pixi-scene-text

pixi-scene-text is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 126 tokens per session (1,950 once invoked), scanned A, a copy of pixijs-scene-text, MIT.

A guide to displaying text in PixiJS version 8, a JavaScript library for interactive graphics. It explains regular text, bitmap text, HTML-styled text, and per-character animation options.

In plain words
What is it for?
Use it to create labels, user-interface text, rich formatted text, and animated letters or words in PixiJS.
Why use it?
Different kinds of on-screen text involve different trade-offs in styling, update speed, and animation. This helps you choose the appropriate text renderer.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to create labels, user-interface text, rich formatted text, and animated letters or words in PixiJS.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/pixi-scene-text
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill pixi-scene-text
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for pixi-scene-text

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-text/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-text)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-text"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-text/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for pixi-scene-text

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/pixi-scene-text"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/pixi-scene-text.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 126 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,950 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00126 $0.01950
Opus 5 $0.00063 $0.00975
Sonnet 5 $0.00025 $0.00390
Haiku 4.5 $0.00013 $0.00195

Measured 8d ago against content hash f12efdb6aea8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

pixi-scene-text scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

100% identical to pixijs-scene-text — 2 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/pixi-scene-text/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

PixiJS has five text-rendering classes that cover different trade-offs between styling, performance, and animation. Text renders to a canvas for full CSS-style fidelity. BitmapText reads from a pre-generated atlas for cheap updates. HTMLText renders an HTML fragment via SVG <foreignObject> for rich markup. SplitText and SplitBitmapText wrap the first two classes and expose per-character, per-word, and per-line containers for animation.

Assumes familiarity with pixijs-scene-core-concepts. All text classes are leaf nodes; they cannot have children. Wrap multiple text instances in a Container to group them.

Quick Start

const text = new Text({
  text: "Hello PixiJS",
  style: {
    fontFamily: "Arial",
    fontSize: 36,
    fill: 0xffffff,
    stroke: { color: 0x4a1850, width: 5 },
    dropShadow: { color: 0x000000, blur: 4, distance: 6 },
  },
});

text.anchor.set(0.5);
text.x = app.screen.width / 2;
text.y = 40;

app.stage.addChild(text);

All text classes use options-object constructors; positional (string, style) from v7 is not supported.

Related skills: pixijs-scene-core-concepts (leaves, transforms), pixijs-assets (font loading), pixijs-performance (BitmapText tradeoffs), pixijs-color (FillInput for fill/stroke), pixijs-scene-graphics (gradients and patterns reused via FillInput).

Variants

Variant Use when Trade-offs Reference
Text High-quality static or infrequent-update labels Expensive to update (canvas re-draw + GPU upload) references/text.md
BitmapText Scores, timers, gameplay labels, anything that changes every frame Limited styling; fixed glyph atlas; requires MSDF for crisp scaling references/bitmap-text.md
HTMLText Rich formatted text, mixed styles, real HTML tags Async rendering (one frame delay); similar update cost to Text references/html-text.md
SplitText Per-character animation with rich styling Each char is a full Text; expensive for long strings references/split-text.md
SplitBitmapText Per-character animation on long strings or dynamic content Inherits BitmapText limitations (glyph atlas, no MSDF-free crispness) references/split-bitmap-text.md

Read the full file on GitHub · 137 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 137 lines · 126 tokens per session scan A f12efdb6aea8

Subscribe to this mod's changes

pixi-scene-text is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 126 tokens to every session and 1,950 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to pixijs-scene-text, differing in 2 lines, and is treated as a copy.

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