npx skills add ...
npx skills add pixijs/pixijs-skills --skill pixijs-scene-gif
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.
npx skills add pixijs/pixijs-skills --skill pixijs-scene-gif
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.
[!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).
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:
| Option | Type | Default | Description |
|---|---|---|---|
source | GifSource | — | Required. The parsed GIF data returned by Assets.load('file.gif'). Can be shared across multiple GifSprite instances. |
autoPlay | boolean | true | Start playback immediately on construction. If false, you must call gif.play() to begin. |
loop | boolean | true | Repeat the animation on reaching the last frame. When false, the sprite stops at the final frame and fires onComplete. |
animationSpeed | number | 1 | Multiplier on the GIF's native frame timing. 2 runs at double speed; 0.5 runs at half. |
autoUpdate | boolean | true | Connect playback to Ticker.shared. Set to false to drive updates yourself via gif.update(ticker). |
fps | number | 30 | Fallback frame rate for GIFs that do not specify per-frame delays. |
onComplete | () => void | null | null | Called when a non-looping animation reaches the last frame. |
onLoop | () => void | null | null | Called each time a looping animation wraps around. |
onFrameChange | (frame: number) => void | null | null | Called every time the displayed frame index changes. |
scaleMode | SCALE_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.
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.
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.
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.
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.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).
GifSource can be shared across multiple GifSprite instances; each sprite has independent playback state. clone() copies all playback settings but creates an independent instance.
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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.
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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].
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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.
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:
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 });const gif = new GifSprite({ source });
gif.play();
gif.stop();
gif.currentFrame = 5;
gif.animationSpeed = 2;
gif.animationSpeed = 0.5;
gif.playing; // read-only
gif.progress; // 0-1 playback position
gif.totalFrames; // number of frames
gif.duration; // total duration in msconst source = await Assets.load({
src: "animation.gif",
data: {
fps: 12,
scaleMode: "nearest",
resolution: 2,
},
});
const fromDataUri = await Assets.load("data:image/gif;base64,R0lGODlh...");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),
});const gif = new GifSprite({ source, autoUpdate: false });
app.ticker.add((ticker) => {
gif.update(ticker);
});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;import { Assets } from "pixi.js";
const gif = await Assets.load("animation.gif");import "pixi.js/gif";
import { Assets } from "pixi.js";
const source = await Assets.load("animation.gif");const texture = await Assets.load("animation.gif");
const sprite = new Sprite(texture);const source = await Assets.load("animation.gif");
const gif = new GifSprite({ source });gif.destroy();
// GifSource and frame textures remain in memorygif.destroy(true);
// or
await Assets.unload("animation.gif");const group = new Container();
group.addChild(gif, label);