pixijs-assets
このスキルはPixiJS v8向けに、強力なリソース読み込み、管理、キャッシュ機能を提供します。テクスチャ、ビデオ、スプライトシート、フォントなど多様なゲームアセットを効率的に処理し、バンドル、マニフェスト、バックグラウンド読み込み、進捗追跡、GPUクリーンアップをサポート。開発プロセスを簡素化し、ゲーム性能とユーザー体験を向上させます。
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-assetsBefore / After 効果比較
1 组PixiJSゲームリソースの手動管理では、異なるファイルタイプ、キャッシュ、解像度適応、エラー処理のために大量のコードを記述する必要があり、時間とエラーが発生しやすく、プロジェクト開発期間の延長とメンテナンスコストの増加につながっていました。
PixiJS Assets APIを使用することで、統一されたインターフェースを通じて様々なゲームリソースを効率的に読み込み、管理、キャッシュでき、複雑なロジックを自動化し、開発効率とリソース管理の品質を大幅に向上させ、市場投入までの時間を短縮します。
The Assets API is PixiJS's asset loader, resolver, and cache in one singleton. Use it to load textures, video, spritesheets, fonts, JSON, and other resources with format detection, resolution switching, bundle grouping, progress tracking, and GPU cleanup.
Quick Start
await Assets.init({ basePath: "/static/" });
const texture = await Assets.load("bunny.png");
const sprite = new Sprite(texture);
app.stage.addChild(sprite);
const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);
await Assets.load({
alias: "logo",
src: "logo.webp",
});
const logo = new Sprite(Assets.get("logo"));
Assets.init() is optional but recommended for setting basePath, texturePreference, or a manifest. After init, call Assets.load() with a URL, alias, array, or UnresolvedAsset; resolved assets are cached and re-resolved by Assets.get().
Supported file types
| Type | Extensions | Parser ID | Loader |
|---|---|---|---|
| Textures | .png, .jpg, .jpeg, .webp, .avif | texture | loadTextures |
| SVG | .svg | svg | loadSvg (see references/svg.md) |
| Video textures | .mp4, .m4v, .webm, .ogg, .ogv, .h264, .avi, .mov | video | loadVideoTextures (see references/video.md) |
| Sprite sheets | .json (Spritesheet format) | spritesheet | spritesheetAsset (see references/spritesheet.md) |
| Bitmap fonts | .fnt, .xml | bitmap-font | loadBitmapFont (loading works by default; rendering BitmapText requires 'pixi.js/text-bitmap'; see references/fonts.md) |
| Web fonts | .ttf, .otf, .woff, .woff2 | web-font | loadWebFont (see references/fonts.md) |
| JSON | .json | json | loadJson |
| Text | .txt | text | loadTxt |
| Compressed textures | .basis, .dds, .ktx, .ktx2 | basis, dds, ktx, ktx2 | See references/compressed-textures.md |
| Animated GIFs | .gif | gif | Requires 'pixi.js/gif'; returns GifSource (see references/gif.md) |
The Parser ID column is the value you pass to the top-level parser field on an asset descriptor to force a specific loader. See "Forcing a parser" below.
Forcing a parser with parser
By default, PixiJS picks a loader by matching the file extension or MIME type. When your URL lacks an extension (CDN signed URLs, blob URLs, API endpoints, content-hashed paths), the resolver can't tell the loader what to do. Set the top-level parser field on the asset descriptor to force a specific loader:
// Signed CDN URL with no extension
const texture = await Assets.load({
src: "https://cdn.example.com/signed/abc123?token=xyz",
parser: "texture",
});
// API endpoint that returns JSON
const data = await Assets.load({
alias: "config",
src: "https://api.example.com/v1/config",
parser: "json",
});
// Extension-less font URL with explicit family
await Assets.load({
src: "https://cdn.example.com/fonts/hero-v2",
parser: "web-font",
data: { family: "Hero", weights: ["400", "700"] },
});
// Video stream without a file extension
const clipTexture = await Assets.load({
src: "https://cdn.example.com/stream/xyz",
parser: "video",
data: { mime: "video/mp4", muted: true, playsinline: true },
});
The parser field goes at the top level of the asset descriptor (alongside src and data), not inside data. It takes any parser ID from the "Supported file types" table above:
'texture','svg','video': image, SVG, and video textures'json','text': JSON and plain text'web-font','bitmap-font': web and bitmap fonts'spritesheet': texture atlas JSON'gif': animated GIFs (requires'pixi.js/gif')'basis','dds','ktx','ktx2': compressed textures (each requires its side-effect import)
When you need it
- Signed CDN URLs:
https://cdn.example.com/get?id=abc123has no extension the loader can test against. - Blob or ObjectURL:
URL.createObjectURL(blob)producesblob:...URLs with no extension. - Custom routing:
/api/assets/hero-v2where the server decides the content type. - Content-hashed paths without suffix: some build pipelines produce names like
/static/abc123definstead of/static/abc123def.png.
If the URL does have an extension, you don't need parser; let auto-detection do its job. Only set parser when detection can't work.
loadParser is deprecated
The v7 loadParser field still works but emits a deprecation warning. Use parser for new code.
// Old (deprecated)
await Assets.load({ src: "...", loadParser: "loadTextures" });
// New
await Assets.load({ src: "...", parser: "texture" });
Topics
Every asset workflow is covered in a reference file. Pick the one that matches the question:
| Topic | Reference | When |
|---|---|---|
| Texture atlases and animations | references/spritesheet.md | Loading sprite sheets with AnimatedSprite |
| Video textures | references/video.md | .mp4, .webm, autoplay, looping, mobile |
| Web and bitmap fonts | references/fonts.md | .woff2, .fnt, font families, SDF fonts |
| Animated GIFs | references/gif.md | .gif, GifSprite, playback control |
| Grouping assets by feature | references/bundles.md | addBundle, loadBundle, unloadBundle |
| Declaring everything upfront | references/manifests.md | Assets.init({ manifest }) workflows |
| Cache lookups and cleanup | references/caching.md | Assets.get, Assets.unload, Cache |
| Priming future assets | references/background.md | backgroundLoad, backgroundLoadBundle |
| Loading screens | references/progress.md | onProgress, LoadOptions progress |
| GPU-compressed formats | references/compressed-textures.md | .ktx2, .basis, .dds, .ktx |
| Vector vs raster SVG | references/svg.md | parseAsGraphicsContext, texture mode |
| Retina + format detection | references/resolution.md | @{1,2}x, format preferences |
Decision guide
- Need to load a single image? Use
Assets.load(url). No setup required. - Loading many assets grouped by level/scene? Use a bundle. See
references/bundles.md. - Know all assets at build time? Use a manifest in
Assets.init. Seereferences/manifests.md. - Need a loading bar? Pass a progress callback to
Assets.load. Seereferences/progress.md. - Smooth transitions between levels? Background-load the next level. See
references/background.md. - Memory budget matters? Use compressed textures and
Assets.unloadbetween screens. Seereferences/compressed-textures.mdandreferences/caching.md. - Need crisp SVG icons at any size? Load as Graphics, not texture. See
references/svg.md. - Retina + WebP/AVIF? Configure
texturePreferenceand use format patterns. Seereferences/resolution.md.
Load options and error handling
There are two separate "options" concepts when loading assets:
LoadOptions: the second argument toAssets.load/loadBundle. Controls error recovery, retries, progress, and completion callbacks across a whole load.data: a field on each asset descriptor. Forwards parser-specific options (scale mode, resolution, font family, autoplay flags, etc.) to the specific loader for that asset.
LoadOptions (per call)
await Assets.load(["hero.png", "enemy.png"], {
onProgress: (p) => updateBar(p),
onError: (err, url) => {
const src = typeof url === "string" ? url : url.src;
console.warn("failed:", src, err);
},
strategy: "retry",
retryCount: 3,
retryDelay: 250,
});
onProgress(progress):[0, 1]as assets in the call complete.onError(error, url):urlisstring | ResolvedAsset. Guard before reading.src; whenurlis a string,.srcis undefined.strategy: 'throw' | 'skip' | 'retry'— default'throw'.'skip'resolves with any successful assets;'retry'reattempts the failed ones.retryCount— default3, retries per asset whenstrategyis'retry'.retryDelay— default250ms between retries.
Global defaults live on Loader.defaultOptions, or pass loadOptions to Assets.init().
data options (per asset)
Each loader parser reads its own options from the data field on the asset descriptor. Use the table below to pick the right options for each asset type:
| Asset type | data shape | Key options | Reference |
|---|---|---|---|
| Texture (image) | TextureSourceOptions | resolution, scaleMode, alphaMode, autoGenerateMipmaps, antialias, addressMode | references/resolution.md |
| SVG | { parseAsGraphicsContext?, resolution? } | parseAsGraphicsContext for Graphics mode; resolution for sharper raster | references/svg.md |
| Video | VideoSourceOptions | autoPlay, loop, muted, playsinline, preload, updateFPS, crossorigin, mime | references/video.md |
| Web font | LoadFontData | family, weights, style, display, unicodeRange, featureSettings | references/fonts.md |
| Bitmap font | (none; auto-configured) | Distance-field detection sets scale mode and mipmaps | references/fonts.md |
| Spritesheet | { texture?, imageFilename?, ignoreMultiPack?, textureOptions?, cachePrefix? } | textureOptions forwards TextureSourceOptions (e.g. scaleMode) to the atlas image; texture to skip image load; imageFilename to override the referenced image; ignoreMultiPack to skip multi-pack follow-ups; cachePrefix to namespace frames | references/spritesheet.md |
| GIF | GifBufferOptions | fps, scaleMode, resolution, autoGenerateMipmaps | references/gif.md |
| Compressed texture | TextureSourceOptions | scaleMode, addressMode, autoGenerateMipmaps |
...
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