Pixijs Scene Text logo

Pixijs Scene Text

Organization
pixijs
pixijs-scene-text

Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap.

Overview

Publisherpixijs
Repositorypixijs-skills
Skill namepixijs-scene-text
Stars
357
Forks
19
Bundled files
5
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.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

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

Installation

Install the Pixijs Scene Text 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-text
  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-text .claude/skills/pixijs-scene-text
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Pixijs Scene Text 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 Text 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 Text 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.

PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.

Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.

Quick Start

ts
const text = new Text({
  text: "Hello PixiJS",
  style: {
    fontFamily: "Arial",
    fontSize: 36,
    fill: 0xffffff,
    stroke: { color: 0x4a1850, width: 5 },
    dropShadow: { color: 0x000000, blur: 4, distance: 6 },
  },
});

text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;

app.stage.addChild(text);

All text classes use options-object constructors; positional (string, style) from v7 is not supported.

Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).

Variants

VariantUse whenTrade-offsReference
TextHigh-quality static or infrequent-update labelsExpensive to update (canvas re-draw + GPU upload)references/text.md
BitmapTextScores, timers, gameplay labels, anything that changes every frameLimited styling; fixed glyph atlas; requires MSDF for crisp scalingreferences/bitmap-text.md
HTMLTextRich formatted text, mixed styles, real HTML tagsAsync rendering (one frame delay); similar update cost to Textreferences/html-text.md
SplitTextPer-character animation with rich stylingEach char is a full Text; expensive for long stringsreferences/split-text.md
SplitBitmapTextPer-character animation on long strings or dynamic contentInherits BitmapText limitations (glyph atlas, no MSDF-free crispness)references/split-bitmap-text.md

When to use what

  • "I need a styled static label" → Text. Use for titles, menus, dialog, error messages. See references/text.md.
  • "I need a score or timer that updates every frame" → BitmapText. Updates only reposition quads; no canvas re-draw. See references/bitmap-text.md.
  • "I need mixed formatting with <b>, <i>, <br>" → HTMLText. Real HTML/CSS rendering via SVG. See references/html-text.md.
  • "I need inline colored tags like <red>Warning:</red>" → Text or HTMLText with tagStyles. Both support it.
  • "I need to animate each character individually" → SplitText for short strings, SplitBitmapText for long strings or many instances. See references/split-text.md / references/split-bitmap-text.md.
  • "I need CJK / Arabic / emoji-heavy text" → Text or HTMLText. BitmapText fails because the glyph set is too large for a single atlas.
  • "I need a custom font" → Load via Assets.load({ src: 'font.woff2', data: { family: 'MyFont' } }) first, then set style.fontFamily: 'MyFont'. Works for Text and HTMLText.

Update cost comparison

Update triggerTextBitmapTextHTMLTextSplitTextSplitBitmapText
Changing .textHighVery lowHighVery high (N text re-renders)Low (N quad repositions)
Changing .styleHighMediumHighVery highMedium
Moving (.x, .y)FreeFreeFreeFreeFree
Rotating / scalingFreeFreeFreeFreeFree

"Free" = normal Container transform cost. "High" = new canvas draw + GPU upload. "Very low" = quad reposition only. Update strings that change per-frame only on BitmapText or SplitBitmapText.

Quick concepts

  • Options-object constructors. Every v8 text class uses new Text({ text, style, ... }). The v7 (string, style) form is removed.
  • tagStyles. Text and HTMLText support per-tag styling via style.tagStyles. Tags are only parsed when tagStyles has entries; otherwise < is treated literally.
  • BitmapFont.install. Pre-generates an atlas before you create any BitmapText. Without install, the first BitmapText with a new fontFamily generates the atlas lazily.
  • MSDF fonts. Multi-channel Signed Distance Field fonts stay sharp at any size. Generate with external tools (e.g., msdf-bmfont), load via Assets.load('font.fnt'). Requires import 'pixi.js/text-bitmap' in custom builds.

Common Mistakes

[HIGH] Updating Text.text every frame

Wrong:

ts
app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

Correct:

ts
const scoreText = new BitmapText({ text: "Score: 0", style });
app.ticker.add(() => {
  scoreText.text = `Score: ${score}`;
});

Every Text update re-rasterizes the whole string. Use BitmapText for any value that changes per-frame.

[HIGH] Positional constructor args

Wrong:

ts
const text = new Text("Hello", { fontSize: 24 });

Correct:

ts
const text = new Text({ text: "Hello", style: { fontSize: 24 } });

v8 removed the (string, style) form. All text classes use options objects.

[HIGH] Not importing pixi.js/text-bitmap in custom builds

Under skipExtensionImports: true or aggressive tree-shaking, Assets.load('font.fnt') silently returns raw data unless you add import 'pixi.js/text-bitmap'. The standard import { ... } from 'pixi.js' bundle includes the extension.

[MEDIUM] Adding children to a text instance

Every text class sets allowChildren = false. Wrap in a Container to group text with other content.

API Reference

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Pixijs Scene Text AI skill do?

Use this skill when rendering text in PixiJS v8. Covers Text for canvas-quality styled labels, BitmapText for cheap per-frame updates via glyph atlas, HTMLText for HTML/CSS markup via SVG, SplitText and SplitBitmapText for per-character animation, TextStyle, tagStyles, constructor options, TextOptions, HTMLTextOptions, BitmapText, SplitTextOptions, SplitBitmapTextOptions. Triggers on: Text, BitmapText, HTMLText, SplitText, SplitBitmapText, TextStyle, HTMLTextStyle, BitmapFont.install, tagStyles, fontFamily, wordWrap.

Why use Pixijs Scene Text on TypingMind?

Because you install it once and use it with any model. Pixijs Scene Text 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 Text in TypingMind?

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

Which AI models can use Pixijs Scene Text?

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 Text?

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

Is the Pixijs Scene Text 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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