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.
Quick Start
tsconst fillColor = new Color("#ff6600"); console.log(fillColor.toHex()); // '#ff6600' console.log(fillColor.toNumber()); // 0xff6600 console.log(fillColor.toArray()); // [1, 0.4, 0, 1] const g = new Graphics().rect(0, 0, 200, 100).fill(fillColor); app.stage.addChild(g); const sprite = Sprite.from("hero.png"); sprite.tint = "dodgerblue"; app.stage.addChild(sprite); const t = Color.shared.setValue(0xffffff).multiply([1, 0.5, 0.5]).toNumber(); sprite.tint = t;
Related skills: pixijs-scene-graphics (fill/stroke colors), pixijs-scene-sprite (tint), pixijs-blend-modes (compositing).
Core Patterns
Accepted input formats
tsimport { Color } from "pixi.js"; // Hex integer new Color(0xff0000); // Hex strings new Color("#ff0000"); new Color("#f00"); new Color("ff0000"); // CSS color names new Color("red"); new Color("dodgerblue"); // RGB/RGBA objects (components 0-255) new Color({ r: 255, g: 0, b: 0 }); new Color({ r: 255, g: 0, b: 0, a: 0.5 }); // HSL/HSLA objects new Color({ h: 0, s: 100, l: 50 }); new Color({ h: 0, s: 100, l: 50, a: 0.5 }); // HSV/HSVA objects new Color({ h: 0, s: 100, v: 100 }); // CSS strings new Color("rgb(255, 0, 0)"); new Color("rgba(255, 0, 0, 0.5)"); new Color("hsl(0, 100%, 50%)"); // Normalized 0-1 arrays (Float32Array or plain arrays) new Color([1, 0, 0]); // RGB new Color([1, 0, 0, 0.5]); // RGBA // Uint8 arrays (components 0-255) new Color(new Uint8Array([255, 0, 0])); new Color(new Uint8ClampedArray([255, 0, 0, 128])); // 8-digit hex with alpha new Color("#ff0000ff"); new Color("#f00f"); // Copy from another Color instance const red = new Color("red"); const copy = new Color(red);
Conversion methods
tsimport { Color } from "pixi.js"; const color = new Color("#ff6600"); color.toHex(); // '#ff6600' color.toHexa(); // '#ff6600ff' (hex with alpha) color.toNumber(); // 0xff6600 color.toArray(); // [1, 0.4, 0, 1] (normalized RGBA) color.toRgbArray(); // [1, 0.4, 0] (normalized RGB, no alpha) color.toRgbaString(); // 'rgba(255,102,0,1)' color.toRgba(); // { r: 1, g: 0.4, b: 0, a: 1 } color.toRgb(); // { r: 1, g: 0.4, b: 0 } color.toUint8RgbArray(); // [255, 102, 0] // setValue() is the chainable way to change a color's value color.setValue(0xff0000).toHex(); // '#ff0000'
Component access
tsimport { Color } from "pixi.js"; const color = new Color("rgba(255, 128, 0, 0.8)"); color.red; // 1 color.green; // ~0.502 color.blue; // 0 color.alpha; // 0.8
All component getters return normalized 0-1 values.
Manipulation
tsimport { Color } from "pixi.js"; const color = new Color("red"); // Set alpha (chainable) color.setAlpha(0.5); // Multiply with another color (destructive, modifies in place) color.multiply(0x808080); // Premultiply alpha (destructive, RGB channels multiplied by alpha) color.premultiply(0.8); // Premultiply alpha only (RGB unchanged) color.premultiply(0.8, false); // Chain operations new Color("white").setAlpha(0.5).multiply([0.8, 0.2, 0.2]);
multiply() and premultiply() are destructive; they modify the color and set value to null (original format is lost).
Non-destructive premultiplied output
tsimport { Color } from "pixi.js"; const color = new Color("red").setAlpha(0.5); const packed = color.toPremultiplied(color.alpha); // 0x7F7F0000 const alphaOnly = color.toPremultiplied(color.alpha, false); // 0x7FFF0000
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.
Reusing output buffers
tsimport { Color } from "pixi.js"; const rgba = new Float32Array(4); const rgb = new Float32Array(3); const rgb8 = new Uint8Array(3); app.ticker.add(() => { Color.shared.setValue(sprite.tint).toArray(rgba).toRgbArray(rgb); Color.shared.toUint8RgbArray(rgb8); });
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.
Packing for GPU buffers
| Method | Returns |
|---|---|
toBgrNumber() | 24-bit 0xBBGGRR integer with R/B swapped |
toLittleEndianNumber() | Same 24-bit swap, convenient for little-endian vertex writes |
Both are cheap and useful when emitting colors straight into packed vertex attributes.
Color.shared for temporary operations
tsimport { Color } from "pixi.js"; // One-off conversion without allocating a new Color const hex = Color.shared.setValue("#ff6600").toNumber(); const arr = Color.shared.setValue(0xff0000).toArray();
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.
tsimport { Color } from "pixi.js"; // Good: reuse shared instance in a per-frame callback app.ticker.add(() => { const t = performance.now() / 1000; sprite.tint = Color.shared .setValue("white") .multiply([Math.sin(t) * 0.5 + 0.5, 0.2, 0.8]) .toNumber(); });
Validating input
tsimport { Color } from "pixi.js"; Color.isColorLike("red"); // true Color.isColorLike("#ff0000"); // true Color.isColorLike(0xff0000); // true Color.isColorLike([1, 0, 0]); // true Color.isColorLike({ r: 1, g: 0, b: 0 }); // true Color.isColorLike({ foo: 1 }); // false Color.isColorLike(null); // false
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().
Common Mistakes
[MEDIUM] Expecting toRgba() to return 0-255 values
Wrong:
tsimport { Color } from "pixi.js"; const { r, g, b } = new Color({ r: 255, g: 128, b: 0 }).toRgba(); // r = 1, g = ~0.502, b = 0 (NOT 255, 128, 0)
Correct:
tsimport { Color } from "pixi.js"; // Use toUint8RgbArray() for 0-255 output const [r, g, b] = new Color({ r: 255, g: 128, b: 0 }).toUint8RgbArray(); // r = 255, g = 128, b = 0
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.
[MEDIUM] Using 0-255 range in color arrays
Wrong:
tsimport { Color } from "pixi.js"; new Color([255, 0, 0]); // NOT red; values are interpreted as 0-1
Correct:
tsimport { Color } from "pixi.js"; new Color([1, 0, 0]); // red via normalized array new Color(0xff0000); // red via hex new Color("red"); // red via CSS name new Color(new Uint8Array([255, 0, 0])); // red via Uint8Array (0-255)
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.
[MEDIUM] Using utils.string2hex or utils.hex2string
Wrong:
tsimport { utils } from "pixi.js"; const hex = utils.string2hex("#ff0000");
Correct:
tsimport { Color } from "pixi.js"; const hex = new Color("#ff0000").toNumber(); const str = new Color(0xff0000).toHex();
The utils namespace was removed in v8. Use the Color class for all color conversions.


