A skill your agent uses 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 —…

LGPL-2.1Auto-check passedFrontend & Design

Install Pixi Vn UI

skills CLI
$ npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install DRincs-Productions/pixi-vn pixi-vn-ui --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/DRincs-Productions/pixi-vn.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ui .claude/skills/pixi-vn-ui && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
pixi-vn-ui
GitHub stars
149
Token cost
~3.8k tokens
SKILL.md length
1,505 words
Files
2
Skills in repo
13
Repo updated
First seen
Licence
LGPL-2.1

At a glance

A skill your agent uses 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 —…

  • Building game UI (menus
  • SKILL.md covers When to use this skill, UI vs canvas, HTML UI layers and PixiJS UI layers, plus 6 more sections
  • Calls go and npm
  • Settings/save screens) on top of PixiVN with an external JS framework (React

What it does

Pixi Vn UI is an agent skill from DRincs-Productions/pixi-vn. 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.

Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 1 other file (for example `pixijs.md`).

It sits in Frontend & Design, covering Theming and dark mode. It works with React, Vue.js, shadcn/ui and JavaScript. The repository describes itself as: Create visual novels with a modern 2D rendering engine and your favorite JavaScript framework.

When your agent uses it

  • Building game UI (menus
  • Settings/save screens) on top of PixiVN with an external JS framework (React
  • With plain PixiJS components — mounting HTML
  • PixiJS UI layers over the canvas

Example prompts

  • “/pixi-vn-ui”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 01c19cb. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • go
    • npm

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • pixi-vn.com
    • tanstack.com
    • ui.shadcn.com
    • tweakcn.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Pixi Vn UI loads about 3.8k tokens when it runs. Until then it costs about 119 tokens; SKILL.md has 1,505 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~119
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from DRincs-Productions/pixi-vn at commit 01c19cb, republished under its LGPL-2.1 licence (© DRincs-Productions). 1,505 words, ~3,764 tokens.

Download SKILL.mdSave it as .claude/skills/pixi-vn-ui/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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`.

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.

ts
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 />)
html
<!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:

tsx
export default function NextButton() {
  return <button style={{ pointerEvents: "auto" }}>Next</button>;
}
css
@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:

ts
declare module "@drincs/pixi-vn" {
  interface StepLabelProps {
    navigate: (route: string) => void;
  }
}
ts
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.

Show full SKILL.md (616 more words)Show less

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 (official) — pick colors, mode, and radius with a live component preview, then copy a generated command:
    npm
    npx shadcn@latest add <generated-command>
  • tweakcn (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
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:

ts
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:

ts
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:

ts
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:

ts
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:

ts
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: auto on 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.
  • 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-getting-started: Game.init(), StepLabelProps augmentation, 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.

© DRincs-Productions, LGPL-2.1. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in skills/ui of DRincs-Productions/pixi-vn.

  • SKILL.md
  • pixijs.md

Open the folder on GitHubat commit 01c19cb

Compare with similar skills

Pixi Vn UI next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Pixi Vn UI compared with similar skills
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Tailwindcss Developmentanonaddy/anonaddy4.9k10 repos~865Automated safety check: PassMIT
GSAP Core Animationgreensock/gsap-skills16k3 repos~3.7kAutomated safety check: PassMIT
UI UX Pro Maxsaoudi-h/solar-icons19018 repos~11kAutomated safety check: NotesCustom licence
UithingBayBreezy/ui-thing729—~1.3kAutomated safety check: PassCustom licence

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More from DRincs-Productions/pixi-vn

All 13 skills in this repo
  • Pixi Vn Assets

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    149 GitHub stars~2.9k tokensUpdated 10 days ago
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  • Pixi Vn Characters

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    A skill your agent uses when defining visual novel characters for a @drincs/pixi-vn game — creating a character with a name, color, icon and other props, registering it so it can be looked up by id…

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  • Pixi Vn History

    DRincs-Productions/pixi-vn

    A skill your agent uses when implementing "go back" / "rewind" / step-navigation features in a Pixi'VN game, or when you need to read the player-facing dialogue/choice history (e.g.

    149 GitHub stars~2.6k tokensUpdated 10 days ago
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  • Pixi Vn Minigames

    DRincs-Productions/pixi-vn

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  • Pixi Vn Narration

    DRincs-Productions/pixi-vn

    A skill your agent uses when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with…

    149 GitHub stars~4.9k tokensUpdated 10 days ago
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  • Pixi Vn Saves

    DRincs-Productions/pixi-vn

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Questions about Pixi Vn UI

What does Pixi Vn UI do?

A skill your agent uses 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 —…. Pixi Vn UI is an agent skill from DRincs-Productions/pixi-vn. 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.

When should I use Pixi Vn UI?

Pixi Vn UI fits situations like: building game UI (menus; settings/save screens) on top of PixiVN with an external JS framework (React; with plain PixiJS components — mounting HTML; pixiJS UI layers over the canvas.

How do I install Pixi Vn UI in Claude Code?

Run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a claude-code`. Or copy the skill folder (skills/ui in DRincs-Productions/pixi-vn) into .claude/skills/pixi-vn-ui in your project. Claude Code loads it when a task matches its description.

How do I install Pixi Vn UI in Codex?

Run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a codex`. Or copy the skill folder (skills/ui in DRincs-Productions/pixi-vn) into .agents/skills/pixi-vn-ui in your project. Codex loads it when a task matches its description.

Can I use Pixi Vn UI in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add DRincs-Productions/pixi-vn --skill pixi-vn-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/pixi-vn-ui, .gemini/skills/pixi-vn-ui, .github/skills/pixi-vn-ui and .opencode/skills/pixi-vn-ui in your project.

What does Pixi Vn UI need to run?

Going by SKILL.md and its folder, Pixi Vn UI needs the command-line tools its instructions call (go and npm). Our summary lists: Node.js.

Does Pixi Vn UI access the network?

SKILL.md names 4 domains. As links in the text: pixi-vn.com, tanstack.com, ui.shadcn.com and tweakcn.com. This is read from the text; nothing was executed.

Is Pixi Vn UI safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Pixi Vn UI use?

Pixi Vn UI is published under the LGPL-2.1 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Pixi Vn UI use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Pixi Vn UI?

Skills that share tags, products or a category with Pixi Vn UI: Golemui (golemui/golemui, 113 stars), Tailwindcss Development (anonaddy/anonaddy, 4.9k stars), GSAP Core Animation (greensock/gsap-skills, 16k stars) and UI UX Pro Max (saoudi-h/solar-icons, 190 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Pixi Vn UI?

DRincs-Productions (a GitHub organization) maintains it in DRincs-Productions/pixi-vn, which has 149 GitHub stars. The repository holds 13 skills in this directory. The repository was last updated on October 1, 2026.

Source: DRincs-Productions/pixi-vn on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.