Pixijs Assets

作者 pixijs83760c6f5346MIT346 个星标收录于 2026年10月8日更新于 2026年10月8日仓库7天前更新

Use this skill when loading and managing resources in PixiJS v8. Covers Assets.init, Assets.load/add/unload, bundles, manifests, background loading, onProgress, caching, spritesheets, video textures, web fonts, bitmap fonts, animated GIFs, compressed textures, SVG as texture or Graphics, resolution detection, per-asset data options, and forcing a specific loader with the parser field (for extension-less URLs). Triggers on: Assets, Assets.load, Assets.init, loadBundle, manifest, backgroundLoad, Spritesheet, Cache, LoadOptions, unload, parser, loadParser, loadWebFont, loadBitmapFont, loadVideoTextures, GifSource, VideoSourceOptions.

AI 生成的概览

指导在 PixiJS v8 中使用 Assets API 加载、缓存和卸载资源。

功能
该技能说明如何使用 PixiJS v8 的 Assets 单例来加载、解析和缓存纹理、视频、精灵表、字体、JSON 及其他资源。内容涵盖 Assets.init、load、add、unload、bundle、manifest、后台加载、进度回调、缓存以及每个资源的 data 选项。它还说明如何通过 parser 字段为无扩展名的 URL 强制指定加载器,并列出 v8 中的常见错误。
适用场景
适用于处理 PixiJS v8 资源加载的场景,例如加载纹理或精灵表、将资源分组为 bundle 或 manifest、跟踪加载进度,或通过 unload 管理 GPU 内存。当 URL 缺少文件扩展名而需要显式指定解析器时也很有用。
运行要求
需要一个 PixiJS v8 项目。部分格式需要副作用导入,例如 pixi.js/gif 或 pixi.js/text-bitmap。不包含脚本,仅为说明和参考文档。

The Assets API is PixiJS's asset loader, resolver, and cache in one singleton. Use it to load textures, video, spritesheets, fonts, JSON, and other resources with format detection, resolution switching, bundle grouping, progress tracking, and GPU cleanup.

Quick Start

ts
await Assets.init({ basePath: "/static/" });
const texture = await Assets.load("bunny.png");const sprite = new Sprite(texture);app.stage.addChild(sprite);
const [hero, enemy] = await Assets.load(["hero.png", "enemy.png"]);
await Assets.load({  alias: "logo",  src: "logo.webp",});
const logo = new Sprite(Assets.get("logo"));

Assets.init() is optional but recommended for setting basePath, texturePreference, or a manifest. After init, call Assets.load() with a URL, alias, array, or UnresolvedAsset; resolved assets are cached and re-resolved by Assets.get().

Supported file types

TypeExtensionsParser IDLoader
Textures.png, .jpg, .jpeg, .webp, .aviftextureloadTextures
SVG.svgsvgloadSvg (see references/svg.md)
Video textures.mp4, .m4v, .webm, .ogg, .ogv, .h264, .avi, .movvideoloadVideoTextures (see references/video.md)
Sprite sheets.json (Spritesheet format)spritesheetspritesheetAsset (see references/spritesheet.md)
Bitmap fonts.fnt, .xmlbitmap-fontloadBitmapFont (loading works by default; rendering BitmapText requires 'pixi.js/text-bitmap'; see references/fonts.md)
Web fonts.ttf, .otf, .woff, .woff2web-fontloadWebFont (see references/fonts.md)
JSON.jsonjsonloadJson
Text.txttextloadTxt
Compressed textures.basis, .dds, .ktx, .ktx2basis, dds, ktx, ktx2See references/compressed-textures.md
Animated GIFs.gifgifRequires 'pixi.js/gif'; returns GifSource (see references/gif.md)

The Parser ID column is the value you pass to the top-level parser field on an asset descriptor to force a specific loader. See "Forcing a parser" below.

Forcing a parser with parser

By default, PixiJS picks a loader by matching the file extension or MIME type. When your URL lacks an extension (CDN signed URLs, blob URLs, API endpoints, content-hashed paths), the resolver can't tell the loader what to do. Set the top-level parser field on the asset descriptor to force a specific loader:

ts
// Signed CDN URL with no extensionconst texture = await Assets.load({  src: "https://cdn.example.com/signed/abc123?token=xyz",  parser: "texture",});
// API endpoint that returns JSONconst data = await Assets.load({  alias: "config",  src: "https://api.example.com/v1/config",  parser: "json",});
// Extension-less font URL with explicit familyawait Assets.load({  src: "https://cdn.example.com/fonts/hero-v2",  parser: "web-font",  data: { family: "Hero", weights: ["400", "700"] },});
// Video stream without a file extensionconst clipTexture = await Assets.load({  src: "https://cdn.example.com/stream/xyz",  parser: "video",  data: { mime: "video/mp4", muted: true, playsinline: true },});

The parser field goes at the top level of the asset descriptor (alongside src and data), not inside data. It takes any parser ID from the "Supported file types" table above:

  • 'texture', 'svg', 'video': image, SVG, and video textures
  • 'json', 'text': JSON and plain text
  • 'web-font', 'bitmap-font': web and bitmap fonts
  • 'spritesheet': texture atlas JSON
  • 'gif': animated GIFs (requires 'pixi.js/gif')
  • 'basis', 'dds', 'ktx', 'ktx2': compressed textures (each requires its side-effect import)

When you need it

  • Signed CDN URLs: https://cdn.example.com/get?id=abc123 has no extension the loader can test against.
  • Blob or ObjectURL: URL.createObjectURL(blob) produces blob:... URLs with no extension.
  • Custom routing: /api/assets/hero-v2 where the server decides the content type.
  • Content-hashed paths without suffix: some build pipelines produce names like /static/abc123def instead of /static/abc123def.png.

If the URL does have an extension, you don't need parser; let auto-detection do its job. Only set parser when detection can't work.

loadParser is deprecated

The v7 loadParser field still works but emits a deprecation warning. Use parser for new code.

ts
// Old (deprecated)await Assets.load({ src: "...", loadParser: "loadTextures" });
// Newawait Assets.load({ src: "...", parser: "texture" });

Topics

Every asset workflow is covered in a reference file. Pick the one that matches the question:

TopicReferenceWhen
Texture atlases and animationsreferences/spritesheet.md [blocked]Loading sprite sheets with AnimatedSprite
Video texturesreferences/video.md [blocked].mp4, .webm, autoplay, looping, mobile
Web and bitmap fontsreferences/fonts.md [blocked].woff2, .fnt, font families, SDF fonts
Animated GIFsreferences/gif.md [blocked].gif, GifSprite, playback control
Grouping assets by featurereferences/bundles.md [blocked]addBundle, loadBundle, unloadBundle
Declaring everything upfrontreferences/manifests.md [blocked]Assets.init({ manifest }) workflows
Cache lookups and cleanupreferences/caching.md [blocked]Assets.get, Assets.unload, Cache
Priming future assetsreferences/background.md [blocked]backgroundLoad, backgroundLoadBundle
Loading screensreferences/progress.md [blocked]onProgress, LoadOptions progress
GPU-compressed formatsreferences/compressed-textures.md [blocked].ktx2, .basis, .dds, .ktx
Vector vs raster SVGreferences/svg.md [blocked]parseAsGraphicsContext, texture mode
Retina + format detectionreferences/resolution.md [blocked]@{1,2}x, format preferences

Decision guide

  • Need to load a single image? Use Assets.load(url). No setup required.
  • Loading many assets grouped by level/scene? Use a bundle. See references/bundles.md.
  • Know all assets at build time? Use a manifest in Assets.init. See references/manifests.md.
  • Need a loading bar? Pass a progress callback to Assets.load. See references/progress.md.
  • Smooth transitions between levels? Background-load the next level. See references/background.md.
  • Memory budget matters? Use compressed textures and Assets.unload between screens. See references/compressed-textures.md and references/caching.md.
  • Need crisp SVG icons at any size? Load as Graphics, not texture. See references/svg.md.
  • Retina + WebP/AVIF? Configure texturePreference and use format patterns. See references/resolution.md.

Load options and error handling

There are two separate "options" concepts when loading assets:

  1. LoadOptions: the second argument to Assets.load/loadBundle. Controls error recovery, retries, progress, and completion callbacks across a whole load.
  2. data: a field on each asset descriptor. Forwards parser-specific options (scale mode, resolution, font family, autoplay flags, etc.) to the specific loader for that asset.

LoadOptions (per call)

ts
await Assets.load(["hero.png", "enemy.png"], {  onProgress: (p) => updateBar(p),  onError: (err, url) => {    const src = typeof url === "string" ? url : url.src;    console.warn("failed:", src, err);  },  strategy: "retry",  retryCount: 3,  retryDelay: 250,});
  • onProgress(progress): [0, 1] as assets in the call complete.
  • onError(error, url): url is string | ResolvedAsset. Guard before reading .src; when url is a string, .src is undefined.
  • strategy: 'throw' | 'skip' | 'retry' — default 'throw'. 'skip' resolves with any successful assets; 'retry' reattempts the failed ones.
  • retryCount — default 3, retries per asset when strategy is 'retry'.
  • retryDelay — default 250 ms between retries.

Global defaults live on Loader.defaultOptions, or pass loadOptions to Assets.init().

data options (per asset)

Each loader parser reads its own options from the data field on the asset descriptor. Use the table below to pick the right options for each asset type:

Asset typedata shapeKey optionsReference
Texture (image)TextureSourceOptionsresolution, scaleMode, alphaMode, autoGenerateMipmaps, antialias, addressModereferences/resolution.md
SVG{ parseAsGraphicsContext?, resolution? }parseAsGraphicsContext for Graphics mode; resolution for sharper rasterreferences/svg.md
VideoVideoSourceOptionsautoPlay, loop, muted, playsinline, preload, updateFPS, crossorigin, mimereferences/video.md
Web fontLoadFontDatafamily, weights, style, display, unicodeRange, featureSettingsreferences/fonts.md
Bitmap font(none; auto-configured)Distance-field detection sets scale mode and mipmapsreferences/fonts.md
Spritesheet{ texture?, imageFilename?, ignoreMultiPack?, textureOptions?, cachePrefix? }textureOptions forwards TextureSourceOptions (e.g. scaleMode) to the atlas image; texture to skip image load; imageFilename to override the referenced image; ignoreMultiPack to skip multi-pack follow-ups; cachePrefix to namespace framesreferences/spritesheet.md
GIFGifBufferOptionsfps, scaleMode, resolution, autoGenerateMipmapsreferences/gif.md
Compressed textureTextureSourceOptionsscaleMode, addressMode, autoGenerateMipmapsreferences/compressed-textures.md
JSON / Text(none)Returned as-is—

Example combining LoadOptions and data:

ts
await Assets.load(  {    alias: "hero",    src: "hero.png",    data: { scaleMode: "nearest", resolution: 2 },  },  { strategy: "retry", retryCount: 3 },);

Inside a manifest or bundle, every entry can carry its own data:

ts
await Assets.init({  manifest: {    bundles: [      {        name: "level1",        assets: [          { alias: "tiles", src: "tiles.png", data: { scaleMode: "nearest" } },          { alias: "font", src: "hero.woff2", data: { family: "Hero" } },          {            alias: "clip",            src: "intro.mp4",            data: { autoPlay: false, muted: true },          },        ],      },    ],  },});

Runtime configuration

Assets.init(options) accepts, alongside basePath and manifest:

  • defaultSearchParams — string or Record<string, any> appended to every resolved URL. Useful for cache busting.
  • skipDetections: boolean — bypass browser format detection for faster init. Requires explicit texturePreference.format.
  • bundleIdentifier: BundleIdentifierOptions — customize how bundle keys resolve so the same alias can live in multiple bundles.
  • loadOptions: Partial<LoadOptions> — set the default strategy, retryCount, retryDelay, and callbacks for every subsequent Assets.load call.
  • preferences: Partial<AssetsPreferences> — crossOrigin, preferWorkers, preferCreateImageBitmap, parseAsGraphicsContext.

After init, preferences can still be tuned:

ts
Assets.setPreferences({  crossOrigin: "anonymous",  preferCreateImageBitmap: false,});
for (const detection of Assets.detections) {  console.log(detection.extension);}
Assets.reset();
  • Assets.setPreferences(preferences) — push new preferences to every parser that supports them.
  • Assets.detections — getter exposing the registered FormatDetectionParser list; use when inspecting what formats the current environment advertises.
  • Assets.reset() — internal full reset (resolver + loader + cache). Intended for tests so a fresh Assets.init can run.

Common Mistakes

[CRITICAL] Using Texture.from(url) to load

Wrong:

ts
const texture = Texture.from("https://example.com/image.png");

Correct:

ts
const texture = await Assets.load("https://example.com/image.png");

In v8, Texture.from() only reads the cache. It does not fetch from a URL. Use Assets.load() first; the return value is the texture itself.

[HIGH] Using positional Assets.add signature

Wrong:

ts
Assets.add("bunny", "bunny.png");

Correct:

ts
Assets.add({ alias: "bunny", src: "bunny.png" });

The positional Assets.add(key, url) form was removed in v8. Use the options object with alias and src properties.

[HIGH] Not unloading textures between levels

Assets.load() caches textures indefinitely. For level-based games or screens with distinct asset sets, call Assets.unloadBundle() when transitioning to release GPU memory.

API Reference

来源与署名

来源:pixijs/pixijs-skills位于skills/pixijs-assets提交83760c6

许可证: MIT

内容归原作者所有。SourceWeft 从公开仓库中收录这些内容。

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