Pixijs Scene Gif

by pixijs83760c6f5346MIT346 starsListed Oct 8, 2026Updated Oct 8, 2026Repository updated 7 days ago

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.

Instructions onlySoftware Development
AI-generated overview

Guides PixiJS v8 developers on loading and playing animated GIFs with GifSprite and GifSource.

What it does
This skill documents how to display animated GIFs in PixiJS v8 using the pixi.js/gif module. It explains the side-effect import that registers the GIF loader, Assets.load returning a GifSource, and GifSprite playback controls such as play, stop, currentFrame and animationSpeed. It also covers constructor options, callbacks, source sharing, cloning, manual update mode and cleanup, plus common mistakes.
When to use it
Use it when adding animated GIF playback to a PixiJS v8 scene, or when debugging GIF loading, playback timing, frame callbacks or texture memory issues. It suits developers already familiar with PixiJS scene graph basics.
Requirements
Requires PixiJS v8 with the pixi.js/gif module and an agent able to write TypeScript or JavaScript. No scripts are included; it is instructions only.

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

ts
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

ts
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

ts
const gif = new GifSprite({ source });
gif.play();gif.stop();
gif.currentFrame = 5;gif.animationSpeed = 2;gif.animationSpeed = 0.5;
gif.playing; // read-onlygif.progress; // 0-1 playback positiongif.totalFrames; // number of framesgif.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

ts
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

ts
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

ts
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

ts
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:

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

Correct:

ts
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:

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

Correct:

ts
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:

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

Correct:

ts
gif.destroy(true);// orawait 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:

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

API Reference

Source and attribution

Source:pixijs/pixijs-skillsinskills/pixijs-scene-gifat commit83760c6

License: MIT

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