Pixijs Events

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 handling pointer, mouse, touch, or wheel input in PixiJS v8. Covers eventMode (none, passive, auto, static, dynamic), FederatedEvent types, propagation and capture phase, hitArea, interactiveChildren, cursor and cursorStyles, global move events for drag, eventFeatures config. Triggers on: eventMode, FederatedPointerEvent, pointerdown, click, tap, globalpointermove, drag, hitArea, cursor, stopPropagation, persistentDeviceId, contextmenu, rightclick.

AI 生成的概览

PixiJS v8 中处理指针、鼠标、触摸和滚轮输入的参考指南,涵盖事件模式、传播、命中测试与拖拽。

功能
该技能为 PixiJS v8 的联邦事件系统提供说明和代码示例。内容涵盖 eventMode 取值、事件类型、监听方式、传播与捕获阶段、使用 hitArea 的命中测试、光标样式、用于拖拽的全局移动事件以及 eventFeatures 配置。此外还列出常见错误和 API 参考。
适用场景
适用于在 PixiJS v8 场景图中接入指针、鼠标、触摸或滚轮交互时。它可帮助选择事件模式、实现拖拽行为、自定义命中区域、光标以及事件传播。
运行要求
需要一个 PixiJS v8 项目;不包含脚本或凭据,仅为说明性内容。

PixiJS's federated event system mirrors DOM events on the scene graph. Set container.eventMode = 'static' to opt an object in, then listen with .on(), addEventListener(), or onEventName property handlers. Move events fire only over the listening object; use globalpointermove for drag.

Quick Start

ts
const button = new Sprite(await Assets.load("button.png"));button.eventMode = "static";button.cursor = "pointer";app.stage.addChild(button);
button.on("pointertap", (event) => {  console.log("clicked at", event.global.x, event.global.y);});
let dragging = false;button.on("pointerdown", () => {  dragging = true;});button.on("pointerup", () => {  dragging = false;});button.on("pointerupoutside", () => {  dragging = false;});button.on("globalpointermove", (event) => {  if (dragging) button.parent.toLocal(event.global, undefined, button.position);});

Related skills: pixijs-accessibility (screen reader + keyboard), pixijs-scene-dom-container (HTML overlays), pixijs-performance (event-heavy scenes).

Core Patterns

eventMode values

ts
import { Sprite } from "pixi.js";
const sprite = new Sprite();
// No interaction at all; children also ignoredsprite.eventMode = "none";
// Default. Self not interactive; interactive children still worksprite.eventMode = "passive";
// Hit tested only when a parent is interactivesprite.eventMode = "auto";
// Standard interaction: receives pointer/mouse/touch eventssprite.eventMode = "static";
// Like static, but also fires synthetic events from the ticker// when the pointer is stationary (for animated objects under cursor)sprite.eventMode = "dynamic";

Use 'static' for buttons, UI elements, and drag targets. Use 'dynamic' only for objects that move under a stationary cursor and need continuous hover updates.

Use isInteractive() to check whether an object can receive events:

ts
sprite.eventMode = "static";sprite.isInteractive(); // true
sprite.eventMode = "passive";sprite.isInteractive(); // false

Event types

Pointer events (recommended for cross-device compatibility): pointerdown, pointerup, pointerupoutside, pointermove, pointerover, pointerout, pointerenter, pointerleave, pointertap, pointercancel.

Mouse events: mousedown, mouseup, mouseupoutside, mousemove, mouseover, mouseout, mouseenter, mouseleave, click, rightdown, rightup, rightupoutside, rightclick, contextmenu, wheel. PixiJS doesn't block the browser's context menu; call event.preventDefault() in a contextmenu listener to keep it closed. Canceling rightdown, rightup, or rightclick doesn't keep it closed. On macOS, ctrl + click also fires contextmenu, and the browser can report it as a left click.

Touch events: touchstart, touchend, touchendoutside, touchmove, touchcancel, tap. Each touch carries altKey, ctrlKey, metaKey, and shiftKey copied from the native TouchEvent, so modifier keys work the same as with mouse or pointer events.

Global move events: globalpointermove, globalmousemove, globaltouchmove. These fire on every pointer movement regardless of whether the pointer is over the listening object.

Container lifecycle events (no eventMode required): added, removed, destroyed, childAdded, childRemoved, visibleChanged.

Listening styles

ts
import { Sprite } from "pixi.js";
const sprite = new Sprite();sprite.eventMode = "static";
// EventEmitter style (recommended)const handler = (e) => console.log("clicked");sprite.on("pointerdown", handler);sprite.once("pointerdown", handler); // one-timesprite.off("pointerdown", handler);
// DOM stylesprite.addEventListener(  "click",  (event) => {    console.log("Clicked!", event.detail);  },  { once: true },);
// Property-based handlerssprite.onclick = (event) => {  console.log("Clicked!", event.detail);};

Pointer events and propagation

ts
import { Sprite, Container } from "pixi.js";
const parent = new Container();parent.eventMode = "static";
const child = new Sprite();child.eventMode = "static";parent.addChild(child);
child.on("pointerdown", (event) => {  console.log("child pressed");  event.stopPropagation(); // prevent parent from receiving this event});
parent.on("pointerdown", () => {  console.log("parent pressed (only if child did not stop propagation)");});

Capture phase events

All events support capture phase by appending capture to the event name (e.g., pointerdowncapture, clickcapture). Capture listeners fire during the capturing phase, before the event reaches its target.

ts
container.addEventListener(  "pointerdown",  (event) => {    event.stopImmediatePropagation(); // blocks event from reaching children  },  { capture: true },);

Hit testing

When a pointer event fires, PixiJS walks the display tree to find the top-most interactive element under the pointer. The traversal follows these rules:

  • eventMode = 'none' on a container skips that element and its entire subtree.
  • interactiveChildren = false on a container skips its children (the container itself can still be tested).
  • A hitArea overrides bounds-based testing; only the shape is checked.
  • Objects that are not visible, not renderable, or not measurable are skipped.

Set a custom hitArea to override bounds-based testing. This also speeds up hit tests on large or complex objects by reducing the geometry checked:

ts
import { Sprite, Rectangle, Circle, Polygon } from "pixi.js";
const sprite = new Sprite();sprite.eventMode = "static";
// Rectangular hit areasprite.hitArea = new Rectangle(0, 0, 100, 50);
// Circular hit areasprite.hitArea = new Circle(50, 50, 40);
// Polygon hit areasprite.hitArea = new Polygon([0, 0, 100, 0, 50, 100]);
// Custom hit test via contains()sprite.hitArea = {  contains(x: number, y: number): boolean {    return x >= 0 && x <= 100 && y >= 0 && y <= 100;  },};

Global move events and drag

ts
import { Sprite, FederatedPointerEvent } from "pixi.js";
const sprite = new Sprite();sprite.eventMode = "static";sprite.cursor = "grab";
let dragging = false;
sprite.on("pointerdown", (event: FederatedPointerEvent) => {  dragging = true;  sprite.cursor = "grabbing";});
// globalpointermove fires even when pointer leaves the objectsprite.on("globalpointermove", (event: FederatedPointerEvent) => {  if (dragging) {    sprite.position.set(event.global.x, event.global.y);  }});
sprite.on("pointerup", () => {  dragging = false;  sprite.cursor = "grab";});
sprite.on("pointerupoutside", () => {  dragging = false;  sprite.cursor = "grab";});

Cursor styles

Basic usage sets the cursor property per-object. For reusable cursors, register named styles on the event system:

ts
app.renderer.events.cursorStyles.default = "url('bunny.png'), auto";app.renderer.events.cursorStyles.hover = "url('bunny_saturated.png'), auto";
sprite.eventMode = "static";sprite.cursor = "hover"; // uses the registered 'hover' style

Cursor styles can be strings (CSS cursor values), objects (applied as CSS styles), or functions (called with the mode string).

Event properties

FederatedPointerEvent carries rich input data; the more useful fields are:

ts
sprite.on("pointerdown", (event: FederatedPointerEvent) => {  event.global; // scene-space Point where the event happened  event.client; // CSS-pixel Point relative to the viewport  event.offset; // Point w.r.t. target Container in world space (not supported at the moment)  event.target; // the Container that received the event  event.currentTarget; // the Container whose listener is running
  event.pointerType; // 'mouse' | 'pen' | 'touch'  event.pointerId; // unique id for multi-touch tracking  event.isPrimary; // first pointer in a multi-pointer gesture  event.persistentDeviceId; // always 0; present for DOM PointerEvent type compatibility  event.pressure; // 0-1 pen/touch pressure  event.button; // 0 left, 1 middle, 2 right  event.buttons; // bitmask of held buttons  event.altKey; // modifier key state  event.ctrlKey;  event.shiftKey;  event.metaKey;
  event.nativeEvent; // the underlying DOM PointerEvent / MouseEvent / Touch  event.preventDefault();  event.stopPropagation();  event.stopImmediatePropagation();});

FederatedWheelEvent adds deltaX, deltaY, deltaZ, and deltaMode. Wheel events fire on the same hit-tested object as pointer events.

Event features

Toggle event categories globally for performance:

ts
await app.init({  eventFeatures: {    move: true, // pointer/mouse/touch move events    globalMove: true, // global move events (globalpointermove, etc.)    click: true, // click/tap/press and contextmenu events    wheel: true, // mouse wheel events  },});
// or configure after initapp.renderer.events.features.globalMove = false;

Performance tips

  • Set eventMode = 'none' on non-interactive subtrees to skip hit testing entirely.
  • Set interactiveChildren = false on containers where only the container itself needs interaction.
  • Use hitArea on large or complex objects to replace bounds-based hit testing with a cheap shape check.
  • Prefer 'static' for stationary elements; reserve 'dynamic' for objects that move or animate under a stationary pointer.
  • Disable unused event features via eventFeatures (e.g., globalMove: false) to cut per-frame work.

Common Mistakes

[HIGH] Default eventMode is passive

Wrong:

ts
const sprite = new Sprite(texture);sprite.on("pointerdown", () => {  console.log("clicked");});

Correct:

ts
const sprite = new Sprite(texture);sprite.eventMode = "static";sprite.on("pointerdown", () => {  console.log("clicked");});

The default eventMode is 'passive', which means the object itself receives no events. You must explicitly set eventMode to 'static' or 'dynamic' before any listener will fire.

[HIGH] buttonMode removed; use cursor

Wrong:

ts
sprite.interactive = true;sprite.buttonMode = true;

Correct:

ts
sprite.eventMode = "static";sprite.cursor = "pointer";

buttonMode was removed in v8. Use cursor = 'pointer' to show a hand cursor on hover. interactive = true still works as an alias for eventMode = 'static', but eventMode is preferred.

[HIGH] Move events only fire over the object in v8

Wrong:

ts
sprite.eventMode = "static";sprite.on("pointermove", (event) => {  // expects to fire everywhere; only fires inside sprite bounds  updateDrag(event.global.x, event.global.y);});

Correct:

ts
sprite.eventMode = "static";sprite.on("globalpointermove", (event) => {  // fires everywhere, even outside sprite bounds  updateDrag(event.global.x, event.global.y);});

In v8, pointermove, mousemove, and touchmove only fire when the pointer is over the display object. In v7 they fired on any canvas move. For drag operations or global tracking, use globalpointermove, globalmousemove, or globaltouchmove.

[MEDIUM] Cursor does not inherit from parent

Setting cursor on a parent container has no effect on its children. Only the direct hit target's cursor value is applied.

ts
// This does NOT make children show a pointer cursorparent.cursor = "pointer";
// Each interactive child needs its own cursorchild.eventMode = "static";child.cursor = "pointer";

If you want a uniform cursor for all children, set cursor on each interactive child individually, or set hitArea on the parent and make children non-interactive.

API Reference

来源与署名

来源:pixijs/pixijs-skills位于skills/pixijs-events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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