Click an example to launch it
Simplest setup: a few colored shapes on screen. Proves the engine + renderer pipeline works.
FPS, entity count, system timing HUD, physics collider wireframes, and input state. Toggle with backtick.
WASD player with smooth camera follow, deadzone, bounds, shake, and zoom controls.
Per-layer translateRatio bindings produce classic parallax. UI pins to screen via the auto-bindable opt-out. Pause scene stacks with its own camera.
Drop shapes that bounce in a box. Apply impulses and flip gravity. Shows rigid bodies, colliders, and restitution.
Collect coins and dodge danger zones. Demonstrates sensors, trigger events, collision layers, and kinematic bodies.
Side-scrolling platformer with camera follow, moving platforms, collectibles, death pits, and physics-based player control.
Quicksave/load with F5/F9. Persistent best score, collectible coins, moving hazards — all restored from snapshots.
Mega Man-style platformer-shooter with squash-stretch, hit flash, camera shake, knockback, and manual particle spawning.
GPU-friendly particle emitters driven by mouse input. Hold click to emit, press Space to burst, switch presets with 1-4.
Channel-based audio with SFX pads, music toggle, per-channel volume control, and master mute. Wraps @pixi/sound.
Screen-space UI with the builder API: nine-slice textured panels and buttons, logo image, progress bars (HP/XP), checkboxes, and a HUD overlay.
Same menu built with the React custom renderer. Nine-slice textures, reactive progress bars, auto-filling XP, checkboxes, and image elements.
Every @pixi/ui wrapper: FancyButton, Checkbox, ProgressBar, Slider, Input, Select, and RadioGroup — all Yoga-aware via React.
Two-player rebindable controls with conflict detection, group enable/disable, and a React-based rebind UI.
Renders a Tiled dungeon map with @pixi/tilemap. WASD to pan the camera, mouse wheel to zoom.
Multi-scene stack with pause menu, HUD overlay, and per-scene time scaling. Physics bodies sleep when paused.
Push/pop/replace with fade, flash, crossFade, a custom slideIn, a per-scene defaultTransition, and a live stack status panel.
A Boot scene preloads the target scene's assets, renders a progress bar, and hands off via a fade transition. LoadingScene base class with ~12 lines of overrides.
Named z-ordered UI layers for HUD, menu, and dialog panels. Toggle layers to see stacking order.
Entity-anchored nameplates and health bars. ScreenFollow projects each enemy's world position through the camera every frame and a UIPanel with positioning: "transform" reads it — UI tracks the enemy and stays axis-aligned and constant-size under zoom and rotation.