skills/pixijs-ticker/SKILL.md
Use this skill when running per-frame logic or controlling the PixiJS v8 render loop. Covers Ticker.add/addOnce/remove, deltaTime vs deltaMS vs elapsedMS, UPDATE_PRIORITY ordering, maxFPS/minFPS capping, speed scaling, Ticker.shared vs new instances, per-object onRender hook, manual rendering. Triggers on: Ticker, UPDATE_PRIORITY, deltaTime, deltaMS, elapsedMS, onRender, app.ticker, maxFPS, minFPS, Ticker.shared.
npx skillsauth add pixijs/pixijs-skills pixijs-tickerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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app.ticker runs registered callbacks every frame and drives app.render() at UPDATE_PRIORITY.LOW. Each callback receives the Ticker instance; read deltaTime as a frame-rate-independent multiplier (≈1.0 at 60fps) or deltaMS for real-time calculations.
app.ticker.add((ticker) => {
sprite.rotation += 0.01 * ticker.deltaTime;
sprite.x += (200 / 1000) * ticker.deltaMS;
});
app.ticker.add(
(ticker) => {
updatePhysics(ticker.deltaMS);
},
undefined,
UPDATE_PRIORITY.HIGH,
);
app.ticker.maxFPS = 30;
app.ticker.speed = 0.5;
sprite.onRender = () => {
sprite.scale.x = Math.sin(performance.now() / 500);
};
Related skills: pixijs-application (Application setup and sharedTicker option), pixijs-performance (frame rate optimization), pixijs-migration-v8 (v7 ticker signature changes).
The Ticker exposes three timing values, each for different use cases:
| Property | Type | Scaled by speed? | Capped by minFPS? | Use case |
| ----------- | ----------------------------- | ---------------- | ----------------- | -------------------------------------------- |
| deltaTime | dimensionless (~1.0 at 60fps) | yes | yes | Frame-rate-independent animation multipliers |
| deltaMS | milliseconds | yes | yes | Time-based calculations (pixels/sec) |
| elapsedMS | milliseconds | no | no | Raw measurement, profiling |
import { Application } from "pixi.js";
const app = new Application();
await app.init({ width: 800, height: 600 });
app.ticker.add((ticker) => {
// deltaTime: dimensionless scalar, ~1.0 at 60fps
sprite.rotation += 0.1 * ticker.deltaTime;
// deltaMS: real milliseconds (speed-scaled, capped)
sprite.x += (200 / 1000) * ticker.deltaMS; // 200 pixels per second
// elapsedMS: raw milliseconds (no scaling, no cap)
console.log(`Raw frame time: ${ticker.elapsedMS}ms`);
});
Tension note: deltaTime is not milliseconds. It is deltaMS * Ticker.targetFPMS where targetFPMS is 0.06 (i.e. 1/16.67). At exactly 60fps, deltaTime is 1.0. At 30fps, deltaTime is 2.0. This catches people who treat it as a time value.
import { Application, UPDATE_PRIORITY } from "pixi.js";
const app = new Application();
await app.init({ width: 800, height: 600 });
// INTERACTION (50) > HIGH (25) > NORMAL (0) > LOW (-25) > UTILITY (-50)
// app.render() is registered at LOW by the TickerPlugin
app.ticker.add(
(ticker) => {
// Physics runs before normal-priority callbacks
updatePhysics(ticker.deltaMS);
},
undefined,
UPDATE_PRIORITY.HIGH,
);
app.ticker.add((ticker) => {
// Default priority (NORMAL = 0), runs after HIGH but before render
updateAnimations(ticker.deltaTime);
});
// Pass `this` as the second argument to preserve context on class methods
class GameSystem {
public speed = 5;
public position = 0;
public update(ticker: Ticker): void {
this.position += this.speed * ticker.deltaTime;
}
}
const system = new GameSystem();
app.ticker.add(system.update, system);
app.ticker.remove(system.update, system); // must match both fn and context
import { Ticker } from "pixi.js";
const ticker = new Ticker();
ticker.maxFPS = 30; // Cap at 30fps (skips frames to maintain interval)
ticker.minFPS = 10; // Cap deltaTime so it never exceeds 10fps worth
// If maxFPS < minFPS, minFPS is lowered to match
// If minFPS > maxFPS, maxFPS is raised to match
maxFPS skips update calls to enforce a ceiling. minFPS caps deltaTime/deltaMS so large frame drops don't produce enormous deltas (default minFPS is 10).
import { Sprite, Assets, Application } from "pixi.js";
const app = new Application();
await app.init({ width: 800, height: 600 });
const texture = await Assets.load("bunny.png");
const sprite = new Sprite(texture);
app.stage.addChild(sprite);
sprite.onRender = (renderer) => {
sprite.rotation += 0.01;
};
onRender is called during scene graph traversal, before GPU rendering. It is an alternative to a global ticker callback when logic is tied to a specific display object.
import { Ticker, UPDATE_PRIORITY } from "pixi.js";
// Ticker.shared: singleton, autoStart=true, protected from destroy()
const shared = Ticker.shared;
// Ticker.system: separate instance used by engine background tasks,
// independent of the main scene ticker. It's a plain Ticker instance
// (autoStart=true, _protected=true) with no intrinsic priority; listeners
// are typically added at UTILITY priority by convention.
const system = Ticker.system;
// new Ticker(): custom instance, autoStart=false, you manage the lifecycle
const custom = new Ticker();
custom.autoStart = true; // start when first listener is added
custom.add((ticker) => {
console.log(ticker.deltaMS);
});
// One-shot callback that auto-removes after firing
custom.addOnce(() => console.log("fires once"), null, UPDATE_PRIORITY.NORMAL);
// When done:
custom.stop();
custom.destroy();
Application creates its own Ticker by default. Set sharedTicker: true in app.init() to use Ticker.shared instead. Ticker.shared and Ticker.system are both _protected and will not actually be destroyed if you call destroy() on them. Read ticker.FPS for the measured frame rate and ticker.count for the current listener count.
import { Application } from "pixi.js";
const app = new Application();
await app.init({ autoStart: false });
// Pause and resume the built-in render loop at any time.
app.start();
app.stop();
// Or drive the loop yourself (headless, visibility-gated, fixed timestep, etc.)
function animate() {
app.ticker.update(); // fires registered callbacks
app.render(); // renders the stage
requestAnimationFrame(animate);
}
animate();
app.start() and app.stop() are added by the TickerPlugin and map to ticker.start() / ticker.stop(). Use autoStart: false plus your own frame driver when you need to pause on tab blur, run a fixed-timestep loop, or render offscreen.
import { Application } from "pixi.js";
const app = new Application();
await app.init({ width: 800, height: 600 });
app.ticker.speed = 0.5; // Half speed (slow motion)
app.ticker.speed = 2.0; // Double speed
// speed affects deltaTime and deltaMS, but NOT elapsedMS
Wrong:
app.ticker.add((dt) => {
bunny.rotation += dt;
});
Correct:
app.ticker.add((ticker) => {
bunny.rotation += ticker.deltaTime;
});
v8 passes the Ticker instance as the callback argument, not a delta number. The v7 pattern (dt) => ... compiles but dt is the entire Ticker object, so arithmetic on it produces NaN.
Wrong:
class MySprite extends Sprite {
updateTransform() {
super.updateTransform();
this.rotation += 0.01;
}
}
Correct:
class MySprite extends Sprite {
constructor() {
super();
this.onRender = this._onRender.bind(this);
}
private _onRender() {
this.rotation += 0.01;
}
}
updateTransform was removed in v8. Use the onRender callback for per-object per-frame logic.
Wrong:
app.ticker.add((ticker) => {
// Tries to move 100px/sec but deltaTime is ~1.0, not ~16.67
sprite.x += (100 * ticker.deltaTime) / 1000;
});
Correct:
app.ticker.add((ticker) => {
// Using deltaMS for time-based movement
sprite.x += (100 / 1000) * ticker.deltaMS;
// Or using deltaTime as a frame-rate multiplier
sprite.x += 1.5 * ticker.deltaTime;
});
deltaTime is a dimensionless scalar (~1.0 at 60fps), not milliseconds. Use deltaMS for real time calculations. Use deltaTime as a simple multiplier when you want "per frame at 60fps" behavior.
development
Use this skill when rendering live HTML/DOM elements (or frozen snapshots of them) as PixiJS v8 textures via the EXPERIMENTAL HTML-in-Canvas browser APIs. Covers the pixi.js/html-source side-effect import, feature-detection with canvas.requestPaint, HTMLSource for a live, repainting element kept interactive in the browser (autoLayout/autoUpdate/autoRequestPaint, requestPaint, isReady, the direct-child-of-canvas + layoutsubtree requirement), ElementImageSource for an immutable captureElementImage() snapshot (autoClose, ready immediately), using the source on a Sprite/Texture/Mesh, fallback-only auto-detection via Texture.from at priority -10, and destroy/cleanup. Triggers on: HTMLSource, ElementImageSource, pixi.js/html-source, requestPaint, captureElementImage, ElementImage, layoutsubtree, autoRequestPaint, autoUpdate, autoClose, HTML in canvas, render DOM to texture, HTMLSourceOptions, ElementImageSourceOptions, HTMLSourceCanvas, experimental.
development
Use this skill first for ANY PixiJS v8 task; it routes to the right specialized skill for the job. Covers the full PixiJS surface: Application setup, the scene graph (Container, Sprite, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite), rendering (WebGL/WebGPU/Canvas, render loop, custom shaders, filters, blend modes), assets, events, color, math, ticker, accessibility, performance, environments, migration from v7, and project scaffolding. Triggers on: pixi, pixi.js, pixijs, PixiJS, v8, Application, app.init, Sprite, Container, Graphics, Text, Mesh, ParticleContainer, DOMContainer, GifSprite, Assets, Ticker, renderer, WebGL, WebGPU, scene graph, filter, shader, blend mode, texture, BitmapText, create-pixi, how do I draw, how do I render, how do I animate in pixi.
development
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.
data-ai
Use this skill when rendering thousands of lightweight sprites in PixiJS v8. Covers ParticleContainer with Particle instances, addParticle/removeParticle, particleChildren array, dynamicProperties (vertex, position, rotation, uvs, color), boundsArea, roundPixels, update. Triggers on: ParticleContainer, Particle, IParticle, addParticle, particleChildren, dynamicProperties, boundsArea, particle effects, constructor options, ParticleContainerOptions, ParticleOptions.