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
tsconst 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
tsimport { Sprite } from "pixi.js"; const sprite = new Sprite(); // No interaction at all; children also ignored sprite.eventMode = "none"; // Default. Self not interactive; interactive children still work sprite.eventMode = "passive"; // Hit tested only when a parent is interactive sprite.eventMode = "auto"; // Standard interaction: receives pointer/mouse/touch events sprite.eventMode = "static"; // Like static, but also fires synthetic events from the ticker // when the pointer is stationary (for animated objects under cursor) 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:
tssprite.eventMode = "static"; sprite.isInteractive(); // true sprite.eventMode = "passive"; sprite.isInteractive(); // false
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, contextmenu, wheel. PixiJS doesn't block the browser's context menu; call event.preventDefault() in a contextmenu listener to keep it closed. Canceling rightdown, rightup, or rightclick doesn't keep it closed. On macOS, ctrl + click also fires contextmenu, and the browser can report it as a left click.
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
tsimport { Sprite } from "pixi.js"; const sprite = new Sprite(); sprite.eventMode = "static"; // EventEmitter style (recommended) const handler = (e) => console.log("clicked"); sprite.on("pointerdown", handler); sprite.once("pointerdown", handler); // one-time sprite.off("pointerdown", handler); // DOM style sprite.addEventListener( "click", (event) => { console.log("Clicked!", event.detail); }, { once: true }, ); // Property-based handlers sprite.onclick = (event) => { console.log("Clicked!", event.detail); };
Pointer events and propagation
tsimport { 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(); // prevent parent from receiving this event }); 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.
tscontainer.addEventListener( "pointerdown", (event) => { event.stopImmediatePropagation(); // blocks event from reaching children }, { 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 = falseon a container skips its children (the container itself can still be tested).- A
hitAreaoverrides 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:
tsimport { Sprite, Rectangle, Circle, Polygon } from "pixi.js"; const sprite = new Sprite(); sprite.eventMode = "static"; // Rectangular hit area sprite.hitArea = new Rectangle(0, 0, 100, 50); // Circular hit area sprite.hitArea = new Circle(50, 50, 40); // Polygon hit area sprite.hitArea = new Polygon([0, 0, 100, 0, 50, 100]); // Custom hit test via contains() sprite.hitArea = { contains(x: number, y: number): boolean { return x >= 0 && x <= 100 && y >= 0 && y <= 100; }, };
Global move events and drag
tsimport { 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"; }); // globalpointermove fires even when pointer leaves the object 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:
tsapp.renderer.events.cursorStyles.default = "url('bunny.png'), auto"; app.renderer.events.cursorStyles.hover = "url('bunny_saturated.png'), auto"; sprite.eventMode = "static"; sprite.cursor = "hover"; // uses the registered 'hover' style
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:
tssprite.on("pointerdown", (event: FederatedPointerEvent) => { event.global; // scene-space Point where the event happened event.client; // CSS-pixel Point relative to the viewport event.offset; // Point w.r.t. target Container in world space (not supported at the moment) event.target; // the Container that received the event event.currentTarget; // the Container whose listener is running event.pointerType; // 'mouse' | 'pen' | 'touch' event.pointerId; // unique id for multi-touch tracking event.isPrimary; // first pointer in a multi-pointer gesture event.persistentDeviceId; // always 0; present for DOM PointerEvent type compatibility event.pressure; // 0-1 pen/touch pressure event.button; // 0 left, 1 middle, 2 right event.buttons; // bitmask of held buttons event.altKey; // modifier key state event.ctrlKey; event.shiftKey; event.metaKey; event.nativeEvent; // the underlying DOM PointerEvent / MouseEvent / Touch 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:
tsawait app.init({ eventFeatures: { move: true, // pointer/mouse/touch move events globalMove: true, // global move events (globalpointermove, etc.) click: true, // click/tap/press and contextmenu events wheel: true, // mouse wheel events }, }); // or configure after init app.renderer.events.features.globalMove = false;
Performance tips
- Set
eventMode = 'none'on non-interactive subtrees to skip hit testing entirely. - Set
interactiveChildren = falseon containers where only the container itself needs interaction. - Use
hitAreaon 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:
tsconst sprite = new Sprite(texture); sprite.on("pointerdown", () => { console.log("clicked"); });
Correct:
tsconst 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:
tssprite.interactive = true; sprite.buttonMode = true;
Correct:
tssprite.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:
tssprite.eventMode = "static"; sprite.on("pointermove", (event) => { // expects to fire everywhere; only fires inside sprite bounds updateDrag(event.global.x, event.global.y); });
Correct:
tssprite.eventMode = "static"; sprite.on("globalpointermove", (event) => { // fires everywhere, even outside sprite bounds 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.
ts// This does NOT make children show a pointer cursor parent.cursor = "pointer"; // Each interactive child needs its own cursor 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.


