Pixijs Scene Gif

作者 pixijs83760c6f5346MIT346 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫7 天前更新

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.

AI 產生的概覽

指導 PixiJS v8 開發者使用 GifSprite 與 GifSource 載入並播放動畫 GIF。

功能
此技能說明如何在 PixiJS v8 中透過 pixi.js/gif 模組顯示動畫 GIF。它講解註冊 GIF 載入器的副作用匯入、Assets.load 回傳 GifSource,以及 GifSprite 的播放控制,例如 play、stop、currentFrame 與 animationSpeed。內容也涵蓋建構選項、回呼、來源共用、複製、手動更新模式與資源清理,並列出常見錯誤。
適用情境
適用於在 PixiJS v8 場景中加入動畫 GIF 播放,或排查 GIF 載入、播放時序、影格回呼與紋理記憶體問題。適合已熟悉 PixiJS 場景圖基礎的開發者。
執行需求
需要 PixiJS v8 與 pixi.js/gif 模組,並需要能撰寫 TypeScript 或 JavaScript 的代理。不含指令碼,僅為說明文件。

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

來源與署名

來源:pixijs/pixijs-skills位於skills/pixijs-scene-gif提交83760c6

授權條款: MIT

內容歸原作者所有。SourceWeft 從公開儲存庫中收錄這些內容。

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