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.
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.
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.
Renders a Tiled dungeon map with @pixi/tilemap. WASD to pan the camera, mouse wheel to zoom.