pixijs-scene-graphics
This skill enables drawing complex vector shapes and paths in PixiJS v8, covering a wide range of graphic primitives, fill/stroke styles, and advanced features like SVG import/export and context sharing. It empowers developers to efficiently create rich, interactive 2D scenes and UI elements, optimizing rendering performance through shared graphics contexts and diverse styling options.
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphicsBefore / After Comparison
1 组When drawing a large number of identical or similar vector shapes in PixiJS, each Graphics object independently tessellates its geometry and uploads it to the GPU, leading to redundant computations and significant rendering performance bottlenecks, especially in dynamic scenes.
By leveraging GraphicsContext sharing, multiple Graphics objects can reuse the same geometry data. This significantly reduces GPU draw calls and data uploads, drastically improving rendering frame rates and overall performance for complex vector scenes.
Graphics is the vector-drawing leaf of the PixiJS v8 scene graph. The v8 API follows a shape-then-style pattern: draw a shape or path with rect, circle, moveTo, etc., then apply fill and/or stroke. Every method returns this for chaining, and the drawing instructions live on a GraphicsContext that can be shared between instances.
Assumes familiarity with pixijs-scene-core-concepts. Graphics is a leaf: do not nest children inside it. Wrap multiple Graphics objects in a Container to group them.
Quick Start
const g = new Graphics();
g.rect(10, 10, 200, 100)
.fill({ color: 0x3498db, alpha: 0.8 })
.stroke({ width: 3, color: 0x2c3e50 });
g.circle(300, 60, 40).fill(0xe74c3c);
g.moveTo(50, 200)
.lineTo(200, 200)
.bezierCurveTo(250, 250, 100, 300, 50, 250)
.closePath()
.fill(0x6c5ce7);
app.stage.addChild(g);
Related skills: pixijs-scene-core-concepts (scene graph basics), pixijs-scene-container (group graphics with other objects), pixijs-scene-core-concepts/references/masking.md (Graphics as a stencil mask), pixijs-filters (effects), pixijs-performance (batching, cacheAsTexture).
Constructor options
All Container options (position, scale, tint, label, filters, zIndex, etc.) are also valid here — see skills/pixijs-scene-core-concepts/references/constructor-options.md.
Leaf-specific options added by GraphicsOptions:
| Option | Type | Default | Description |
|---|---|---|---|
context | GraphicsContext | new GraphicsContext() | Shared drawing context. Passing a context reuses its tessellated geometry across multiple Graphics nodes, avoiding duplicate GPU work. If omitted, each Graphics creates and owns a new context. |
roundPixels | boolean | false | Rounds the final on-screen x/y to the nearest pixel. Produces crisper lines for pixel-art styles at the cost of smooth sub-pixel movement. |
The constructor also accepts a GraphicsContext instance as its sole argument (new Graphics(ctx)), which is shorthand for new Graphics({ context: ctx }).
Core Patterns
Shape-then-fill workflow
const g = new Graphics();
g.rect(10, 10, 200, 100)
.fill({ color: 0x3498db, alpha: 0.8 })
.stroke({ width: 3, color: 0x2c3e50 });
g.circle(150, 200, 40).fill(0xe74c3c);
g.roundRect(300, 10, 150, 80, 12).fill(0x2ecc71);
g.poly([0, 0, 60, 0, 30, 50], true).fill(0x9b59b6);
g.star(400, 200, 5, 40, 20, 0).fill(0xf39c12);
g.ellipse(100, 350, 60, 30).fill(0x1abc9c);
fill() accepts a FillInput: a color number/string, { color, alpha, texture, matrix, textureSpace }, a FillGradient, a FillPattern, or a Texture. When filling with a texture, textureSpace controls coordinate mapping:
'local'(default): texture is scaled to fit each shape's bounding box (normalized 0-1 coordinates).'global': texture position/scale are relative to the Graphics object's coordinate system, shared across all shapes.
FillInput also supports a nested fill subfield: a FillStyle options object can embed a FillGradient or FillPattern under its fill key, which applies the gradient or pattern alongside the color, alpha, texture, and matrix modifiers on the outer object.
stroke() accepts a color, a FillGradient, a FillPattern, or a StrokeStyle object that combines all FillStyle keys (color, alpha, texture, matrix, fill, textureSpace) with stroke attributes:
| Attribute | Default | Notes |
|---|---|---|
width | 1 | Pixel width of the stroke. |
cap | 'butt' | One of 'butt', 'round', 'square'. End style for open paths. |
join | 'miter' | One of 'miter', 'round', 'bevel'. Corner style. |
miterLimit | 10 | Caps how far miter joins extend before falling back to bevel. |
alignment | 0.5 | 1 = inside the shape, 0.5 = centered, 0 = outside. |
pixelLine | false | Aligns 1-pixel lines to the pixel grid for crisp output. Graphics-only. |
Strokes can use the same gradients and patterns as fills via fill: gradient or texture: tex:
const grad = new FillGradient({
end: { x: 1, y: 0 },
colorStops: [
{ offset: 0, color: 0xff0000 },
{ offset: 1, color: 0x0000ff },
],
});
g.rect(0, 0, 200, 100).stroke({
width: 8,
fill: grad,
join: "round",
cap: "round",
});
Both fill() and stroke() can be called after the same shape; calling stroke() immediately after fill() reuses the same path.
Advanced shape primitives
g.regularPoly(100, 100, 50, 6, 0).fill(0x3498db);
g.roundPoly(250, 100, 50, 5, 10).fill(0xe74c3c);
g.chamferRect(350, 50, 100, 80, 15).fill(0x2ecc71);
g.filletRect(500, 50, 100, 80, 15).fill(0x9b59b6);
g.roundShape(
[
{ x: 50, y: 250, radius: 20 },
{ x: 150, y: 250, radius: 5 },
{ x: 150, y: 350, radius: 10 },
{ x: 50, y: 350, radius: 15 },
],
10,
).fill(0xf39c12);
Holes with cut()
g.rect(0, 0, 200, 200).fill(0x00ff00).circle(100, 100, 50).cut();
cut() subtracts the current active path from the previously drawn fill or stroke. Rules:
- The hole must be completely inside the target shape. Holes that overlap edges or sit outside the shape will not render correctly because the renderer triangulates with the hole as an interior boundary.
cut()looks back at up to the last two instructions. When youfill()and thenstroke()the same path, a singlecut()adds the hole to the stroke first; a secondcut()adds it to the fill underneath.- After
cut(), the active path resets so you can start the next shape withmoveTo,rect, etc. cut()applies to strokes too —g.rect(...).stroke(...).circle(...).cut()cuts a hole through the stroke outline.
Punch multiple holes with a single cut() by drawing several shapes into the active path before calling it. Each shape accumulates into the same hole path:
const g = new Graphics();
g.rect(350, 350, 150, 150).fill(0x00ff00);
// Draw three circles into the active path, then cut them all in one call
g.circle(375, 375, 25);
g.circle(425, 425, 25);
g.circle(475, 475, 25);
g.cut();
If you need holes on separate filled shapes, give each shape its own fill() and matching cut():
g.rect(0, 0, 100, 100).fill(0x3498db);
g.circle(50, 50, 20).cut(); // hole in the rect
g.rect(120, 0, 100, 100).fill(0xe74c3c);
g.circle(170, 50, 20).cut(); // hole in the second rect
Calling cut() on a shape that already has a hole adds to the existing hole path rather than replacing it. Use this to layer holes additively.
Paths and complex shapes
g.moveTo(50, 50)
.lineTo(200, 50)
.bezierCurveTo(250, 100, 250, 150, 200, 200)
.quadraticCurveTo(100, 250, 50, 200)
.closePath()
.fill({ color: 0x6c5ce7, alpha: 0.7 })
.stroke({ width: 2, color: 0xdfe6e9 });
Path methods: moveTo, lineTo, bezierCurveTo, quadraticCurveTo, arc, arcTo, arcToSvg, closePath. Call beginPath() to discard the current path and start a new one.
// arc(cx, cy, radius, startAngle, endAngle, counterclockwise?)
g.moveTo(80, 50)
.arc(50, 50, 30, 0, Math.PI)
.stroke({ width: 4, color: 0x2c3e50 });
// arcTo(x1, y1, x2, y2, radius) — rounded corner between two line segments
g.moveTo(150, 20)
.arcTo(200, 20, 200, 80, 20)
.lineTo(200, 80)
.stroke({ width: 2 });
// arcToSvg(rx, ry, xAxisRotation, largeArcFlag, sweepFlag, x, y) — matches the SVG `A` command
g.moveTo(250, 50).arcToSvg(40, 20, 0, 1, 0, 330, 50).stroke({ width: 2 });
Gradients and patterns
// Linear gradient
const linear = new FillGradient({
end: { x: 1, y: 0 },
colorStops: [
{ offset: 0, color: 0xff0000 },
{ offset: 1, color: 0x0000ff },
],
});
g.rect(0, 0, 200, 100).fill(linear);
// Radial gradient — inner circle at center, outer circle reaches edges
const radial = new FillGradient({
type: "radial",
center: { x: 100, y: 100 },
innerRadius: 0,
outerCenter: { x: 100, y: 100 },
outerRadius: 100,
colorStops: [
{ offset: 0, color: 0xffffff },
{ offset: 1, color: 0x000000 },
],
});
g.circle(100, 100, 100).fill(radial);
const brick = await Assets.load("brick.png");
const pattern = new FillPattern(brick, "repeat"); // 'repeat' | 'repeat-x' | 'repeat-y' | 'no-repeat'
g.rect(0, 120, 200, 100).fill(pattern);
FillGradient's default type is 'linear' with start {0,0} to end {0,1}. Set type: 'radial' with center/innerRadius and outerCenter/outerRadius for radial gradients. FillPattern's second argument selects a repetition mode and exposes setTransform(matrix) to scale, rotate, or offset the texture inside the pattern.
Drawing a texture directly
const tex = await Assets.load("icon.png");
// Draw the whole texture at (x, y) with optional tint
g.texture(tex, 0xffffff, 20, 20);
// Draw a subregion (dx, dy, dw, dh)
g.texture(tex, 0xff0000, 100, 20, 64, 64);
Graphics.texture(texture, tint?, dx?, dy?, dw?, dh?) is a shortcut for drawing a single textured rect without going through fill(). Useful for icons where you don't need the full sprite lifecycle.
GraphicsContext sharing
const ctx = new GraphicsContext().rect(0, 0, 50, 50).fill(0xff0000);
const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);
g2.x = 100;
Context sharing avoids duplicate GPU geometry; the expensive tessellation runs once. You can also assign a context after construction: g.context = existingContext.
SVG import and export
Parse SVG markup into the active context with svg():
g.svg(`<svg viewBox="0 0 100 100">
<circle cx="50" cy="50" r="40" fill="red"/>
</svg>`);
svg() supports paths, basic shapes, and inline styles; complex hole geometries may render inaccurately because Pixi's triangulation is performance-optimized.
Serialize a Graphics or GraphicsContext back to a self-contained SVG document string with graphicsContextToSvg:
import { Graphics, graphicsContextToSvg } from "pixi.js";
const g = new Graphics()
.rect(0, 0, 100, 50)
.fill({ color: 0xff0000 })
.circle(150, 25, 25)
.stroke({ color: 0x0000ff, width: 4 });
const svgString = graphicsContextToSvg(g, 2);
graphicsContextToSvg(source, precision = 2) is a pure function that reads the context's instructions and returns a complete <svg> string with an auto-computed viewBox. Pass a Graphics or a GraphicsContext; precision controls decimal places on emitted coordinates. Exports every shape-then-fill primitive (advanced ones like regularPoly/filletRect fall back to a shape-path), all path methods, stroke attributes (width, cap, join, miterLimit), fill-opacity/stroke-opacity, and FillGradient (linear and radial) via a <defs> block. Holes collapse into one <path> with fill-rule="evenodd". FillPattern and texture fills have no SVG equivalent: patterns fall through to the fill's solid color, and texture() instructions are skipped entirely. Exported markup roundtrips back through g.svg(...) without cleanup, so you can export, store, and later reimport a shape into another Graphics.
Reusing a GraphicsPath
const arrow = new GraphicsPath()
.moveTo(0, 0)
.lineTo(40, 0)
.lineTo(40, -10)
.lineTo(60, 10)
.lineTo(40, 30)
.lineTo(40, 20)
.lineTo(0, 20)
.closePath();
g.path(arrow).fill(0x3498db);
g.translateTransform(80, 0).path(arrow).fill(0xe74c3c);
Graphics.path(graphicsPath) (and GraphicsContext.path()) appends a prebuilt GraphicsPath onto the active path. Build once, draw many times.
Draw-time transforms
Graphics has its own transform stack used while drawing that is separate from the Container transform applied to the rendered output. The drawing methods are renamed to avoid clashing with Container.rotation, Container.scale, Container.position:
| Drawing transform | Container transform |
|---|---|
g.rotateTransform(angle) | g.rotation |
g.scaleTransform(x, y?) | g.scale.set(x, y) |
g.translateTransform(x, y?) | g.position.set(x, y) |
g.setTransform(matrix) or setTransform(a,b,c,d,tx,ty) | g.setFromMatrix(matrix) |
g.transform(matrix) or transform(a,b,c,d,tx,ty) | n/a |
g.getTransform() / g.resetTransform() | n/a |
const g = new Graphics();
g.translateTransform(100, 100)
.rotateTransform(Math.PI / 4)
.rect(-25, -25, 50, 50)
.fill(0x3498db);
// The square is rotated 45 degrees as it is added to the geometry.
// Setting g.rotation later rotates the entire Graphics on screen.
The drawing transform affects every subsequent shape and path command added to the context. Use save()/restore() to scope it.
State save/restore
g.save();
g.translateTransform(100, 100);
g.rotateTransform(Math.PI / 4);
g.rect(0, 0, 50, 50).fill(0xff0000);
g.restore();
save() pushes the drawing transform, fill style, and stroke style onto a stack; restore() pops them. Graphics exposes save/restore directly, mirroring the underlying GraphicsContext calls.
Default styles via setFillStyle / setStrokeStyle
g.setFillStyle({ color: 0x3498db, alpha: 0.8 }).setStrokeStyle({
width: 2,
color: 0x2c3e50,
});
g.rect(0, 0, 100, 100).fill().stroke();
g.circle(150, 50, 40).fill().stroke();
setFillStyle() and setStrokeStyle() configure the default style used by subsequent fill() / stroke() calls when no argument is passed. Read or replace the current style at any time via the fillStyle and strokeStyle getters/setters. Override the library-wide defaults by mutating GraphicsContext.defaultFillStyle and GraphicsContext.defaultStrokeStyle once at startup.
Hit testing
const g = new Graphics().star(100, 100, 5, 60, 30).fill(0xf39c12);
g.eventMode = "static";
g.on("pointermove", (e) => {
if (g.containsP
...
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