PixiJS — The HTML5 Creation Engine
=============

![pixi.js logo](https://pixijs.download/pixijs-banner-no-version.png)

The aim of this project is to provide a fast lightweight 2D library that works
across all devices. The PixiJS renderer allows everyone to enjoy the power of
hardware acceleration without prior knowledge of WebGL. Also, it's fast. Really fast.

**We are now a part of the [Open Collective](https://opencollective.com/pixijs) and with your support you can help us make PixiJS even better. To make a donation, simply click the button below and we'll love you forever!**

<div align="center">
  <a href="https://opencollective.com/pixijs/donate" target="_blank">
    <img src="https://opencollective.com/pixijs/donate/button@2x.png?color=blue" width=250 />
  </a>
</div>

### Setup

PixiJS can be installed with [npm](https://docs.npmjs.com/getting-started/what-is-npm) to integrate with [Webpack](https://webpack.js.org/), [Browserify](http://browserify.org/), [Rollup](https://rollupjs.org/), [Electron](https://electron.atom.io/), [NW.js](https://nwjs.io/) or other module backed environments.

#### Install

```
npm install pixi.js
```

There is no default export. The correct way to import PixiJS is:

```js
import * as PIXI from 'pixi.js';
```

#### CDN Install

Via jsDelivr:

```html
<script src="https://cdn.jsdelivr.net/npm/pixi.js@7.x/dist/pixi.min.js"></script>
```

Or via unpkg:

```html
<script src="https://unpkg.com/pixi.js@7.x/dist/pixi.min.js"></script>
```

### Basic Usage Example

```js
import { Application, Assets, Sprite } from 'pixi.js';

// The application will create a renderer using WebGL, if possible,
// with a fallback to a canvas render. It will also setup the ticker
// and the root stage PIXI.Container
const app = new Application();

// The application will create a canvas element for you that you
// can then insert into the DOM
document.body.appendChild(app.view);

// load the texture we need
const texture = await Assets.load('bunny.png');

// This creates a texture from a 'bunny.png' image
const bunny = new Sprite(texture);

// Setup the position of the bunny
bunny.x = app.renderer.width / 2;
bunny.y = app.renderer.height / 2;

// Rotate around the center
bunny.anchor.x = 0.5;
bunny.anchor.y = 0.5;

// Add the bunny to the scene we are building
app.stage.addChild(bunny);

// Listen for frame updates
app.ticker.add(() => {
    // each frame we spin the bunny around a bit
    bunny.rotation += 0.01;
});
```

### License

This content is released under the (http://opensource.org/licenses/MIT) MIT License.
