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pixijs-scene-particle-container

Use this skill when rendering thousands of lightweight sprites in PixiJS v8. Covers ParticleContainer with Particle instances, addParticle/removeParticle, particleChildren array, dynamicProperties (vertex, position, rotation, uvs, color), boundsArea, roundPixels, update. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, constructor options, ParticleContainerOptions, ParticleOptions.

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SKILL.md
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name
pixijs-scene-particle-container
description
Use this skill when rendering thousands of lightweight sprites in PixiJS v8. Covers ParticleContainer with Particle instances, addParticle/removeParticle, particleChildren array, dynamicProperties (vertex, position, rotation, uvs, color), boundsArea, roundPixels, update. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, constructor options, ParticleContainerOptions, ParticleOptions.
license
MIT
disable-model-invocation
true
`ParticleContainer` is a specialized container for rendering hundreds to tens of thousands of lightweight sprites in a single draw call. Use it for particle effects, bullet patterns, or any case where you need a large number of similar-looking objects with minimal per-object overhead. Particles share a single base texture and have a restricted transform set; they are not full `Container` children. Assumes familiarity with `pixijs-scene-core-concepts`. `ParticleContainer` is a special leaf in a different sense: it contains `Particle` instances in its own `particleChildren` array and rejects normal PixiJS children. Use `addParticle`, not `addChild`, and wrap the whole `ParticleContainer` in a `Container` if you need to group it with other scene objects. The Particle API is new in v8 but is stable for production use. ## Quick Start ```ts const texture = await Assets.load("particle.png"); const container = new ParticleContainer({ texture, boundsArea: new Rectangle(0, 0, app.screen.width, app.screen.height), dynamicProperties: { position: true, rotation: false, color: false, }, }); for (let i = 0; i < 10000; i++) { container.addParticle( new Particle({ texture, x: Math.random() * app.screen.width, y: Math.random() * app.screen.height, }), ); } app.stage.addChild(container); ``` **Related skills:** `pixijs-scene-core-concepts` (scene graph basics), `pixijs-scene-sprite` (when you need full features per object), `pixijs-assets` (shared textures, atlases), `pixijs-performance` (batching, texture optimization), `pixijs-scene-container` (wrap with other display objects). ## Constructor options ### ParticleContainerOptions All `Container` options (`position`, `scale`, `tint`, `label`, `filters`, `zIndex`, etc.) are also valid here — see `skills/pixijs-scene-core-concepts/references/constructor-options.md`. Note that `children` is omitted: use `particles` instead. | Option | Type | Default | Description | | ------------------- | -------------------- | ------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | `texture` | `Texture` | `null` | Shared base texture for all particles. If omitted, the container falls back to the texture of the first particle added; every particle must share the same base texture source. | | `particles` | `T[]` | `[]` | Initial array of `Particle` (or `IParticle`) instances. Equivalent to calling `addParticle` for each, but skips per-call view updates. | | `dynamicProperties` | `ParticleProperties` | `{ vertex: false, position: true, rotation: false, uvs: false, color: false }` | Flags for which particle attributes re-upload to the GPU every frame. Only `position` is dynamic by default; mark what you animate, leave the rest static for speed. | | `roundPixels` | `boolean` | `false` | Rounds particle positions to the nearest pixel. Produces crisper rendering for pixel-art styles at the cost of smooth sub-pixel motion. | | `shader` | `Shader` | default particle shader | Replaces the default particle shader. The custom shader must declare `aPosition`, `aUV`, `aColor`, plus any dynamic-only attributes enabled via `dynamicProperties`. | `boundsArea` is inherited from `Container` but is effectively required on `ParticleContainer`: the container returns empty bounds `(0, 0, 0, 0)` by default for performance, so without `boundsArea` it is culled as invisible when culling is active and `containsPoint` always misses. ### ParticleOptions `Particle` is a lightweight struct, not a `Container` subclass — none of the `ContainerOptions` fields apply. The full option list: | Option | Type | Default | Description | | ---------- | ------------- | ---------- | -------------------------------------------------------------------------------------------------------------------------------------- | | `texture` | `Texture` | — | Required. Texture used to render this particle. All particles in the same `ParticleContainer` must share the same base texture source. | | `x` | `number` | `0` | X position in the container's local space. | | `y` | `number` | `0` | Y position in the container's local space. | | `scaleX` | `number` | `1` | Horizontal scale factor. | | `scaleY` | `number` | `1` | Vertical scale factor. | | `anchorX` | `number` | `0` | Horizontal anchor in 0–1 range; `0` is left, `0.5` is center, `1` is right. | | `anchorY` | `number` | `0` | Vertical anchor in 0–1 range; `0` is top, `0.5` is center, `1` is bottom. | | `rotation` | `number` | `0` | Rotation in radians. | | `tint` | `ColorSource` | `0xffffff` | Tint color as hex number or CSS color string. Combined with `alpha` into the internal `color` field. | | `alpha` | `number` | `1` | Transparency (0–1). Values outside the range are clamped. Combined with `tint` into the internal `color` field. | The constructor also accepts a bare `Texture` as its sole argument (`new Particle(texture)`), which is shorthand for `new Particle({ texture })` using the defaults above. `Particle.defaultOptions` is a static object you can reassign to change defaults globally; see the "Particle creation" section below. ## Core Patterns ### Particle creation ```ts const particle = new Particle({ texture, x: 100, y: 200, scaleX: 0.5, scaleY: 0.5, anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 4, tint: 0xff0000, alpha: 0.8, }); container.addParticle(particle); ``` `Particle` is a lightweight struct with flat numeric fields: `x`, `y`, `scaleX`, `scaleY`, `anchorX`, `anchorY`, `rotation`, `color`, `texture`. It also exposes `tint` (hex/CSS color) and `alpha` (0-1) as setters that combine into the internal `color` field. No transform hierarchy, no events, no filters. You can pass a `Texture` directly as the sole argument: `new Particle(texture)`. Override `Particle.defaultOptions` to change defaults globally: ```ts Particle.defaultOptions = { ...Particle.defaultOptions, anchorX: 0.5, anchorY: 0.5, }; ``` ### Pre-populating with the particles option ```ts const particles = Array.from( { length: 10000 }, () => new Particle({ texture, x: Math.random() * 800, y: Math.random() * 600, }), ); const container = new ParticleContainer({ texture, boundsArea: new Rectangle(0, 0, 800, 600), particles, }); ``` Passing `particles` in the constructor is equivalent to creating the container empty and calling `addParticle` for each one, but avoids per-call view updates. ### Dynamic vs static properties and update() ```ts const container = new ParticleContainer({ dynamicProperties: { rotation: true, }, }); ``` `dynamicProperties` controls which particle attributes re-upload to the GPU every frame. The defaults on `ParticleContainer.defaultOptions.dynamicProperties` are: ```ts { vertex: false, position: true, rotation: false, uvs: false, color: false } ``` You only need to override the properties you are animating; the rest inherit the defaults (position dynamic, everything else static). Five properties in total: - `vertex`: scale/anchor vertices - `position` - `rotation` - `uvs`: texture coordinates (for frame-swapped particles) - `color`: tint and alpha Mark only what you animate; static properties are cheaper. If you change a static property at runtime, call `container.update()` to re-upload: ```ts container.particleChildren.forEach((p) => { p.tint = 0x00ff00; }); container.update(); ``` ### Batch operations on particleChildren ```ts // Bulk add const batch = []; for (let i = 0; i < 5000; i++) { batch.push( new Particle({ texture, x: Math.random() * 800, y: Math.random() * 600 }), ); } container.particleChildren.push(...batch); container.update(); // Bulk remove container.particleChildren.length = 0; container.update(); ``` `addParticle`, `addParticleAt`, `removeParticle`, `removeParticleAt`, and `removeParticles` all trigger view updates per call. For large batch operations, direct array manipulation plus a single `update()` is faster. ### Texture and shader options `texture` in `ParticleContainerOptions` is optional. If omitted, the container falls back to the texture of the first particle added; every subsequent particle must share the same base texture source. Set it explicitly when you want to declare the atlas up front, or when the first particle might change mid-run: ```ts const container = new ParticleContainer({ texture }); ``` `shader` lets you replace the default particle shader with any `Shader` instance. The custom shader must declare the attributes the particle pipe uploads (`aPosition`, `aUV`, `aColor`, plus any dynamic-only attributes enabled via `dynamicProperties`). Use this for custom blending math, distance-field sprites, or non-standard effects: ```ts const container = new ParticleContainer({ texture, shader: myCustomShader }); ``` ### Limitations `ParticleContainer` intentionally sacrifices features for speed: - No filters, masks, or per-particle blend modes. Blend modes apply at the container level: set `blendMode` on the `ParticleContainer` or let it inherit from a parent `Container` (the default `"inherit"` resolves to the ancestor's blend mode, like `Sprite` and `Mesh`). The whole particle batch shares one blend mode. - No nested children on particles. - No automatic bounds calculation. - All particles must share the same base texture source (atlases work; multiple unrelated textures do not). - Custom shaders are supported via the `shader` option. ### Container method migration `ParticleContainer` uses a separate child management API optimized for GPU buffer updates. The standard `Container` child methods throw when called on a `ParticleContainer`. | Standard Container method | ParticleContainer equivalent | | ---------------------------- | --------------------------------------------------- | | `addChild(child)` | `addParticle(particle)` | | `removeChild(child)` | `removeParticle(particle)` | | `addChildAt(child, index)` | `addParticleAt(particle, index)` | | `removeChildAt(index)` | `removeParticleAt(index)` | | `removeChildren(begin, end)` | `removeParticles(begin, end)` | | `getChildAt(index)` | Access `container.particleChildren[index]` directly | | `swapChildren()` | Not available | | `reparentChild()` | Not available | ## Common Mistakes ### [CRITICAL] Adding Sprites to ParticleContainer Wrong: ```ts const container = new ParticleContainer(); const sprite = new Sprite(texture); container.addChild(sprite); ``` Correct: ```ts const container = new ParticleContainer(); const particle = new Particle(texture); container.addParticle(particle); ```
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