pixijs-scene-gif

Use this skill when displaying animated GIFs in PixiJS v8. Covers the pixi.js/gif side-effect import, Assets.load returning a GifSource, GifSprite playback (play/stop/currentFrame/animationSpeed), autoPlay/loop options, onComplete/onLoop/onFrameChange callbacks, GifSource sharing, clone, destroy. Tr

By pixijs · 4,074 installs

npx skills add pixijs/pixijs-skills --skill pixijs-scene-gif

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GifSprite plays an animated GIF as a display object. Assets.load('animation.gif') returns a GifSource (not a Texture ), and you wrap that in a GifSprite . Requires a side effect import 'pixi.js/gif' to register the loader extension. Assumes familiarity with pixijs scene core concepts . GifSprite extends Sprite , so it is a leaf: do not nest children inside it. Wrap multiple GifSprite instances in a Container to group them. Quick Start [!NOTE] GIFs decode every frame into a separate canvas texture. For performance critical animations with many frames, prefer a spritesheet with AnimatedSprite — it uses a single atlas texture and batches better on the GPU. Related skills: pixijs scene core concepts (scene graph basics), pixijs scene sprite ( AnimatedSprite for spritesheet based animation), pixijs assets ( Assets.load , caching, unloading), pixijs ticker (frame timing), pixijs performance (texture memory). Constructor options GifSpriteOptions extends Omit<SpriteOptions, 'texture' ; texture is managed internally (set from source.textures[0] and swapped per frame). All other Sprite options ( anchor , scale , tint , roundPixels , etc.) are valid, and 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 GifSpriteOptions : Option Type Default Description source GifSource — Required. The parsed GIF data returned by Assets.load('file.gif') . Can be shared across multiple GifSprite instances. autoPlay boolean true Start playback immediately on construction. If false , you must call gif.play() to begin. loop boolean true Repeat the animation on reaching the last frame. When false , the sprite stops at the final frame and fires onComplete . animationSpeed number 1 Multiplier on the GIF's native frame timing. 2 runs at double speed; 0.5 runs at half. autoUpdate boolean true Connect playback to Ticker.shared . Set to false to drive updates yourself via gif.update(ticker) . fps number 30 Fallback frame rate for GIFs that do not specify per frame delays. onComplete () = void \ null null Called when a non looping animation reaches the last frame. onLoop () = void \ null null Called each time a looping animation wraps around. onFrameChange (frame: number) = void \ null null Called every time the displayed frame index changes. scaleMode SCALE MODE 'linear' Deprecated since 8.13.0 — pass scaleMode via Assets.load(..., { data: { scaleMode } }) instead. The constructor also accepts a bare GifSource as its sole argument ( new GifSprite(source) ), which is shorthand for new GifSprite({ source }) using the defaults above. Core Patterns Setup and the side effect import pixi.js/gif calls extensions.add(GifAsset) , registering .gif with the asset loader. Without it, Assets.load does not recognize GIF files. GifSprite and GifSource are exported from pixi.js/gif , not pixi.js . Importing a named export from pixi.js/gif also triggers the side effect, so a bare import 'pixi.js/gif' is only needed when you don't import anything from that path. Playback control autoPlay: true (default) starts playback immediately; loop: true (default) repeats. animationSpeed is a multiplier on the GIF's native frame timing. currentFrame is zero based. Loading options Options in data are passed to GifSource.from . fps sets the fallback frame delay for GIFs that don't specify timing. scaleMode and resolution control the canvas textures created for each frame. The loader matches both .gif file extensions and data:image/gif URIs. Callbacks onComplete fires when a non looping animation reaches the last frame. onLoop fires each time a looping animation wraps around. onFrameChange fires every time the displayed frame changes. Manual update mode autoUpdate: false disconnects from Ticker.shared . You call gif.update(ticker) yourself, passing any Ticker instance. Useful when animation should be driven by a private ticker (e.g., a pause aware game ticker). Sharing source data and cloning GifSource can be shared across multiple GifSprite instances; each sprite has independent playback state. clone() copies all playback settings but creates an independent instance. Common Mistakes [HIGH] Not importing pixi.js/gif Wrong: Correct: The GIF loader extension must be registered before loading. Without the side effect import, the loader does not recognize .gif files and the load either fails or returns raw data. [MEDIUM] Expecting Assets.load to return a Texture Wrong: Correct: Assets.load on a GIF returns a GifSource containing frame textures and timing data. Pass the source to GifSprite ; for a single still frame, read source.textures[0] . [MEDIUM] GIF memory not released on destroy Wrong: Correct: GIF frames hold decoded pixel data as individual canvas textures. gif.destroy() (or destroy(false) ) destroys the sprite but keeps the GifSource intact. Pass true to also destroy the source. For shared sources, only destroy when the last consumer is done, or call Assets.unload to let the asset cache handle it. [LOW] Do not nest children inside a GifSprite GifSprite extends Sprite , which sets allowChildren = false . It is a leaf. To group a GIF with other display objects, wrap them all in a plain Container : API Reference [GifSprite](https://pixijs.download/release/docs/gif.GifSprite.html.md) [GifSpriteOptions](https://pixijs.download/release/docs/gif.GifSpriteOptions.html.md) [GifSource](https://pixijs.download/release/docs/gif.GifSource.html.md) [GifAsset](https://pixijs.download/release/docs/gif.GifAsset.html.md) [GifBufferOptions](https://pixijs.download/release/docs/gif.GifBufferOptions.html.md) [GifFrame](https://pixijs.download/release/docs/gif.GifFrame.html.md)