Pixijs Scene Particle Container logo

Pixijs Scene Particle Container

Organization
pixijs
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, inherited alpha/tint/blendMode from ancestors. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, particle alpha, particle tint, fade particles, constructor options, ParticleContainerOptions, ParticleOptions.

Overview

Publisherpixijs
Repositorypixijs-skills
Skill namepixijs-scene-particle-container
Stars
357
Forks
19
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by pixijs on GitHub. Read the source before you install it.

Installation

Install the Pixijs Scene Particle Container AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/pixijs/pixijs-skills/tree/main/skills/pixijs-scene-particle-container
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/pixijs/pixijs-skills.git /tmp/pixijs-skills
mkdir -p .claude/skills
cp -r /tmp/pixijs-skills/skills/pixijs-scene-particle-container .claude/skills/pixijs-scene-particle-container
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Pixijs Scene Particle Container in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Pixijs Scene Particle Container on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Pixijs Scene Particle Container is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

OptionTypeDefaultDescription
textureTexturenullShared 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.
particlesT[][]Initial array of Particle (or IParticle) instances. Equivalent to calling addParticle for each, but skips per-call view updates.
dynamicPropertiesParticleProperties{ 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.
roundPixelsbooleanfalseRounds particle positions to the nearest pixel. Produces crisper rendering for pixel-art styles at the cost of smooth sub-pixel motion.
shaderShaderdefault particle shaderReplaces 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:

OptionTypeDefaultDescription
textureTexture—Required. Texture used to render this particle. All particles in the same ParticleContainer must share the same base texture source.
xnumber0X position in the container's local space.
ynumber0Y position in the container's local space.
scaleXnumber1Horizontal scale factor.
scaleYnumber1Vertical scale factor.
anchorXnumber0Horizontal anchor in 0–1 range; 0 is left, 0.5 is center, 1 is right.
anchorYnumber0Vertical anchor in 0–1 range; 0 is top, 0.5 is center, 1 is bottom.
rotationnumber0Rotation in radians.
tintColorSource0xffffffTint color as hex number or CSS color string. Combined with alpha into the internal color field.
alphanumber1Transparency (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 });

Fading or tinting a whole particle system

ts
const burst = new ParticleContainer({ texture, particles });
const layer = new Container();
layer.addChild(burst);

app.ticker.add(() => {
  layer.alpha -= 0.01; // fades every particle
});
burst.tint = 0x66ccff; // tints every particle

Container alpha, tint, and blendMode cascade into particles the same way they cascade into sprites, so you can fade or recolor an entire system without touching particleChildren.

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. alpha and tint on the container or any ancestor multiply into every particle, on top of each particle's own alpha/tint.
  • 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 methodParticleContainer 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);

ParticleContainer does not accept Sprite children. addChild throws an error. Particles must be Particle instances (or any object implementing IParticle), added via addParticle. This is a complete rework from v7, where ParticleContainer accepted Sprite children.

[HIGH] Not setting boundsArea on ParticleContainer

Wrong:

ts
const container = new ParticleContainer();
// bounds is always (0, 0, 0, 0) — culling and hit testing fail

Correct:

ts
const container = new ParticleContainer({
  boundsArea: new Rectangle(0, 0, 800, 600),
});

ParticleContainer returns empty bounds (0, 0, 0, 0) by default for performance. Without boundsArea, the container is culled as invisible when culling is active, and containsPoint always misses. Set boundsArea to the region your particles occupy.

[HIGH] Using children instead of particleChildren

Wrong:

ts
container.addParticle(new Particle(texture));
console.log(container.children.length); // 0

Correct:

ts
container.addParticle(new Particle(texture));
console.log(container.particleChildren.length); // 1

Particles are stored in the particleChildren array, not children. The standard Container.children array is empty on a ParticleContainer. All particle enumeration, counting, and manipulation must use particleChildren plus the *Particle methods.

[MEDIUM] Do not use ParticleContainer as a normal container

ParticleContainer contains particles, not display objects. If you need to group a particle system with a background sprite or UI overlay, wrap the ParticleContainer itself inside a plain Container:

ts
const world = new Container();
world.addChild(backgroundSprite, particleContainer, uiLayer);

API Reference

Frequently asked questions

What does the Pixijs Scene Particle Container AI skill do?

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, inherited alpha/tint/blendMode from ancestors. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, particle alpha, particle tint, fade particles, constructor options, ParticleContainerOptions, ParticleOptions.

Why use Pixijs Scene Particle Container on TypingMind?

Because you install it once and use it with any model. Pixijs Scene Particle Container is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Pixijs Scene Particle Container in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/pixijs/pixijs-skills/tree/main/skills/pixijs-scene-particle-container. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Pixijs Scene Particle Container?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Pixijs Scene Particle Container?

As many as you like. As long as a model supports skills, you can use Pixijs Scene Particle Container with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Pixijs Scene Particle Container AI skill free?

Yes. It is published on GitHub by pixijs under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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