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pixijs-scene-graphics

by @pixijsv
4.3(120)

此技能用于在 PixiJS v8 中绘制复杂的矢量图形和路径,涵盖了丰富的图形基元、填充/描边样式以及 SVG 导入/导出、上下文共享等高级功能。它使开发者能够高效创建丰富的交互式 2D 场景和 UI 元素,并通过共享图形上下文和多样化的样式选项优化渲染性能。

pixijsgraphicsvector-drawing2d-renderinggame-devGitHub
安装方式
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphics
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Before / After 效果对比

1
使用前

在 PixiJS 中绘制大量相同或相似的矢量图形时,每个图形对象都独立进行几何体细分和 GPU 上传,导致重复计算和显著的渲染性能瓶颈,尤其是在动态场景中。

使用后

通过利用 GraphicsContext 共享机制,多个 Graphics 对象可以复用同一份几何体数据,显著减少 GPU 绘制调用和数据上传量,从而大幅提升复杂矢量场景的渲染帧率和整体性能。

SKILL.md

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:

OptionTypeDefaultDescription
contextGraphicsContextnew 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.
roundPixelsbooleanfalseRounds 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:

AttributeDefaultNotes
width1Pixel 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.
miterLimit10Caps how far miter joins extend before falling back to bevel.
alignment0.51 = inside the shape, 0.5 = centered, 0 = outside.
pixelLinefalseAligns 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 you fill() and then stroke() the same path, a single cut() adds the hole to the stroke first; a second cut() adds it to the fill underneath.
  • After cut(), the active path resets so you can start the next shape with moveTo, 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 transformContainer 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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安装量2.5K
评分4.3 / 5.0
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更新日期2026年7月8日
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创建2026年5月28日
最后更新2026年7月8日
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