Agent Skill
2/7/2026fvtt-canvas
This skill should be used when working with the Foundry canvas, PIXI.js rendering, canvas layers, placeable objects (tokens, tiles, drawings), render flags for performance, or canvas lifecycle hooks like canvasReady.
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SKILL.md
| Name | fvtt-canvas |
| Description | This skill should be used when working with the Foundry canvas, PIXI.js rendering, canvas layers, placeable objects (tokens, tiles, drawings), render flags for performance, or canvas lifecycle hooks like canvasReady. |
name: fvtt-canvas description: This skill should be used when working with the Foundry canvas, PIXI.js rendering, canvas layers, placeable objects (tokens, tiles, drawings), render flags for performance, or canvas lifecycle hooks like canvasReady.
Foundry VTT Canvas & PIXI.js
Domain: Foundry VTT Module/System Development Status: Production-Ready Last Updated: 2026-01-05
Overview
The Foundry canvas is a WebGL-powered HTML5 canvas using PIXI.js for rendering. Understanding the layer architecture and PIXI basics is essential for visual customizations.
When to Use This Skill
- Adding custom visual elements to the canvas
- Extending token/tile rendering
- Working with canvas layers
- Optimizing render performance
- Handling canvas lifecycle events
Canvas Architecture
Layer Hierarchy (Bottom to Top)
Primary Group:
- Background Layer - Scene backdrop
- Token Layer - Characters and creatures
- Tile Layer - Props and decorations
- Foreground Layer - Overlay images
- Weather Layer - Environmental effects
- Effects/Lighting - Vision and lighting
Interface Group:
- Walls Layer - Movement/sight blocking
- Sounds Layer - Audio zones
- Drawings Layer - User markup
- Templates Layer - Spell areas
- Notes Layer - Journal pins
- Controls Layer - Selection UI
- Grid Layer - Grid overlay
Accessing Layers
canvas.tokens // TokenLayer
canvas.tiles // TileLayer
canvas.drawings // DrawingsLayer
canvas.templates // TemplatesLayer
canvas.walls // WallsLayer
canvas.lighting // LightingLayer
canvas.sounds // SoundsLayer
canvas.notes // NotesLayer
canvas.grid // GridLayer
canvas.primary // PrimaryCanvasGroup
canvas.interface // InterfaceCanvasGroup
canvas.environment // EnvironmentCanvasGroup
PIXI.js Basics
Containers
Group objects together:
const group = new PIXI.Container();
group.addChild(sprite1);
group.addChild(sprite2);
// Position the group (moves all children)
group.position.set(100, 100);
group.rotation = Math.PI / 4;
canvas.tokens.addChild(group);
Sprites
Display images:
const sprite = PIXI.Sprite.from("path/to/image.png");
// Use anchor for rotation center (0-1 percentage)
sprite.anchor.set(0.5); // Center
sprite.position.set(100, 100);
sprite.width = 50;
sprite.height = 50;
sprite.rotation = Math.PI / 4; // Radians
sprite.alpha = 0.8;
sprite.tint = 0xFF0000; // Red tint
Graphics
Draw shapes programmatically:
const graphics = new PIXI.Graphics();
// Filled rectangle
graphics.beginFill(0x0000FF, 0.5); // Blue, 50% alpha
graphics.drawRect(0, 0, 100, 100);
graphics.endFill();
// Stroked circle
graphics.lineStyle(2, 0xFF0000); // 2px red line
graphics.drawCircle(50, 50, 25);
// Polygon
graphics.beginFill(0x00FF00);
graphics.drawPolygon([0, 0, 50, 100, 100, 0]);
graphics.endFill();
canvas.drawings.addChild(graphics);
Visual Effects
// Transparency
sprite.alpha = 0.5;
// Color tint (multiply)
sprite.tint = 0xFF0000; // Red
sprite.tint = 0xFFFFFF; // No change (white)
// Blend modes
sprite.blendMode = PIXI.BLEND_MODES.ADD; // Glow effect
sprite.blendMode = PIXI.BLEND_MODES.MULTIPLY; // Darken
sprite.blendMode = PIXI.BLEND_MODES.SCREEN; // Lighten
// Filters (use sparingly - performance impact)
const blur = new PIXI.BlurFilter();
blur.blur = 10;
sprite.filters = [blur];
Masking
// Graphics mask
const mask = new PIXI.Graphics();
mask.beginFill(0xFFFFFF);
mask.drawCircle(50, 50, 50);
mask.endFill();
container.mask = mask;
container.addChild(contentToMask);
Placeable Objects
Common Placeables
- Token - Actor representation
- Tile - Static artwork
- Drawing - User shapes
- Note - Journal pin
- Wall - Blocking segment
- AmbientLight - Light source
- AmbientSound - Audio emitter
- MeasuredTemplate - Area indicator
PlaceableObject Properties
const token = canvas.tokens.get(tokenId);
token.document // TokenDocument
token.scene // Parent Scene
token.isOwner // Ownership check
// Permission checks
token.can("update")
token.can("delete")
token.can("control")
PlaceableObject Methods
// Control
token.control(); // Select
token.release(); // Deselect
await token.rotate(45); // Rotate by degrees
// Rendering
await token.draw(); // Full redraw
token.refresh(); // Incremental update
Render Flags
Optimize updates by specifying what changed:
Token Render Flags
token.renderFlags.set({
refreshPosition: true, // X/Y changed
refreshSize: true, // Width/height changed
refreshRotation: true, // Angle changed
refreshBars: true, // HP bars changed
refreshEffects: true, // Status icons changed
refreshBorder: true, // Selection border
refreshVisibility: true, // Vision state
refreshElevation: true, // Z-axis display
refreshNameplate: true, // Name display
redraw: true // Complete redraw
});
Why Use Render Flags
// BAD - full redraw every time
token.draw();
token.draw();
token.draw();
// GOOD - batch incremental updates
token.renderFlags.set({ refreshPosition: true });
token.renderFlags.set({ refreshBars: true });
// Updates happen efficiently in next render cycle
Canvas Lifecycle
Initialization Order
init
→ setup
→ canvasConfig
→ canvasInit
→ ready
→ canvasReady
Key Hooks
// Canvas fully ready - safe to access all layers
Hooks.on("canvasReady", (canvas) => {
console.log("Scene:", canvas.scene.name);
console.log("Tokens:", canvas.tokens.placeables.length);
});
// Canvas being torn down
Hooks.on("canvasTearDown", (canvas) => {
// Clean up custom elements
});
// Canvas panned/zoomed
Hooks.on("canvasPan", (canvas, position) => {
console.log("New center:", position.x, position.y);
console.log("Scale:", position.scale);
});
Waiting for Canvas
// Promise-based
await canvas.ready;
// Hook-based
Hooks.once("canvasReady", () => {
// Safe to interact
});
Common Patterns
Add Custom Layer Element
Hooks.on("canvasReady", () => {
const marker = new PIXI.Graphics();
marker.beginFill(0xFF0000);
marker.drawCircle(0, 0, 20);
marker.endFill();
marker.position.set(500, 500);
canvas.interface.addChild(marker);
});
Extend Token Rendering
class CustomToken extends Token {
async _draw() {
await super._draw();
// Add custom aura
const aura = new PIXI.Graphics();
aura.beginFill(0x00FF00, 0.2);
aura.drawCircle(0, 0, this.w);
aura.endFill();
this.addChildAt(aura, 0); // Behind token
}
}
// Register
CONFIG.Token.objectClass = CustomToken;
Coordinate Conversion
// Client (viewport) to canvas coordinates
const canvasCoords = canvas.canvasCoordinatesFromClient({
x: event.clientX,
y: event.clientY
});
// Canvas to client coordinates
const clientCoords = canvas.clientCoordinatesFromCanvas({
x: 500,
y: 500
});
Pan and Zoom
// Instant pan
await canvas.pan({ x: 1000, y: 1000 });
// Animated pan
await canvas.animatePan({
x: 1000,
y: 1000,
scale: 1.5,
duration: 1000
});
// Center on controlled token
await canvas.recenter();
Common Pitfalls
1. Accessing Canvas Before Ready
// WRONG - canvas not initialized
Hooks.on("init", () => {
canvas.tokens.placeables; // undefined!
});
// CORRECT - wait for canvasReady
Hooks.on("canvasReady", () => {
canvas.tokens.placeables; // works
});
2. Direct DOM Manipulation
// WRONG - breaks PIXI rendering
element.style.transform = "rotate(45deg)";
// CORRECT - use PIXI properties
sprite.angle = 45; // degrees
sprite.rotation = Math.PI / 4; // radians
3. Wrong Canvas Group
// WRONG - bypasses layer hierarchy
canvas.app.stage.addChild(myGraphics);
// CORRECT - add to appropriate group
canvas.interface.addChild(myGraphics);
4. Excessive Filters
// BAD - major performance hit
object.filters = [blur, color, displacement, glow];
// BETTER - minimal filters, combine effects
object.filters = [combinedEffect];
5. Not Cleaning Up
// Remember to remove custom elements
Hooks.on("canvasTearDown", () => {
myCustomElement.destroy();
});
6. Forgetting Anchor/Pivot
// Rotation around top-left (default)
sprite.rotation = Math.PI / 4;
// Rotation around center (usually desired)
sprite.anchor.set(0.5);
sprite.rotation = Math.PI / 4;
Implementation Checklist
- Wait for
canvasReadybefore canvas access - Add elements to correct canvas group/layer
- Use PIXI properties, not DOM manipulation
- Set anchor/pivot for rotation center
- Use render flags for efficient updates
- Clean up custom elements on
canvasTearDown - Use filters sparingly
- Test at different zoom levels
- Handle scene changes gracefully
References
Last Updated: 2026-01-05 Status: Production-Ready Maintainer: ImproperSubset
Skills Info
Original Name:fvtt-canvasAuthor:impropersubset
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