MCPInstall

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. Triggers on: GifSprite, GifSource, pixi.js/gif, animationSpeed, currentFrame, autoPlay, onComplete, onFrameChange, constructor options, GifSpriteOptions.

Installs
5.6K
Last 24h
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#4298
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-gif
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads pixijs-scene-gif automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·This skill provides documentation and code examples for integrating animated GIFs into PixiJS applications using the official GIF extension. The instructions follow standard library patterns, and all external references target legitimate vendor resources. No security risks were identified.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues
ZeroLeaks PassLOW ·2 findings · Score: 80/100

SKILL.md

The instructions your agent reads when the skill is triggered.

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

import "pixi.js/gif";
import { GifSprite } from "pixi.js/gif";

const source = await Assets.load("animation.gif");

const gif = new GifSprite({
  source,
  autoPlay: true,
  loop: true,
  animationSpeed: 1,
});

gif.anchor.set(0.5);
gif.x = app.screen.width / 2;
gif.y = app.screen.height / 2;

app.stage.addChild(gif);

[!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:

OptionTypeDefaultDescription
sourceGifSource—Required. The parsed GIF data returned by Assets.load('file.gif'). Can be shared across multiple GifSprite instances.
autoPlaybooleantrueStart playback immediately on construction. If false, you must call gif.play() to begin.
loopbooleantrueRepeat the animation on reaching the last frame. When false, the sprite stops at the final frame and fires onComplete.
animationSpeednumber1Multiplier on the GIF's native frame timing. 2 runs at double speed; 0.5 runs at half.
autoUpdatebooleantrueConnect playback to Ticker.shared. Set to false to drive updates yourself via gif.update(ticker).
fpsnumber30Fallback frame rate for GIFs that do not specify per-frame delays.
onComplete() => void | nullnullCalled when a non-looping animation reaches the last frame.
onLoop() => void | nullnullCalled each time a looping animation wraps around.
onFrameChange(frame: number) => void | nullnullCalled every time the displayed frame index changes.
scaleModeSCALE_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

import "pixi.js/gif";
import { Assets } from "pixi.js";
import { GifSprite } from "pixi.js/gif";

const source = await Assets.load("animation.gif");
const gif = new GifSprite({ source });

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

const gif = new GifSprite({ source });

gif.play();
gif.stop();

gif.currentFrame = 5;
gif.animationSpeed = 2;
gif.animationSpeed = 0.5;

gif.playing; // read-only
gif.progress; // 0-1 playback position
gif.totalFrames; // number of frames
gif.duration; // total duration in ms

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

const source = await Assets.load({
  src: "animation.gif",
  data: {
    fps: 12,
    scaleMode: "nearest",
    resolution: 2,
  },
});

const fromDataUri = await Assets.load("data:image/gif;base64,R0lGODlh...");

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

const gif = new GifSprite({
  source,
  loop: false,
  onComplete: () => console.log("animation finished"),
  onLoop: () => console.log("loop completed"),
  onFrameChange: (frame) => console.log("now on frame", frame),
});
  • 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

const gif = new GifSprite({ source, autoUpdate: false });

app.ticker.add((ticker) => {
  gif.update(ticker);
});

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

const source = await Assets.load("animation.gif");

const gif1 = new GifSprite({ source, autoPlay: true });
const gif2 = new GifSprite({ source, autoPlay: false });

const gif3 = gif1.clone();
gif3.animationSpeed = 0.5;

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:

import { Assets } from "pixi.js";
const gif = await Assets.load("animation.gif");

Correct:

import "pixi.js/gif";
import { Assets } from "pixi.js";
const source = await Assets.load("animation.gif");

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:

const texture = await Assets.load("animation.gif");
const sprite = new Sprite(texture);

Correct:

const source = await Assets.load("animation.gif");
const gif = new GifSprite({ source });

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:

gif.destroy();
// GifSource and frame textures remain in memory

Correct:

gif.destroy(true);
// or
await Assets.unload("animation.gif");

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:

const group = new Container();
group.addChild(gif, label);

API Reference

FAQ

What does the pixijs-scene-gif skill do?

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. Triggers on: GifSprite, GifSource, pixi.js/gif, animationSpeed, currentFrame, autoPlay, onComplete, onFrameChange, constructor options, GifSpriteOptions.

How do I install pixijs-scene-gif?

Run npx skills add https://github.com/pixijs/pixijs-skills --skill pixijs-scene-gif in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/pixijs-scene-gif/ (personal) or .claude/skills/pixijs-scene-gif/ (project).

Which AI agents can use pixijs-scene-gif?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is pixijs-scene-gif safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed; ZeroLeaks passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains pixijs-scene-gif?

It is published by pixijs in pixijs/pixijs-skills. It has 5,610 recorded installs.

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