Skill v1.0.2
currentAutomated scan100/1005 files
name: pixi-vn-ui description: Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings. Covers canvas.htmlLayers.add/get/remove and the PixiJS-only layer helpers canvas.layers.add/get/remove. metadata: version: "1.0.2"
Pixi'VN User Interface (UI)
Pixi’VN does not ship its own UI components (buttons, menus, forms, HUD). Instead of reinventing what already exists in the JavaScript ecosystem, it lets a project use any external framework (React, Vue, ...) — or plain PixiJS — to build the UI, and just provides the plumbing to mount that UI on top of the canvas and keep it in sync with game data. Official docs: pixi-vn.com/start/interface.
Because the UI is built with standard, widely-used frameworks rather than a proprietary system, AI coding assistants already know these tools well — this is a deliberate design choice, not just a missing feature.
When to use this skill
Load this skill whenever a task involves:
- Building a menu, HUD, dialogue box, settings screen, or save/load screen for a Pixi'VN game.
- Mounting an HTML UI layer (React/Vue root) or a PixiJS UI layer on top of the canvas.
- Navigating/switching between UI screens (routing).
- Reading or writing game storage/settings from UI components, or keeping the UI in sync with
changes made elsewhere (a label, a step, loading a save).
- Theming/styling a template's generated UI (colors, radius, fonts).
For the rendering primitives the UI sits on top of (images, sprites, text, transitions), see pixi-vn-canvas. For building UI screens purely out of PixiJS components (no HTML framework), see `pixijs.md` in this same skill folder.
UI vs canvas
The UI and the canvas are two distinct, independent systems:
- The canvas is save-able; the UI is not. All canvas element state (by alias) is included in a
save and restored when loading one — see pixi-vn-storage/pixi-vn-saves. The UI's current state is never included; you must persist whatever UI state matters yourself, into game storage or browser storage (see "Connecting UI to game data" below).
- The canvas is stepped; the UI is navigated. In the canvas you add/replace components during
each narration step. The UI instead is built as several distinct "screens", and you move between them with a router (see "Navigating between UI screens" below) — you don't swap UI content per step the way you swap canvas elements.
- The canvas is Pixi'VN-only; the UI is anything. The canvas only accepts Pixi'VN's own
save-able component classes (Container, Sprite, ImageSprite, Text, ...). The UI layer can hold any HTML/PixiJS component or any UI component library, so it's where the actual interface complexity (forms, animations, component libraries) belongs.
HTML UI layers
An HTML UI Layer is a <div> added above the PixiJS canvas, sized and positioned to match it — this is how a React/Vue (or any DOM-based) UI gets mounted on top of the game.
const root = document.getElementById("root");if (!root) {throw new Error("root element not found");}const htmlLayer = canvas.htmlLayers.add("ui", root, {position: "absolute",pointerEvents: "none",userSelect: "none",});// createRoot(htmlLayer).render(<App />)
<!doctype html><html lang="en"><body><div id="root"></div><script type="module" src="/src/main.ts"></script></body></html>
- `canvas.htmlLayers.add(id, element, style?)` creates the layer and returns the
HTMLDivElement
to render into. style is Partial<Pick<CSSStyleDeclaration, "position" | "pointerEvents" | "userSelect">>, defaulting to { position: "absolute", pointerEvents: "none", userSelect: "none" }.
- `canvas.htmlLayers.get(id)` returns the layer's
HTMLElement | undefined. - `canvas.htmlLayers.remove(id)` removes it.
Enabling interaction: every HTML UI layer defaults to pointer-events: none, so by default none of its elements intercept mouse/touch — the PixiJS canvas gets all events. This matters when you want an image/video on the canvas to receive clicks/taps unobstructed by an overlay. Set pointer-events: auto explicitly, and only, on the components that must be interactive:
export default function NextButton() {return <button style={{ pointerEvents: "auto" }}>Next</button>;}
@layer components {[data-slot="button"],[data-slot="card"],[data-slot="toggle"] {pointer-events: auto;}}
PixiJS UI layers
You can also build a UI screen directly out of PixiJS components (no HTML framework at all), or mix PixiJS components into an HTML-based UI. This uses a PixiJS UI Layer — a plain PixiJS Container attached directly to the PixiJS stage, outside the save-able canvas.gameLayer — via canvas.layers.add/get/remove. See `pixijs.md` in this skill folder for the full API, the differences from gameLayer, combining PixiJS and HTML layers, and recommended component libraries (PixiUI, PixiLayout).
Real-world layer conventions (official React template)
The API above is library-level; here's _one_ concrete way it's used in practice, from the official "TS narration + React" template (what npm create pixi-vn@latest scaffolds) at src/main.tsx / src/constants.ts. This is the template's convention, not a library requirement.
- Named constants for layer ids, not string literals:
CANVAS_UI_LAYER_NAME,
HTML_UI_LAYER_NAME, HTML_CANVAS_LAYER_NAME. A separate CANVAS_MINIGAME_LAYER_NAME constant reserves a layer for future minigame content.
- A dedicated PixiJS UI layer, added once at startup and kept apart from game-content elements
(which live in canvas.gameLayer via canvas.add): canvas.layers.add(CANVAS_UI_LAYER_NAME, new Container()).
- `canvas.htmlLayers.add` to mount a UI framework's root as an actual canvas layer — not merely an
absolutely-positioned <div> floating outside the canvas system: ``ts const htmlLayout = canvas.htmlLayers.add(HTML_UI_LAYER_NAME, root); createRoot(htmlLayout).render(<App />); ` Done inside Game.init(...).then(...)`, after canvas setup, before rendering the app.
- `canvas.extractImage()` for save-file thumbnails — captures a screenshot of the current canvas
to embed in a save entry: const image = await canvas.extractImage();. (This is a canvas/save concern, not UI state — see pixi-vn-canvas/pixi-vn-saves.)
Navigating between UI screens
Docs: pixi-vn.com/start/interface-navigate. To move between different UI screens, use a routing system that defines routes/paths for each screen and handles navigation between them — e.g. TanStack Router, which official templates use, with file-based route generation (createFileRoute, e.g. a file about.tsx under src/routes becomes the /about route).
Wiring `navigate` into narration steps: extend StepLabelProps (typically in pixi-vn.d.ts, already done in every official template) so every step/Game.onEnd/Game.addOnError receives a navigate function:
declare module "@drincs/pixi-vn" {interface StepLabelProps {navigate: (route: string) => void;}}
export const startLabel = newLabel("start", [({ navigate }) => {navigate("/new-route");},]);
In _ink_ templates, a custom hashtag command navigates instead: # navigate /new-route.
Blocking the browser's back/forward buttons: those buttons let the player navigate between _routes_, not narrative _steps_, which can leave the game in an inconsistent state. The recommended approach is to intercept popstate and call history.forward() to cancel it, pushing a new history state on every route change so a _second_ back-press in quick succession is still allowed through — see the useConfirmBackNavigation hook pattern in the official docs for the full implementation.
Styling & theming
Docs: pixi-vn.com/start/interface-font. Official templates build the UI with shadcn/ui on Tailwind CSS — the component source is copied into src/components/ui/, not installed as an opaque package. The entire theme (colors, roundness, fonts) lives in one file, src/styles.css.
Rather than hand-editing styles.css, generate a theme with a visual tool and apply it:
- [shadcn/ui theme builder](https://ui.shadcn.com/create) (official) — pick colors, mode, and
radius with a live component preview, then copy a generated command: ``npm npx shadcn@latest add <generated-command> ``
- [tweakcn](https://tweakcn.com/) (community) — same colors/radius, plus live font/shadow
editing and ready-made presets; exports plain CSS variables you paste into styles.css instead.
Either way, once the theme is applied, run:
npm run ui:reinit
This force-reinstalls every shadcn component already in the project from the shadcn registry using the updated styles.css/components.json, so every component stays consistent with the new theme instead of keeping whatever variables it was originally built with.
Connecting UI to game data
Docs: pixi-vn.com/start/interface-connect-storage. Variables shown or edited in the UI fall into three categories, each with its own recommended pattern (official templates use these throughout src/lib/stores/ and src/lib/query/):
Settings variables (text speed, font size, auto-forward delay, ...) are _not_ part of game storage — they must persist across every playthrough, even before a save exists — so they live in localStorage, mirrored into a TanStack Store so components re-render on change:
import { Store } from "@tanstack/store";export namespace AutoSettings {export const store = new Store({enabled: Boolean(localStorage.getItem("auto_forward_enabled") ?? false),time: Number(localStorage.getItem("auto_forward_second") ?? 1),});export function setEnabled(value: boolean) {localStorage.setItem("auto_forward_enabled", value.toString());store.setState((state) => ({ ...state, enabled: value }));}}
Read-only game variables (a stat, a flag, dialogue text) — read them straight from game storage inside a TanStack Query queryFn:
import { useQuery } from "@tanstack/react-query";import { storage } from "@drincs/pixi-vn";export function useQueryAffection() {return useQuery({queryKey: ["affection_use_query_key"],queryFn: async () => storage.get<number>("affection") ?? 0,});}
Game storage only changes during a step/go-back, a label call/jump, or loading a save — Pixi'VN has no way of knowing a query depends on that data, so invalidate broadly at those call sites rather than tracking every key:
narration.continue({}).then(() => {queryClient.invalidateQueries();});
Read/write game variables (a selected option, a toggle tied to a quest flag) — the same Store pattern as settings, but backed by game storage instead of localStorage, so the value survives saves and go back:
import { storage } from "@drincs/pixi-vn";import { Store } from "@tanstack/store";export namespace Memo {export const store = new Store<{ selectedQuestId: string | undefined }>({selectedQuestId: storage.get<string>("selectedQuestId"),});export function setSelectedQuestId(id: string | undefined) {storage.set("selectedQuestId", id);store.setState((state) => ({ ...state, selectedQuestId: id }));}}
Because the setter updates the Store directly, the UI stays in sync automatically — but only for changes made through this same setter.
Keeping the UI in sync with storage changes made elsewhere: if a label/step/anything else changes the same game storage variable directly, nothing tells that Store — or a useQuery reading that key — to refresh. Use `storage.setStorageHandler` to catch every game storage write in one place:
import { storage } from "@drincs/pixi-vn";storage.setStorageHandler({onSetVariable: (key, value) => queryClient.invalidateQueries(),onRemoveVariable: (key) => queryClient.invalidateQueries(),onClearOldTempVariable: (key) => queryClient.invalidateQueries(),});
Gotchas
- `setStorageHandler` does not stack — it replaces. It holds a single handler internally; every
call overwrites the previous one silently. Set it once, in one place close to app start-up (e.g. the root provider), with a single handler that does everything the UI needs (invalidate queries, update stores, etc.) rather than sprinkling several targeted calls across files.
- HTML UI layers default to `pointer-events: none`. Forgetting to set
pointer-events: autoon
an interactive component is the most common reason a button/input silently doesn't respond.
- UI state is never saved automatically. If a UI-only value (a selected menu tab, a toggle not
tied to game storage) needs to survive a reload, you must persist it yourself — game storage if it should survive save/load and go back, localStorage if it should survive across playthroughs.
- The browser back/forward buttons can desync the UI route from the narration state — see
"Navigating between UI screens" above; most templates block them outright.
- `CANVAS_APP_GAME_LAYER_ALIAS` (`"__game_layer__"`) is reserved —
canvas.layers.add(like
canvas.add/remove) refuses that alias for a PixiJS UI layer.
Related skills
- pixi-vn-canvas: the rendering primitives (images, sprites, text, transitions) the UI sits on top
of, and the gameLayer/alias system the UI deliberately does _not_ use.
- pixi-vn:
Game.init(),StepLabelPropsaugmentation, and how the official
template wires layers/routing/i18n together at startup.
- pixi-vn-storage: reading/writing the game storage variables the UI reads and writes.
- pixi-vn-saves: what does and does not get included when exporting/restoring game state.
- pixi-vn-narration: labels/steps — what triggers storage changes the UI needs to react to.