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Skill

/pixijs-scene-text

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,

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pixijs-skills
30226 skills
Install
$ npx -y skills add pixijs/pixijs-skills --skill pixijs-scene-text --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/pixijs-scene-text

Context preview

The summary Claude sees to decide when to auto-load this skill.

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,

SKILL.md

pixijs-scene-text.SKILL.md
name: pixijs-scene-text
description: "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."
license: MIT

PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. `Text` renders to a canvas for full CSS-style fidelity. `BitmapText` reads from a pre-generated atlas for cheap updates. `HTMLText` renders an HTML fragment via SVG `<foreignObject>` for rich markup. `SplitText` and `SplitBitmapText` wrap the first two classes and expose per-character, per-word, and per-line containers for animation.

Assumes familiarity with `pixijs-scene-core-concepts`. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a `Container` to group them.

Quick Start

const text = new Text({
  text: "Hello PixiJS",
  style: {
    fontFamily: "Arial",
    fontSize: 36,
    fill: 0xffffff,
    stroke: { color: 0x4a1850, width: 5 },
    dropShadow: { color: 0x000000, blur: 4, distance: 6 },
  },
});

text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;

app.stage.addChild(text);

All text classes use options-object constructors; positional `(string, style)` from v7 is not supported.

**Related skills:** `pixijs-scene-core-concepts` (leaves, transforms), `pixijs-assets` (font loading), `pixijs-performance` (BitmapText tradeoffs), `pixijs-color` (`FillInput` for fill/stroke), `pixijs-scene-graphics` (gradients and patterns reused via `FillInput`).

Variants

| Variant | Use when | Trade-offs | Reference | | ----------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------- | ------------------------------------------------------------------ | | `Text` | High-quality static or infrequent-update labels | Expensive to update (canvas re-draw + GPU upload) | [references/text.md](references/text.md) | | `BitmapText` | Scores, timers, gameplay labels, anything that changes every frame | Limited styling; fixed glyph atlas; requires MSDF for crisp scaling | [references/bitmap-text.md](references/bitmap-text.md) | | `HTMLText` | Rich formatted text, mixed styles, real HTML tags | Async rendering (one frame delay); similar update cost to `Text` | [references/html-text.md](references/html-text.md) | | `SplitText` | Per-character animation with rich styling | Each char is a full `Text`; expensive for long strings | [references/split-text.md](references/split-text.md) | | `SplitBitmapText` | Per-character animation on long strings or dynamic content | Inherits BitmapText limitations (glyph atlas, no MSDF-free crispness) | [references/split-bitmap-text.md](references/split-bitmap-text.md) |

When to use what

  • **"I need a styled static label"** → `Text`. Use for titles, menus, dialog, error messages. See `references/text.md`.
  • **"I need a score or timer that updates every frame"** → `BitmapText`. Updates only reposition quads; no canvas re-draw. See `references/bitmap-text.md`.
  • **"I need mixed formatting with `<b>`, `<i>`, `<br>`"** → `HTMLText`. Real HTML/CSS rendering via SVG. See `references/html-text.md`.
  • **"I need inline colored tags like `<red>Warning:</red>`"** → `Text` or `HTMLText` with `tagStyles`. Both support it.
  • **"I need to animate each character individually"** → `SplitText` for short strings, `SplitBitmapText` for long strings or many instances. See `references/split-text.md` / `references/split-bitmap-text.md`.
  • **"I need CJK / Arabic / emoji-heavy text"** → `Text` or `HTMLText`. `BitmapText` fails because the glyph set is too large for a single atlas.
  • **"I need a custom font"** → Load via `Assets.load({ src: 'font.woff2', data: { family: 'MyFont' } })` first, then set `style.fontFamily: 'MyFont'`. Works for `Text` and `HTMLText`.

Update cost comparison

| Update trigger | Text | BitmapText | HTMLText | SplitText | SplitBitmapText | | ------------------- | ---- | ---------- | -------- | ----------------------------- | ------------------------ | | Changing `.text` | High | Very low | High | Very high (N text re-renders) | Low (N quad repositions) | | Changing `.style` | High | Medium | High | Very high | Medium | | Moving (`.x`, `.y`) | Free | Free | Free | Free | Free | | Rotating / scaling | Free | Free | Free | Free | Free |

"Free" = normal Container transform cost. "High" = new canvas draw + GPU upload. "Very low" = quad reposition only. Update strings that change per-frame only on `BitmapText` or `SplitBitmapText`.

Quick concepts

  • **Options-object constructors.** Every v8 text class uses `new Text({ text, style, ... })`. The v7 `(string, style)` form is removed.
  • **`tagStyles`.** `Text` and `HTMLText` support per-tag styling via `style.tagStyles`. Tags are only parsed when `tagStyles` has entries; otherwise `<` is treated literally.
  • **`BitmapFont.install`.** Pre-generates an atlas before you create any `BitmapText`. Wi
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