Pixi'VN Canvas

SkillMedia

Use when adding, moving, or removing images, sprites, text, or video on the Pixi'VN game canvas, or when applying transitions (dissolve, fade, move, zoom, push), shake/animation effects, or ticker-based animations built on PixiJS. Covers the `canvas` singleton exported from `@drincs/pixi-vn`. For UI layers (HTML or PixiJS) mounted on top of the canvas, see `pixi-vn-ui` instead.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the Pixi'VN Canvas skill

What this skill tells your AI

The instructions your AI receives, as published by drincs-productions/pixi-vn in skills/canvas/SKILL.md and read by ahel’s review.

The Canvas module is Pixi'VN's 2D scene graph, built directly on top of PixiJS. It manages everything that is visually rendered in the game: background images, character sprites, text, video, and the transitions/animations between them. Official docs: pixi-vn.com/start/canvas.

Every symbol used below (canvas, showImage, Sprite, transition helpers, etc.) is exported from the main package entry point:

import { canvas } from "@drincs/pixi-vn";

(Also available from the narrower @drincs/pixi-vn/canvas subpath — see pixi-vn-getting-started for when to prefer that.)

When to use this skill

Load this skill whenever a task involves:

  • Showing, replacing, or removing an image/sprite/video/text on screen.
  • Building a composite character sprite out of several image layers.
  • Applying a transition (dissolve, fade, move, zoom, push) when a background or sprite changes.
  • Adding a shake effect or a custom PixiJS-ticker-driven animation.
  • Reading or modifying canvas element position/anchor/alpha/zIndex.

For building/mounting UI layers (HTML or PixiJS) on top of the canvas, use pixi-vn-ui instead — this skill is about the gameLayer save-able scene graph, not UI chrome.

For dialogue/character-portrait logic use pixi-vn-characters and pixi-vn-narration instead; this skill is about the underlying rendering primitives.

Core mental model

  • canvas (from @drincs/pixi-vn) is the single entry-point object developers use. It wraps a PixiJS Application and exposes methods to manage canvas elements, tickers (frame-by-frame animation), and layers. Call await canvas.init(element, options) once at startup (this is normally done for you by Game.init(...) from the core package — see pixi-vn-getting-started).
  • Elements are tracked by alias, not by variable (docs). canvas.add(alias, component) inserts a component (an instance of Container, Sprite, ImageSprite, ImageContainer, Text, or VideoSprite) into canvas.layers.gameLayer (a single PixiJS Container that holds all "in-scene" elements) and sets component.label = alias. Use canvas.find<T>(alias) to look elements back up and canvas.remove(alias) to remove them. Aliases are also how Pixi'VN saves/restores canvas state (see pixi-vn-storage), so prefer the alias-based helpers below over holding onto raw object references across steps.
  • Every element class is a save-able extension of a PixiJS class: Container extends PIXI.Container, Sprite/ImageSprite/VideoSprite extend PIXI.Sprite, Text extends PIXI.Text. They add a .memory getter / .setMemory() for serialization, plus convenience properties (anchor, align, percentagePosition, xAlign/yAlign, percentageX/percentageY) as alternative ways to position an element without doing pixel math.
  • Layer is just a type alias for a plain PIXI.Container<ContainerChild> — there's no special Layer class. A separate, non-save-able PixiJS Container can be attached directly to the stage as a sibling of gameLayer (canvas.layers.add/get/remove) — see pixi-vn-ui for that API, it's how UI layers (HTML or PixiJS) are built on top of the canvas.
  • Tickers are how frame-based animation and effects work under the hood; canvas.animate(...) (built on the motion library) is the high-level way to animate numeric properties over time, and it is what all the built-in transition helpers use internally.

Showing and removing an image

import { canvas, addImage, showImage } from "@drincs/pixi-vn";

// addImage() creates + registers the sprite but does NOT load/display the texture yet
const bunny1 = addImage("bunny1"); // "bunny1" is an alias registered in the assets manifest
await bunny1.load();

// showImage() is addImage() + load() in one call
const bunny2 = await showImage("bunny2");
bunny2.anchor = 0.5;
bunny2.x = canvas.width / 2;
bunny2.y = canvas.height / 2;

// remove it later by alias
canvas.remove("bunny1");

Always pass a manifest alias (as above), not a raw URL/path — see pixi-vn-assets for how assets get registered (local vs. online) and loaded. addImage/showImage do also accept a raw URL as a second argument for quick prototyping, but that couples code to a specific file location; addImage/showImage throw a PixiError if neither a URL nor a registered alias resolves. Both return an ImageSprite.

For a composite image made of multiple stacked textures (e.g. a character body + outfit + face), use ImageContainer via addImageCointainer / showImageContainer (note the exported spelling "Cointainer"):

import { showImageContainer } from "@drincs/pixi-vn";

const liam = await showImageContainer("liam", ["liam-body", "liam-head"]);

Adding text

import { showText } from "@drincs/pixi-vn";

showText("score-label", "Score: 0", {
  fontSize: 24,
  fill: "white",
  x: 20,
  y: 20,
});

showText(alias, text, options) creates/replaces a Text element (extends PIXI.Text) and adds it to the canvas immediately. options is TextOptions (PixiJS CanvasTextOptions plus the align/percentagePosition positioning extensions), so style, fontSize, fill, x/y, etc. all work as in plain PixiJS.

Playing a video

import { showVideo } from "@drincs/pixi-vn";

const film = await showVideo("intro-film"); // "intro-film" resolves via the assets manifest
film.loop = true;
// film.pause(), film.play(), film.restart(), film.currentTime = 2

addVideo/showVideo mirror addImage/showImage and return a VideoSprite (extends ImageSprite). Files are also recognized as videos by extension automatically anywhere a transition helper accepts an image URL (.mp4, .webm, .mov, etc. — see checkIfVideo).

Transitions

Docs: pixi-vn.com/start/canvas-transition.

All transition helpers take (alias, componentOrUrl?, props?, priority?). If you omit the component/URL argument, the alias itself is used as the texture URL/alias. Each function replaces (or removes) whatever is currently registered under alias, transferring position and running tickers from the old element automatically. They all return a Promise (or array) of ticker ids you can pass to canvas.tickers.forceCompletion if you need to await completion, but usually you just call and move on.

import {
  showWithDissolve,
  removeWithDissolve, // fade the new image in / fade the current one out
  showWithFade,
  removeWithFade, // cross-fade old -> new (falls back to dissolve if none exists)
  moveIn,
  moveOut, // slide in/out from a screen edge
  zoomIn,
  zoomOut, // scale in/out from a screen edge
  pushIn,
  pushOut, // new image pushes the old one off-screen
} from "@drincs/pixi-vn";

// change background with a 1s dissolve ("bg-forest" is a manifest alias)
await showWithDissolve("background", "bg-forest", { duration: 1 });

// slide a character sprite in from the left
await moveIn("liam", "liam-neutral", { direction: "left", duration: 0.5 });

// remove a character with a zoom-out toward the right edge
zoomOut("liam", { direction: "right", duration: 0.5 });

props extends AnimationOptions from motion (e.g. duration, ease) plus a completeOnContinue flag (default true) that finishes the transition immediately when the player advances the narration before the animation ends — leave this at its default unless you specifically want an animation to be interruptible/ignored.

Shake and custom animation

shakeEffect is an "articulated animation" — a helper built on top of canvas.animate (docs: canvas-articulated-animations-effects, canvas-motion):

import { shakeEffect, canvas } from "@drincs/pixi-vn";

// shake a canvas element horizontally
await shakeEffect("screen-flash-target", {
  shakeType: "horizontal",
  maxShockSize: 15,
  shocksNumber: 10,
});

// low-level: animate arbitrary numeric properties with motion-style keyframes
canvas.animate("liam", { alpha: [0, 1], y: [50, 0] }, { duration: 0.8 });

canvas.animate(componentOrAlias, keyframes, options, priority) is the primitive all transition helpers are built on (motion's animate semantics: keyframes are arrays of target values, options supports duration, ease, repeat, etc.). Pixi'VN tracks animation state so it can be saved/restored — this is why you should prefer canvas.animate (or the transition helpers) over driving PixiJS directly with your own requestAnimationFrame loop. For UI that is not part of the saved scene graph (e.g. a PixiJS UI overlay), the docs recommend importing the raw animate from @drincs/pixi-vn/motion instead — it skips the save-state bookkeeping and is cheaper.

Frame tickers

canvas.animate and the transition helpers above already use tickers internally — most tasks never need to touch the ticker API directly. For a genuinely continuous/looping custom effect (no fixed duration) or manual pause/resume/completion control over a running animation, see tickers.md in this same skill folder (registering a Ticker, tickers.addSequence, tickers.pause/resume/remove, tickers.completeOnStepEnd). Docs: pixi-vn.com/start/canvas-tickers.

UI layers

Persistent UI chrome (HUD, menus) does not live on gameLayer — it lives on a separate, non-save-able layer built with canvas.layers.add/get/remove (PixiJS-only UI) or canvas.htmlLayers.add/get/remove (mounting a DOM-based UI framework like React or Vue). That whole API, plus the official template's layer-naming conventions, extractImage() for save-file thumbnails, and how to build a UI purely out of PixiJS components, is covered by pixi-vn-ui — reach for that skill instead whenever the task is about UI rather than the game scene.

Gotchas

  • addImage/addVideo/addImageCointainer only construct and register the element — the texture is not loaded/visible until you await element.load(). The show* variants (showImage, showVideo, showImageContainer, and the transition helpers) call load() for you; prefer them unless you need to prepare an element off-screen first.
  • getTexture/load() throw a PixiError (unregistered_asset) if the alias can't be resolved from the PixiJS Assets cache/manifest. See pixi-vn-assets for how to register an alias (local assets via AssetPack, or online assets in src/assets/index.ts) before referencing it here.
  • Adding an element with an alias that already exists replaces it and — per the "heredity factor" — copies over properties/zIndex/tickers from the old one by default (canvas.add(alias, el, { ignoreOldStyle: true }) to opt out) — this is what lets showImage("bg", newUrl) "just work" as a same-alias swap.
  • canvas.remove(alias) also removes tickers bound only to that alias; pass { ignoreTickers: true } if you intend to reattach them elsewhere first.
  • Event listeners use plain PixiJS .on(...), not a Pixi'VN-specific method — a stray JSDoc comment in the Sprite source suggests sprite.onEvent(...), but that method doesn't exist; the official docs confirm .on(...) is correct. The Pixi'VN-specific part is only the @eventDecorator() requirement for save/load: sprite.on("pointerdown", Events.handler) only serializes correctly if Events.handler is a static method decorated with @eventDecorator() (from @drincs/pixi-vn); a plain inline arrow function will log a warning and not be restored after loading a save.
  • Positioning has multiple parallel systems (docs: canvas-position) — pixel (x/y/position), anchor/pivot (where on the element itself the position point sits), align/xAlign/yAlign (Ren'Py-style percentage-of-canvas positioning, e.g. 0.5 = centered; per source JSDoc, pivot does not affect align), and percentagePosition/percentageX/percentageY (also percentage-of-parent, but pivot does affect it, unlike align). Setting x/align/percentagePosition on the same axis clears the others; check element.positionType / element.positionInfo if you need to know which mode is active.
  • CANVAS_APP_GAME_LAYER_ALIAS ("__game_layer__") is reservedcanvas.add, remove, and addLayer will refuse to use that alias.
  • canvas.pause()/canvas.resume() stop/restart rendering and tickers for the whole game layer (e.g. when opening a menu) — remember to call resume() or elements will appear frozen.

Related skills

  • pixi-vn-getting-started: project setup, Game.init(), and how the canvas is wired up at startup.
  • pixi-vn-assets: registering images/video (local or online) and choosing when their bundle loads, before referencing them here by alias.
  • pixi-vn-characters: character/emotion definitions that use canvas images under the hood for portraits.
  • pixi-vn-narration: dialogue/step flow, and how canvas transitions integrate with completeOnContinue.
  • pixi-vn-storage: how canvas element state (by alias) is saved and restored across game saves.
  • pixi-vn-ui: building/mounting UI layers (HTML or PixiJS) on top of the canvas — addLayer, addHtmlLayer, and building UI screens with PixiJS components.

Signals

GitHub stars
145
Forks
9
Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
pixi-vn-canvas
Source
github.com/drincs-productions/pixi-vn