Learn PIXIJS-ANIMATION with Real Code Examples
Updated Nov 26, 2025
Architecture
Ticker drives game loop
Renderer draws scene graph each frame
Containers manage transformation hierarchy
Spritesheet parser loads frame data
AnimatedSprite cycles through texture frames
Rendering Model
Ticker updates each frame
Renderer composites sprites
Container transforms applied hierarchically
Textures applied via WebGL shaders
Filters rendered as post-processing passes
Architectural Patterns
Scene graph hierarchy
Modular rendering pipeline
Asset preloading
Ticker-driven updates
Separation of logic and animation
Real World Architectures
Casino/slot UIs
Educational/learning games
Interactive ecommerce
AR face filters (WebGL overlays)
Billboard and kiosk animations
Design Principles
High performance
Low-level control
Modular architecture
GPU-first rendering
Composable components
Scalability Guide
Batch sprites via ParticleContainer
Reuse textures
Limit simultaneous filters
Split heavy scenes
Use offscreen canvas for expensive effects
Migration Guide
Upgrade old MovieClip to AnimatedSprite
Move from v4 to v6: API changes
Switch from CanvasRenderer to WebGLRenderer
Adopt ES Modules for modern builds
Replace manual loop with Ticker