| name | pixijs-events |
| description | Use this skill when handling pointer, mouse, touch, or wheel input in PixiJS v8. Covers eventMode (none, passive, auto, static, dynamic), FederatedEvent types, propagation and capture phase, hitArea, interactiveChildren, cursor and cursorStyles, global move events for drag, eventFeatures config. Triggers on: eventMode, FederatedPointerEvent, pointerdown, click, tap, globalpointermove, drag, hitArea, cursor, stopPropagation. |
| license | MIT |
PixiJS's federated event system mirrors DOM events on the scene graph. Set container.eventMode = 'static' to opt an object in, then listen with .on(), addEventListener(), or onEventName property handlers. Move events fire only over the listening object; use globalpointermove for drag.
Quick Start
const button = new Sprite(await Assets.load("button.png"));
button.eventMode = "static";
button.cursor = "pointer";
app.stage.addChild(button);
button.on("pointertap", (event) => {
console.log("clicked at", event.global.x, event.global.y);
});
let dragging = false;
button.on("pointerdown", () => {
dragging = true;
});
button.on("pointerup", () => {
dragging = false;
});
button.on("pointerupoutside", () => {
dragging = false;
});
button.on("globalpointermove", (event) => {
if (dragging) button.parent.toLocal(event.global, undefined, button.position);
});
Related skills: pixijs-accessibility (screen reader + keyboard), pixijs-scene-dom-container (HTML overlays), pixijs-performance (event-heavy scenes).
Core Patterns
eventMode values
import { Sprite } from "pixi.js";
const sprite = new Sprite();
sprite.eventMode = "none";
sprite.eventMode = "passive";
sprite.eventMode = "auto";
sprite.eventMode = "static";
sprite.eventMode = "dynamic";
Use 'static' for buttons, UI elements, and drag targets. Use 'dynamic' only for objects that move under a stationary cursor and need continuous hover updates.
Use isInteractive() to check whether an object can receive events:
sprite.eventMode = "static";
sprite.isInteractive();
sprite.eventMode = "passive";
sprite.isInteractive();
Event types
Pointer events (recommended for cross-device compatibility): pointerdown, pointerup, pointerupoutside, pointermove, pointerover, pointerout, pointerenter, pointerleave, pointertap, pointercancel.
Mouse events: mousedown, mouseup, mouseupoutside, mousemove, mouseover, mouseout, mouseenter, mouseleave, click, rightdown, rightup, rightupoutside, rightclick, wheel.
Touch events: touchstart, touchend, touchendoutside, touchmove, touchcancel, tap. Each touch carries altKey, ctrlKey, metaKey, and shiftKey copied from the native TouchEvent, so modifier keys work the same as with mouse or pointer events.
Global move events: globalpointermove, globalmousemove, globaltouchmove. These fire on every pointer movement regardless of whether the pointer is over the listening object.
Container lifecycle events (no eventMode required): added, removed, destroyed, childAdded, childRemoved, visibleChanged.
Listening styles
import { Sprite } from "pixi.js";
const sprite = new Sprite();
sprite.eventMode = "static";
const handler = (e) => console.log("clicked");
sprite.on("pointerdown", handler);
sprite.once("pointerdown", handler);
sprite.off("pointerdown", handler);
sprite.addEventListener(
"click",
(event) => {
console.log("Clicked!", event.detail);
},
{ once: true },
);
sprite.onclick = (event) => {
console.log("Clicked!", event.detail);
};
Pointer events and propagation
import { Sprite, Container } from "pixi.js";
const parent = new Container();
parent.eventMode = "static";
const child = new Sprite();
child.eventMode = "static";
parent.addChild(child);
child.on("pointerdown", (event) => {
console.log("child pressed");
event.stopPropagation();
});
parent.on("pointerdown", () => {
console.log("parent pressed (only if child did not stop propagation)");
});
Capture phase events
All events support capture phase by appending capture to the event name (e.g., pointerdowncapture, clickcapture). Capture listeners fire during the capturing phase, before the event reaches its target.
container.addEventListener(
"pointerdown",
(event) => {
event.stopImmediatePropagation();
},
{ capture: true },
);
Hit testing
When a pointer event fires, PixiJS walks the display tree to find the top-most interactive element under the pointer. The traversal follows these rules:
eventMode = 'none' on a container skips that element and its entire subtree.
interactiveChildren = false on a container skips its children (the container itself can still be tested).
- A
hitArea overrides bounds-based testing; only the shape is checked.
- Objects that are not visible, not renderable, or not measurable are skipped.
Set a custom hitArea to override bounds-based testing. This also speeds up hit tests on large or complex objects by reducing the geometry checked:
import { Sprite, Rectangle, Circle, Polygon } from "pixi.js";
const sprite = new Sprite();
sprite.eventMode = "static";
sprite.hitArea = new Rectangle(0, 0, 100, 50);
sprite.hitArea = new Circle(50, 50, 40);
sprite.hitArea = new Polygon([0, 0, 100, 0, 50, 100]);
sprite.hitArea = {
contains(x: number, y: number): boolean {
return x >= 0 && x <= 100 && y >= 0 && y <= 100;
},
};
Global move events and drag
import { Sprite, FederatedPointerEvent } from "pixi.js";
const sprite = new Sprite();
sprite.eventMode = "static";
sprite.cursor = "grab";
let dragging = false;
sprite.on("pointerdown", (event: FederatedPointerEvent) => {
dragging = true;
sprite.cursor = "grabbing";
});
sprite.on("globalpointermove", (event: FederatedPointerEvent) => {
if (dragging) {
sprite.position.set(event.global.x, event.global.y);
}
});
sprite.on("pointerup", () => {
dragging = false;
sprite.cursor = "grab";
});
sprite.on("pointerupoutside", () => {
dragging = false;
sprite.cursor = "grab";
});
Cursor styles
Basic usage sets the cursor property per-object. For reusable cursors, register named styles on the event system:
app.renderer.events.cursorStyles.default = "url('bunny.png'), auto";
app.renderer.events.cursorStyles.hover = "url('bunny_saturated.png'), auto";
sprite.eventMode = "static";
sprite.cursor = "hover";
Cursor styles can be strings (CSS cursor values), objects (applied as CSS styles), or functions (called with the mode string).
Event properties
FederatedPointerEvent carries rich input data; the more useful fields are:
sprite.on("pointerdown", (event: FederatedPointerEvent) => {
event.global;
event.client;
event.offset;
event.target;
event.currentTarget;
event.pointerType;
event.pointerId;
event.isPrimary;
event.pressure;
event.button;
event.buttons;
event.altKey;
event.ctrlKey;
event.shiftKey;
event.metaKey;
event.nativeEvent;
event.preventDefault();
event.stopPropagation();
event.stopImmediatePropagation();
});
FederatedWheelEvent adds deltaX, deltaY, deltaZ, and deltaMode. Wheel events fire on the same hit-tested object as pointer events.
Event features
Toggle event categories globally for performance:
await app.init({
eventFeatures: {
move: true,
globalMove: true,
click: true,
wheel: true,
},
});
app.renderer.events.features.globalMove = false;
Performance tips
- Set
eventMode = 'none' on non-interactive subtrees to skip hit testing entirely.
- Set
interactiveChildren = false on containers where only the container itself needs interaction.
- Use
hitArea on large or complex objects to replace bounds-based hit testing with a cheap shape check.
- Prefer
'static' for stationary elements; reserve 'dynamic' for objects that move or animate under a stationary pointer.
- Disable unused event features via
eventFeatures (e.g., globalMove: false) to cut per-frame work.
Common Mistakes
[HIGH] Default eventMode is passive
Wrong:
const sprite = new Sprite(texture);
sprite.on("pointerdown", () => {
console.log("clicked");
});
Correct:
const sprite = new Sprite(texture);
sprite.eventMode = "static";
sprite.on("pointerdown", () => {
console.log("clicked");
});
The default eventMode is 'passive', which means the object itself receives no events. You must explicitly set eventMode to 'static' or 'dynamic' before any listener will fire.
[HIGH] buttonMode removed; use cursor
Wrong:
sprite.interactive = true;
sprite.buttonMode = true;
Correct:
sprite.eventMode = "static";
sprite.cursor = "pointer";
buttonMode was removed in v8. Use cursor = 'pointer' to show a hand cursor on hover. interactive = true still works as an alias for eventMode = 'static', but eventMode is preferred.
[HIGH] Move events only fire over the object in v8
Wrong:
sprite.eventMode = "static";
sprite.on("pointermove", (event) => {
updateDrag(event.global.x, event.global.y);
});
Correct:
sprite.eventMode = "static";
sprite.on("globalpointermove", (event) => {
updateDrag(event.global.x, event.global.y);
});
In v8, pointermove, mousemove, and touchmove only fire when the pointer is over the display object. In v7 they fired on any canvas move. For drag operations or global tracking, use globalpointermove, globalmousemove, or globaltouchmove.
[MEDIUM] Cursor does not inherit from parent
Setting cursor on a parent container has no effect on its children. Only the direct hit target's cursor value is applied.
parent.cursor = "pointer";
child.eventMode = "static";
child.cursor = "pointer";
If you want a uniform cursor for all children, set cursor on each interactive child individually, or set hitArea on the parent and make children non-interactive.
API Reference