Skill v1.0.0
currentAutomated scan100/100version: "1.0.0" name: pixijs-color description: "Use this skill when creating, converting, or manipulating colors in PixiJS v8. Covers Color class input formats (hex, CSS names, RGB/HSL objects, arrays, Uint8Array), conversion methods (toHex, toNumber, toArray, toRgba), component access, setAlpha/multiply/premultiply, Color.shared singleton. Triggers on: Color, ColorSource, hex, rgb, hsl, tint, premultiply, Color.shared, color conversion." license: MIT
The Color class creates and converts colors for tints, fills, strokes, and anywhere PixiJS accepts a ColorSource. Most APIs accept raw hex/strings directly, so explicit new Color(...) is only needed when converting formats or manipulating values.
Quick Start
const fillColor = new Color("#ff6600");console.log(fillColor.toHex()); // '#ff6600'console.log(fillColor.toNumber()); // 0xff6600console.log(fillColor.toArray()); // [1, 0.4, 0, 1]const g = new Graphics().rect(0, 0, 200, 100).fill(fillColor);app.stage.addChild(g);const sprite = Sprite.from("hero.png");sprite.tint = "dodgerblue";app.stage.addChild(sprite);const t = Color.shared.setValue(0xffffff).multiply([1, 0.5, 0.5]).toNumber();sprite.tint = t;
Related skills: pixijs-scene-graphics (fill/stroke colors), pixijs-scene-sprite (tint), pixijs-blend-modes (compositing).
Core Patterns
Accepted input formats
import { Color } from "pixi.js";// Hex integernew Color(0xff0000);// Hex stringsnew Color("#ff0000");new Color("#f00");new Color("ff0000");// CSS color namesnew Color("red");new Color("dodgerblue");// RGB/RGBA objects (components 0-255)new Color({ r: 255, g: 0, b: 0 });new Color({ r: 255, g: 0, b: 0, a: 0.5 });// HSL/HSLA objectsnew Color({ h: 0, s: 100, l: 50 });new Color({ h: 0, s: 100, l: 50, a: 0.5 });// HSV/HSVA objectsnew Color({ h: 0, s: 100, v: 100 });// CSS stringsnew Color("rgb(255, 0, 0)");new Color("rgba(255, 0, 0, 0.5)");new Color("hsl(0, 100%, 50%)");// Normalized 0-1 arrays (Float32Array or plain arrays)new Color([1, 0, 0]); // RGBnew Color([1, 0, 0, 0.5]); // RGBA// Uint8 arrays (components 0-255)new Color(new Uint8Array([255, 0, 0]));new Color(new Uint8ClampedArray([255, 0, 0, 128]));// 8-digit hex with alphanew Color("#ff0000ff");new Color("#f00f");// Copy from another Color instanceconst red = new Color("red");const copy = new Color(red);
Conversion methods
import { Color } from "pixi.js";const color = new Color("#ff6600");color.toHex(); // '#ff6600'color.toHexa(); // '#ff6600ff' (hex with alpha)color.toNumber(); // 0xff6600color.toArray(); // [1, 0.4, 0, 1] (normalized RGBA)color.toRgbArray(); // [1, 0.4, 0] (normalized RGB, no alpha)color.toRgbaString(); // 'rgba(255,102,0,1)'color.toRgba(); // { r: 1, g: 0.4, b: 0, a: 1 }color.toRgb(); // { r: 1, g: 0.4, b: 0 }color.toUint8RgbArray(); // [255, 102, 0]// setValue() is the chainable way to change a color's valuecolor.setValue(0xff0000).toHex(); // '#ff0000'
Component access
import { Color } from "pixi.js";const color = new Color("rgba(255, 128, 0, 0.8)");color.red; // 1color.green; // ~0.502color.blue; // 0color.alpha; // 0.8
All component getters return normalized 0-1 values.
Manipulation
import { Color } from "pixi.js";const color = new Color("red");// Set alpha (chainable)color.setAlpha(0.5);// Multiply with another color (destructive, modifies in place)color.multiply(0x808080);// Premultiply alpha (destructive, RGB channels multiplied by alpha)color.premultiply(0.8);// Premultiply alpha only (RGB unchanged)color.premultiply(0.8, false);// Chain operationsnew Color("white").setAlpha(0.5).multiply([0.8, 0.2, 0.2]);
multiply() and premultiply() are destructive; they modify the color and set value to null (original format is lost).
Non-destructive premultiplied output
import { Color } from "pixi.js";const color = new Color("red").setAlpha(0.5);const packed = color.toPremultiplied(color.alpha); // 0x7F7F0000const alphaOnly = color.toPremultiplied(color.alpha, false); // 0x7FFF0000
toPremultiplied(alpha, applyToRGB?) returns a 32-bit 0xAARRGGBB integer without mutating this. Use it in batchers and tint math where the source color must be reused. When applyToRGB is false, only the alpha byte is packed; the RGB stays at its full value.
Reusing output buffers
import { Color } from "pixi.js";const rgba = new Float32Array(4);const rgb = new Float32Array(3);const rgb8 = new Uint8Array(3);app.ticker.add(() => {Color.shared.setValue(sprite.tint).toArray(rgba).toRgbArray(rgb);Color.shared.toUint8RgbArray(rgb8);});
toArray(out?), toRgbArray(out?), and toUint8RgbArray(out?) accept a reusable number[], Float32Array, Uint8Array, or Uint8ClampedArray and write into it. Pass your own buffer in hot paths to avoid allocating per frame; omit the argument and the Color instance returns its internal cache array.
Packing for GPU buffers
| Method | Returns | |
|---|---|---|
toBgrNumber() | 24-bit 0xBBGGRR integer with R/B swapped | |
toLittleEndianNumber() | Same 24-bit swap, convenient for little-endian vertex writes |
Both are cheap and useful when emitting colors straight into packed vertex attributes.
Color.shared for temporary operations
import { Color } from "pixi.js";// One-off conversion without allocating a new Colorconst hex = Color.shared.setValue("#ff6600").toNumber();const arr = Color.shared.setValue(0xff0000).toArray();
Color.shared is a singleton that avoids allocating a new Color on every call. This matters in hot paths like render loops or per-frame tint calculations where repeated new Color() creates GC pressure. Do not store references to it; other code may mutate it.
import { Color } from "pixi.js";// Good: reuse shared instance in a per-frame callbackapp.ticker.add(() => {const t = performance.now() / 1000;sprite.tint = Color.shared.setValue("white").multiply([Math.sin(t) * 0.5 + 0.5, 0.2, 0.8]).toNumber();});
Validating input
import { Color } from "pixi.js";Color.isColorLike("red"); // trueColor.isColorLike("#ff0000"); // trueColor.isColorLike(0xff0000); // trueColor.isColorLike([1, 0, 0]); // trueColor.isColorLike({ r: 1, g: 0, b: 0 }); // trueColor.isColorLike({ foo: 1 }); // falseColor.isColorLike(null); // false
Color.isColorLike() checks the structural shape (string, number, array, or recognized object). It doesn't validate that a string is a real CSS color name, nor that array values fall in range. Use it as a type guard before passing user input to new Color() or setValue().
Common Mistakes
[MEDIUM] Expecting toRgba() to return 0-255 values
Wrong:
import { Color } from "pixi.js";const { r, g, b } = new Color({ r: 255, g: 128, b: 0 }).toRgba();// r = 1, g = ~0.502, b = 0 (NOT 255, 128, 0)
Correct:
import { Color } from "pixi.js";// Use toUint8RgbArray() for 0-255 outputconst [r, g, b] = new Color({ r: 255, g: 128, b: 0 }).toUint8RgbArray();// r = 255, g = 128, b = 0
RGB object _inputs_ use 0-255 range ({ r: 255, g: 0, b: 0 }), but all output methods (toRgba(), toRgb(), toArray(), toRgbArray()) normalize to 0-1. Use toUint8RgbArray() when you need 0-255 integers for CSS or external APIs.
[MEDIUM] Using 0-255 range in color arrays
Wrong:
import { Color } from "pixi.js";new Color([255, 0, 0]); // NOT red; values are interpreted as 0-1
Correct:
import { Color } from "pixi.js";new Color([1, 0, 0]); // red via normalized arraynew Color(0xff0000); // red via hexnew Color("red"); // red via CSS namenew Color(new Uint8Array([255, 0, 0])); // red via Uint8Array (0-255)
Plain number arrays (number[] and Float32Array) use normalized 0-1 range. [255, 0, 0] clamps to [1, 0, 0] because values are clamped, but [200, 100, 50] does not produce the expected color. Use Uint8Array or Uint8ClampedArray for 0-255 input.
[MEDIUM] Using utils.string2hex or utils.hex2string
Wrong:
import { utils } from "pixi.js";const hex = utils.string2hex("#ff0000");
Correct:
import { Color } from "pixi.js";const hex = new Color("#ff0000").toNumber();const str = new Color(0xff0000).toHex();
The utils namespace was removed in v8. Use the Color class for all color conversions.