MotionVideo

MotionVideo 검색

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맞춤 설정: Pixel art wizard spell loop

이 프롬프트의 출처는 다음 사용자의 게시물입니다: Majid Manzarpour. 동영상 보기

나만의 버전으로

모두 선택 사항입니다. 입력한 내용은 이 브라우저에만 저장되며 다음 프롬프트에도 그대로 적용됩니다.

다이얼

내 프롬프트

끝에 강조 표시된 부분은 입력한 내용과 다이얼 설정에서 추가된 것입니다. 프롬프트와 충돌하면 이 부분이 우선합니다.

Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests.

RENDERING
- Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated.
- All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur.
- Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette.

CHARACTER
- Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip.
- Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps.

ANIMATION
- Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes.
- Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing.
- Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop.

SCENE
- Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly.
- Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST.

QUALITY BAR
- Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down.

최상의 결과를 얻으려면 다음 모델로 실행하세요: Claude Opus 5.5.