JSFiddle - React, Tailwind, and code Playground

HTML

<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/3.0.1/pixi.js"></script>

JavaScript

// Load them google fonts before starting...!
	WebFontConfig = {
	  google: {
	    families: [ 'Snippet', 'Arvo:700italic', 'Podkova:700' ]
	  },

	  active: function() {
	    // do something
	    init();
	  }

	};
	(function() {
        var wf = document.createElement('script');
        wf.src = ('https:' == document.location.protocol ? 'https' : 'http') +
            '://ajax.googleapis.com/ajax/libs/webfont/1/webfont.js';
        wf.type = 'text/javascript';
        wf.async = 'true';
        var s = document.getElementsByTagName('script')[0];
        s.parentNode.insertBefore(wf, s);
      })();

    function init()
    {
					var bitmapFontText = null;
					var sprite = null;
					var container = null;
					var spinningText = null;
				 var loader = new PIXI.loaders.Loader(); // you can also create your own if you want
					// create a renderer instance
					var renderer = PIXI.autoDetectRenderer(620, 400, {antialias: true});
				 
				 loader.add('desyrel',"fntbonuswheelmultiplierblue-export.xml");
				 
				 loader.once('complete',onAssetsLoaded);
				 
				 loader.load();

     function onAssetsLoaded()
     {
                        spinningText = new PIXI.Text("I'm fun!", {font: "bold 60px Podkova", fill: "#cc00ff", align: "center", stroke: "#FFFFFF", strokeThickness: 6});
						// setting the anchor point to 0.5 will center align the text... great for spinning!
						spinningText.anchor.x = spinningText.anchor.y = 0.5;
						spinningText.position.x = 520 / 2;
						spinningText.position.y = 300 / 2;
						stage.addChild(spinningText);

						bitmapFontText= new PIXI.Text("I'm fun!", {font: "bold 60px Podkova", fill: "#ff0000", align: "center", stroke: "#FFFFFF", strokeThickness: 6});
						//stage.addChild(bitmapFontText);
						// container = new PIXI.Container();
						sprite = new PIXI.Sprite(bitmapFontText.generateTexture(renderer));
						sprite.anchor.x = sprite.anchor.y = 0.5;
						sprite.position.x = 620/2;
						sprite.position.y =...