenderer](https://pixijs.download/release/docs/rendering.WebGPURenderer.html.md)
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+ - [CanvasRenderer](https://pixijs.download/release/docs/rendering.CanvasRenderer.html.md)
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+ - [Application](https://pixijs.download/release/docs/app.Application.html.md)
132
+ - [DOMAdapter](https://pixijs.download/release/docs/environment.DOMAdapter.html.md)