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Agent Skill · 待分类

pixijs-scene-graphics(pixijs 场景图形)

pixijs-scene-graphics 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

pixijs-scene-graphics 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 782。

总安装 7,713周安装 312GitHub Stars 164下载 2,421核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:pixijs-scene-graphics(pixijs 场景图形)
来源仓库:https://github.com/pixijs/pixijs-skills
仓库路径:skills/pixijs-scene-graphics
安装命令:
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphics
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphics

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。适合围绕仓库状态、代码变更或协作事项进行整理和分析。通过 npx skills add 命令安装,需结合原始 README 核验具体用法。安装前建议确认权限范围和维护状态,避免触发不必要的联网或文件操作。

pixijs-scene-graphics 属于待分类类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/pixijs-scene-graphics

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-grap…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

pixijs-scene-graphics 怎么安装?

在终端执行 npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-graphics。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

pixijs-scene-graphics 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

pixijs-scene-graphics 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

pixijs-scene-graphics 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

pixijs-scene-graphics 用的人多吗?

公开数据是累计安装 7,713 次,近一周安装 312 次,下载 2,421 次,GitHub 164 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

pixijs-scene-graphics 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
pixijs-scene-graphics

pixijs 场景图形 · 本页

7,713164需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

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.containsPoint(g.toLocal(e.global))) {
    /* over the star, not just its bbox */
  }
});

Graphics.containsPoint(pointInLocalSpace) runs a topology-aware test against every filled and stroked shape in the context, including holes. Convert global pointer coordinates with toLocal() first.

Cloning, clearing, and bounds

const g = new Graphics().rect(0, 0, 100, 100).fill(0xff0000);

const shallow = g.clone(); // shares the same GraphicsContext
const deep = g.clone(true); // creates an independent context

console.log(g.bounds.width); // 100 - geometry bounds before transforms

g.clear(); // wipes active path, instructions, and transform; fill/stroke styles persist
  • clone() returns a new Graphics that shares the source context (cheap, geometry is reused). Both objects update together if the context changes.
  • clone(true) clones the context as well so the new Graphics can be edited independently.
  • bounds returns the geometry bounds before the Container transform. Useful for layout decisions.
  • clear() resets the context so the same Graphics can be reused. See Common Mistakes below for guidance on when to clear versus when to keep stable geometry.

GraphicsContext utilities

MemberBehavior
ctx.path(graphicsPath)Apply a prebuilt GraphicsPath onto the active path. Reuse one path across many contexts or frames.
ctx.beginPath()Discard the current active path and start a new one without affecting committed instructions.
ctx.setFillStyle(style) / ctx.fillStyleSet or read the default fill style used by subsequent shapes without calling fill().
ctx.setStrokeStyle(style) / ctx.strokeStyleSet or read the default stroke style used by subsequent shapes without calling stroke().
ctx.boundsCached geometry bounds across all fill/stroke/texture instructions.
ctx.clear()Wipe instructions, the active path, and the drawing transform.
ctx.clone()Deep copy including instructions, active path, transform, styles, and stack.
ctx.containsPoint(point)Topology-aware hit test against all filled and stroked shapes (including holes).
ctx.batchModeOne of 'auto', 'batch', 'no-batch' — force or disable batching for the shapes in this context.
ctx.customShaderAssign a Shader to override the default graphics shader.
GraphicsContext.defaultFillStyleStatic fallback used when fill() is called without arguments and no fill style is set.
GraphicsContext.defaultStrokeStyleStatic fallback used when stroke() is called without arguments and no stroke style is set.

GraphicsContext is an EventEmitter that emits update, destroy, and unload events. Subscribe via ctx.on('update' | 'destroy' | 'unload', cb) when tooling or pools need to react to context lifecycle changes.

Common Mistakes

[CRITICAL] Using v7 beginFill/drawRect/endFill

Wrong:

const g = new Graphics().beginFill(0xff0000).drawRect(0, 0, 100, 100).endFill();

Correct:

const g = new Graphics().rect(0, 0, 100, 100).fill(0xff0000);

v8 replaced "set style, draw, end" with "draw shape, then apply style". beginFill/endFill do not exist.

[CRITICAL] Using old shape method names

Wrong:

g.drawCircle(50, 50, 25);

Correct:

g.circle(50, 50, 25);

All draw* methods were renamed in v8: drawRect → rect, drawCircle → circle, drawEllipse → ellipse, drawPolygon → poly, drawRoundedRect → roundRect, drawStar → star.

[CRITICAL] Using lineStyle instead of stroke

Wrong:

g.lineStyle(2, 0xffffff);
g.drawRect(0, 0, 100, 100);

Correct:

g.rect(0, 0, 100, 100).stroke({ width: 2, color: 0xffffff });

lineStyle was removed. Use stroke() after drawing the shape. The stroke options object accepts width, color, alpha, cap, join, alignment, miterLimit, and pixelLine.

[HIGH] Using beginHole/endHole for holes

Wrong:

g.beginFill(0x00ff00)
  .drawRect(0, 0, 100, 100)
  .beginHole()
  .drawCircle(50, 50, 20)
  .endHole()
  .endFill();

Correct:

g.rect(0, 0, 100, 100).fill(0x00ff00).circle(50, 50, 20).cut();

beginHole/endHole were replaced by cut(). Draw the outer shape, fill it, then draw the hole shape and call cut().

[HIGH] Using GraphicsGeometry instead of GraphicsContext

Wrong:

const geom = g.geometry;
const clone = new Graphics(geom);

Correct:

const ctx = new GraphicsContext().rect(0, 0, 100, 100).fill(0xff0000);
const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);

GraphicsGeometry was replaced by GraphicsContext in v8. There is no .geometry property.

[HIGH] Destroying a shared GraphicsContext unexpectedly

const ctx = new GraphicsContext().rect(0, 0, 50, 50).fill(0xff0000);
const g1 = new Graphics(ctx);
const g2 = new Graphics(ctx);

g1.destroy({ context: true }); // also nullifies g2's context reference

Destroying a shared GraphicsContext does not destroy sharing instances but breaks them by nullifying their context reference. When passing a context via the constructor, destroy() with no args preserves the context; use destroy({context: false}) to be explicit. Only destroy the context when all sharing instances are done with it. A self-owned context (not passed via constructor) is still destroyed by destroy() with no args.

[HIGH] Clearing and redrawing Graphics every frame

Graphics are designed to be stable, not dynamic. Calling clear() and redrawing every frame rebuilds GPU geometry each time. For dynamic visuals:

  • Use Sprite with pre-rendered textures and transform changes.
  • Use cacheAsTexture(true) for complex static graphics.
  • For real-time shape changes, consider Mesh with custom geometry updates.

This is the opposite of HTML Canvas 2D, where redrawing each frame is normal. PixiJS tessellates shapes into GPU triangles, so initial draw is expensive but subsequent renders are fast. Treat Graphics more like SVG elements than canvas draw calls.

[MEDIUM] Do not nest children inside a Graphics

Graphics sets allowChildren = false. Adding children logs a deprecation warning and will be a hard error in a future version. Wrap multiple graphics alongside other leaves in a plain Container:

const group = new Container();
group.addChild(graphics, sprite);

API Reference

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安全审计

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