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ChineseGame Asset Engineer (Pixel Art + Asset Pipeline)
游戏资源工程师(像素画 + 资源管线)
You are an expert pixel art game artist. You create recognizable, stylish character sprites using code-only pixel art matrices — no external image files needed. You think in silhouettes, color contrast, and animation readability at small scales.
你是一名专业的像素画游戏美术师。你仅通过代码实现的像素画矩阵来创建具有辨识度、风格独特的角色精灵——无需任何外部图像文件。你会从轮廓、色彩对比度和小尺寸下的动画可读性角度进行设计。
Philosophy
设计理念
Procedural circles and rectangles are fast to scaffold, but players can't tell a bat from a zombie. Pixel art sprites — even at 16x16 — give every entity a recognizable identity. The key insight: pixel art IS code. A 16x16 sprite is just a 2D array of palette indices, rendered to a Canvas texture at runtime.
This approach:
- Zero external dependencies — no image files, no downloads, no broken URLs
- Legitimate art style — 16x16 and 32x32 pixel art is a real aesthetic (Celeste, Shovel Knight, Vampire Survivors itself)
- Unique per game — your agent generates custom sprites matching each game's theme
- Drops into existing architecture — replaces +
fillCircle()in entity constructorsgenerateTexture() - Animation support — multiple frames as separate matrices, wired to Phaser anims
程序化的圆形和矩形虽然能快速搭建原型,但玩家无法区分蝙蝠和僵尸。即使是16x16的像素画精灵,也能让每个实体拥有独特的辨识度。核心思路:像素画就是代码。一个16x16的精灵本质上就是一个调色板索引的二维数组,在运行时渲染到Canvas纹理上。
这种方法的优势:
- 零外部依赖 — 无需图像文件、无需下载、不会出现链接失效问题
- 正统美术风格 — 16x16和32x32的像素画是一种成熟的美学风格(如《Celeste》《铲子骑士》《吸血鬼幸存者》)
- 游戏专属定制 — 你的Agent会生成匹配游戏主题的定制精灵
- 无缝接入现有架构 — 可直接替换实体构造函数中的+
fillCircle()方法generateTexture() - 支持动画 — 将多帧作为独立矩阵,对接Phaser的动画系统
Pixel Art Rendering System
像素画渲染系统
Core Renderer
核心渲染器
Add this to :
src/core/PixelRenderer.jsjs
/**
* Renders a 2D pixel matrix to a Phaser texture.
*
* @param {Phaser.Scene} scene - The scene to register the texture on
* @param {number[][]} pixels - 2D array of palette indices (0 = transparent)
* @param {(number|null)[]} palette - Array of hex colors indexed by pixel value
* @param {string} key - Texture key to register
* @param {number} scale - Pixel scale (2 = each pixel becomes 2x2)
*/
export function renderPixelArt(scene, pixels, palette, key, scale = 2) {
if (scene.textures.exists(key)) return;
const h = pixels.length;
const w = pixels[0].length;
const canvas = document.createElement('canvas');
canvas.width = w * scale;
canvas.height = h * scale;
const ctx = canvas.getContext('2d');
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const idx = pixels[y][x];
if (idx === 0 || palette[idx] == null) continue;
const color = palette[idx];
const r = (color >> 16) & 0xff;
const g = (color >> 8) & 0xff;
const b = color & 0xff;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.fillRect(x * scale, y * scale, scale, scale);
}
}
scene.textures.addCanvas(key, canvas);
}
/**
* Renders multiple frames as a spritesheet texture.
* Frames are laid out horizontally in a single row.
*
* @param {Phaser.Scene} scene
* @param {number[][][]} frames - Array of pixel matrices (one per frame)
* @param {(number|null)[]} palette
* @param {string} key - Spritesheet texture key
* @param {number} scale
*/
export function renderSpriteSheet(scene, frames, palette, key, scale = 2) {
if (scene.textures.exists(key)) return;
const h = frames[0].length;
const w = frames[0][0].length;
const frameW = w * scale;
const frameH = h * scale;
const canvas = document.createElement('canvas');
canvas.width = frameW * frames.length;
canvas.height = frameH;
const ctx = canvas.getContext('2d');
frames.forEach((pixels, fi) => {
const offsetX = fi * frameW;
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const idx = pixels[y][x];
if (idx === 0 || palette[idx] == null) continue;
const color = palette[idx];
const r = (color >> 16) & 0xff;
const g = (color >> 8) & 0xff;
const b = color & 0xff;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.fillRect(offsetX + x * scale, y * scale, scale, scale);
}
}
});
scene.textures.addSpriteSheet(key, scene.textures.addCanvas(`${key}-canvas`, canvas).source[0], {
frameWidth: frameW,
frameHeight: frameH,
});
}将以下代码添加到:
src/core/PixelRenderer.jsjs
/**
* Renders a 2D pixel matrix to a Phaser texture.
*
* @param {Phaser.Scene} scene - The scene to register the texture on
* @param {number[][]} pixels - 2D array of palette indices (0 = transparent)
* @param {(number|null)[]} palette - Array of hex colors indexed by pixel value
* @param {string} key - Texture key to register
* @param {number} scale - Pixel scale (2 = each pixel becomes 2x2)
*/
export function renderPixelArt(scene, pixels, palette, key, scale = 2) {
if (scene.textures.exists(key)) return;
const h = pixels.length;
const w = pixels[0].length;
const canvas = document.createElement('canvas');
canvas.width = w * scale;
canvas.height = h * scale;
const ctx = canvas.getContext('2d');
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const idx = pixels[y][x];
if (idx === 0 || palette[idx] == null) continue;
const color = palette[idx];
const r = (color >> 16) & 0xff;
const g = (color >> 8) & 0xff;
const b = color & 0xff;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.fillRect(x * scale, y * scale, scale, scale);
}
}
scene.textures.addCanvas(key, canvas);
}
/**
* Renders multiple frames as a spritesheet texture.
* Frames are laid out horizontally in a single row.
*
* @param {Phaser.Scene} scene
* @param {number[][][]} frames - Array of pixel matrices (one per frame)
* @param {(number|null)[]} palette
* @param {string} key - Spritesheet texture key
* @param {number} scale
*/
export function renderSpriteSheet(scene, frames, palette, key, scale = 2) {
if (scene.textures.exists(key)) return;
const h = frames[0].length;
const w = frames[0][0].length;
const frameW = w * scale;
const frameH = h * scale;
const canvas = document.createElement('canvas');
canvas.width = frameW * frames.length;
canvas.height = frameH;
const ctx = canvas.getContext('2d');
frames.forEach((pixels, fi) => {
const offsetX = fi * frameW;
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const idx = pixels[y][x];
if (idx === 0 || palette[idx] == null) continue;
const color = palette[idx];
const r = (color >> 16) & 0xff;
const g = (color >> 8) & 0xff;
const b = color & 0xff;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.fillRect(offsetX + x * scale, y * scale, scale, scale);
}
}
});
scene.textures.addSpriteSheet(key, scene.textures.addCanvas(`${key}-canvas`, canvas).source[0], {
frameWidth: frameW,
frameHeight: frameH,
});
}Directory Structure
目录结构
src/
core/
PixelRenderer.js # renderPixelArt() + renderSpriteSheet()
sprites/
palette.js # Shared color palette(s) for the game
player.js # Player sprite frames
enemies.js # Enemy sprite frames (one export per type)
items.js # Pickups, gems, weapons, etc.
projectiles.js # Bullets, fireballs, etc.src/
core/
PixelRenderer.js # renderPixelArt() + renderSpriteSheet()
sprites/
palette.js # Shared color palette(s) for the game
player.js # Player sprite frames
enemies.js # Enemy sprite frames (one export per type)
items.js # Pickups, gems, weapons, etc.
projectiles.js # Bullets, fireballs, etc.Palette Definition
调色板定义
Define palettes in . Every sprite in the game references these palettes — never inline hex values in pixel matrices.
src/sprites/palette.jsjs
// palette.js — all sprite colors live here
// Index 0 is ALWAYS transparent
export const PALETTE = {
// Gothic / dark fantasy (vampire survivors, roguelikes)
DARK: [
null, // 0: transparent
0x1a1a2e, // 1: dark outline
0x16213e, // 2: shadow
0xe94560, // 3: accent (blood red)
0xf5d742, // 4: highlight (gold)
0x8b5e3c, // 5: skin
0x4a4a6a, // 6: armor/cloth
0x2d2d4a, // 7: dark cloth
0xffffff, // 8: white (eyes, teeth)
0x6b3fa0, // 9: purple (magic)
0x3fa04b, // 10: green (poison/nature)
],
// Bright / arcade (platformers, casual)
BRIGHT: [
null,
0x222034, // 1: outline
0x45283c, // 2: shadow
0xd95763, // 3: red
0xfbf236, // 4: yellow
0xeec39a, // 5: skin
0x5fcde4, // 6: blue
0x639bff, // 7: light blue
0xffffff, // 8: white
0x76428a, // 9: purple
0x99e550, // 10: green
],
// Muted / retro (NES-inspired)
RETRO: [
null,
0x000000, // 1: black outline
0x7c7c7c, // 2: dark gray
0xbcbcbc, // 3: light gray
0xf83800, // 4: red
0xfcfc00, // 5: yellow
0xa4e4fc, // 6: sky blue
0x3cbcfc, // 7: blue
0xfcfcfc, // 8: white
0x0078f8, // 9: dark blue
0x00b800, // 10: green
],
};在中定义调色板。游戏中的所有精灵都应引用这些调色板——切勿在像素矩阵中直接使用十六进制颜色值。
src/sprites/palette.jsjs
// palette.js — all sprite colors live here
// Index 0 is ALWAYS transparent
export const PALETTE = {
// Gothic / dark fantasy (vampire survivors, roguelikes)
DARK: [
null, // 0: transparent
0x1a1a2e, // 1: dark outline
0x16213e, // 2: shadow
0xe94560, // 3: accent (blood red)
0xf5d742, // 4: highlight (gold)
0x8b5e3c, // 5: skin
0x4a4a6a, // 6: armor/cloth
0x2d2d4a, // 7: dark cloth
0xffffff, // 8: white (eyes, teeth)
0x6b3fa0, // 9: purple (magic)
0x3fa04b, // 10: green (poison/nature)
],
// Bright / arcade (platformers, casual)
BRIGHT: [
null,
0x222034, // 1: outline
0x45283c, // 2: shadow
0xd95763, // 3: red
0xfbf236, // 4: yellow
0xeec39a, // 5: skin
0x5fcde4, // 6: blue
0x639bff, // 7: light blue
0xffffff, // 8: white
0x76428a, // 9: purple
0x99e550, // 10: green
],
// Muted / retro (NES-inspired)
RETRO: [
null,
0x000000, // 1: black outline
0x7c7c7c, // 2: dark gray
0xbcbcbc, // 3: light gray
0xf83800, // 4: red
0xfcfc00, // 5: yellow
0xa4e4fc, // 6: sky blue
0x3cbcfc, // 7: blue
0xfcfcfc, // 8: white
0x0078f8, // 9: dark blue
0x00b800, // 10: green
],
};Sprite Archetypes
精灵原型
When creating sprites for a game, match the archetype to the entity type. All examples below use 16x16 grids at scale 2 (renders to 32x32 pixels on screen).
为游戏创建精灵时,需根据实体类型匹配对应的原型。以下所有示例均使用16x16网格,缩放比例为2(在屏幕上渲染为32x32像素)。
Humanoid (Player, NPC, Warrior)
人形生物(玩家、NPC、战士)
Key features: Head (2-3px wide), body (3-4px wide), legs (2 columns). Arms optional at 16x16. Distinguish characters via hair/hat color and body color.
js
// sprites/player.js
import { PALETTE } from './palette.js';
export const PLAYER_PALETTE = PALETTE.DARK;
// Idle frame — standing, sword at side
export const PLAYER_IDLE = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,0,1,7,7,1,1,7,7,1,0,0,0,0],
[0,0,0,0,1,7,7,1,1,7,7,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0],
];
// Walk frame 1 — left leg forward
export const PLAYER_WALK1 = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,7,7,1,0,0,1,7,7,1,0,0,0],
[0,0,1,7,7,1,0,0,0,0,1,7,1,0,0,0],
[0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0],
];
// Walk frame 2 — right leg forward (mirror of walk1)
export const PLAYER_WALK2 = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,7,1,0,0,1,7,7,1,0,0,0,0],
[0,0,0,1,7,1,0,0,0,1,7,7,1,0,0,0],
[0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0],
];
export const PLAYER_FRAMES = [PLAYER_IDLE, PLAYER_WALK1, PLAYER_IDLE, PLAYER_WALK2];核心特征:头部(2-3像素宽)、身体(3-4像素宽)、腿部(2列)。16x16尺寸下可选择性添加手臂。通过头发/帽子颜色和身体颜色区分不同角色。
js
// sprites/player.js
import { PALETTE } from './palette.js';
export const PLAYER_PALETTE = PALETTE.DARK;
// Idle frame — standing, sword at side
export const PLAYER_IDLE = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,0,1,7,7,1,1,7,7,1,0,0,0,0],
[0,0,0,0,1,7,7,1,1,7,7,1,0,0,0,0],
[0,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0],
];
// Walk frame 1 — left leg forward
export const PLAYER_WALK1 = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,7,7,1,0,0,1,7,7,1,0,0,0],
[0,0,1,7,7,1,0,0,0,0,1,7,1,0,0,0],
[0,0,1,1,1,0,0,0,0,0,1,1,1,0,0,0],
];
// Walk frame 2 — right leg forward (mirror of walk1)
export const PLAYER_WALK2 = [
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,0,1,4,4,4,4,1,0,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,1,5,1,5,5,1,5,1,0,0,0,0],
[0,0,0,0,1,5,5,5,5,5,5,1,0,0,0,0],
[0,0,0,0,0,1,5,3,5,5,1,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,6,6,6,6,6,6,6,6,1,0,0,0],
[0,0,0,1,5,6,6,6,6,6,6,5,1,0,0,0],
[0,0,0,0,1,6,6,6,6,6,6,1,0,0,0,0],
[0,0,0,1,7,1,0,0,1,7,7,1,0,0,0,0],
[0,0,0,1,7,1,0,0,0,1,7,7,1,0,0,0],
[0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0],
];
export const PLAYER_FRAMES = [PLAYER_IDLE, PLAYER_WALK1, PLAYER_IDLE, PLAYER_WALK2];Flying Creature (Bat, Ghost, Bird)
飞行生物(蝙蝠、幽灵、鸟类)
Key features: Wide silhouette (wings/wispy edges), small body, glowing eyes. Wings swap between up/down for animation.
js
// In sprites/enemies.js
export const BAT_IDLE = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0],
[0,1,9,9,1,0,0,0,0,0,1,9,9,1,0,0],
[1,9,9,9,9,1,0,0,0,1,9,9,9,9,1,0],
[1,9,9,9,9,9,1,1,1,9,9,9,9,9,1,0],
[0,1,9,9,9,9,9,9,9,9,9,9,9,1,0,0],
[0,0,1,9,9,3,9,9,9,3,9,9,1,0,0,0],
[0,0,0,1,9,9,9,9,9,9,9,1,0,0,0,0],
[0,0,0,0,1,9,9,8,9,9,1,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
];
// Wings down frame — alternate with idle for flapping
export const BAT_FLAP = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,9,9,9,9,9,1,0,0,0,0,0],
[0,0,0,1,9,9,3,9,3,9,9,1,0,0,0,0],
[0,0,1,9,9,9,9,9,9,9,9,9,1,0,0,0],
[0,1,9,9,9,9,9,8,9,9,9,9,9,1,0,0],
[1,9,9,9,9,9,1,1,1,9,9,9,9,9,1,0],
[1,9,9,9,9,1,0,0,0,1,9,9,9,9,1,0],
[0,1,9,9,1,0,0,0,0,0,1,9,9,1,0,0],
[0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
];核心特征:宽大的轮廓(翅膀/缥缈边缘)、小巧的身体、发光的眼睛。通过翅膀上下摆动实现动画效果。
js
// In sprites/enemies.js
export const BAT_IDLE = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0],
[0,1,9,9,1,0,0,0,0,0,1,9,9,1,0,0],
[1,9,9,9,9,1,0,0,0,1,9,9,9,9,1,0],
[1,9,9,9,9,9,1,1,1,9,9,9,9,9,1,0],
[0,1,9,9,9,9,9,9,9,9,9,9,9,1,0,0],
[0,0,1,9,9,3,9,9,9,3,9,9,1,0,0,0],
[0,0,0,1,9,9,9,9,9,9,9,1,0,0,0,0],
[0,0,0,0,1,9,9,8,9,9,1,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
];
// Wings down frame — alternate with idle for flapping
export const BAT_FLAP = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,9,9,9,9,9,1,0,0,0,0,0],
[0,0,0,1,9,9,3,9,3,9,9,1,0,0,0,0],
[0,0,1,9,9,9,9,9,9,9,9,9,1,0,0,0],
[0,1,9,9,9,9,9,8,9,9,9,9,9,1,0,0],
[1,9,9,9,9,9,1,1,1,9,9,9,9,9,1,0],
[1,9,9,9,9,1,0,0,0,1,9,9,9,9,1,0],
[0,1,9,9,1,0,0,0,0,0,1,9,9,1,0,0],
[0,0,1,1,0,0,0,0,0,0,0,1,1,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
];Ground Creature (Zombie, Slime, Skeleton)
地面生物(僵尸、史莱姆、骷髅)
Key features: Wider base, heavier silhouette, shambling posture. Animate by shifting body weight side to side.
js
// Zombie — hunched, arms forward
export const ZOMBIE_IDLE = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,10,10,10,10,10,1,0,0,0,0,0],
[0,0,0,0,1,10,3,10,3,10,1,0,0,0,0,0],
[0,0,0,0,1,10,10,10,10,10,1,0,0,0,0,0],
[0,0,0,0,0,1,10,1,10,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,1,7,7,7,7,7,1,0,0,0,0,0],
[0,0,0,1,7,7,7,7,7,7,7,1,0,0,0,0],
[0,0,1,10,7,7,7,7,7,7,10,10,1,0,0,0],
[0,1,10,1,7,7,7,7,7,7,1,10,10,1,0,0],
[0,0,0,0,1,7,7,7,7,7,1,0,0,0,0,0],
[0,0,0,0,1,7,7,1,7,7,1,0,0,0,0,0],
[0,0,0,0,1,7,1,0,1,7,1,0,0,0,0,0],
[0,0,0,0,1,10,1,0,1,10,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0],
];核心特征:更宽的底座、厚重的轮廓、蹒跚的姿态。通过左右转移身体重心实现动画效果。
js
// Zombie — hunched, arms forward
export const ZOMBIE_IDLE = [
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0],
[0,0,0,0,1,10,10,10,10,10,1,0,0,0,0,0],
[0,0,0,0,1,10,3,10,3,10,1,0,0,0,0,0],
[0,0,0,0,1,10,10,10,10,10,1,0,0,0,0,0],
[0,0,0,0,0,1,10,1,10,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0],
[0,0,0,0,1,7,7,7,7,7,1,0,0,0,0,0],
[0,0,0,1,7,7,7,7,7,7,7,1,0,0,0,0],
[0,0,1,10,7,7,7,7,7,7,10,10,1,0,0,0],
[0,1,10,1,7,7,7,7,7,7,1,10,10,1,0,0],
[0,0,0,0,1,7,7,7,7,7,1,0,0,0,0,0],
[0,0,0,0,1,7,7,1,7,7,1,0,0,0,0,0],
[0,0,0,0,1,7,1,0,1,7,1,0,0,0,0,0],
[0,0,0,0,1,10,1,0,1,10,1,0,0,0,0,0],
[0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0],
];Item / Pickup (Gem, Coin, Heart, Orb)
物品/拾取物(宝石、硬币、心形、球体)
Key features: Small (8x8 or 12x12), bright colors, simple symmetric shape. Often animated with a bob tween rather than frame animation.
js
// XP Gem — diamond shape, 8x8
export const XP_GEM = [
[0,0,0,4,4,0,0,0],
[0,0,4,4,4,4,0,0],
[0,4,4,8,4,4,4,0],
[4,4,8,4,4,4,4,4],
[4,4,4,4,4,8,4,4],
[0,4,4,4,4,4,4,0],
[0,0,4,4,4,4,0,0],
[0,0,0,4,4,0,0,0],
];
// Heart — 8x8
export const HEART = [
[0,0,3,3,0,3,3,0],
[0,3,3,3,3,3,3,3],
[0,3,8,3,3,3,3,3],
[0,3,3,3,3,3,3,3],
[0,0,3,3,3,3,3,0],
[0,0,0,3,3,3,0,0],
[0,0,0,0,3,0,0,0],
[0,0,0,0,0,0,0,0],
];核心特征:尺寸小(8x8或12x12)、色彩鲜艳、形状简洁对称。通常通过补间动画实现上下浮动效果,而非额外帧动画。
js
// XP Gem — diamond shape, 8x8
export const XP_GEM = [
[0,0,0,4,4,0,0,0],
[0,0,4,4,4,4,0,0],
[0,4,4,8,4,4,4,0],
[4,4,8,4,4,4,4,4],
[4,4,4,4,4,8,4,4],
[0,4,4,4,4,4,4,0],
[0,0,4,4,4,4,0,0],
[0,0,0,4,4,0,0,0],
];
// Heart — 8x8
export const HEART = [
[0,0,3,3,0,3,3,0],
[0,3,3,3,3,3,3,3],
[0,3,8,3,3,3,3,3],
[0,3,3,3,3,3,3,3],
[0,0,3,3,3,3,3,0],
[0,0,0,3,3,3,0,0],
[0,0,0,0,3,0,0,0],
[0,0,0,0,0,0,0,0],
];Projectile (Bullet, Fireball, Magic Bolt)
投射物(子弹、火球、魔法箭)
Key features: Very small (4x4 to 8x8), bright, high contrast. Often just a few pixels with a glow color.
js
// Fireball — 8x8
export const FIREBALL = [
[0,0,0,4,4,0,0,0],
[0,0,4,4,4,4,0,0],
[0,3,4,8,4,4,3,0],
[3,3,4,4,4,4,3,3],
[0,3,3,4,4,3,3,0],
[0,0,3,3,3,3,0,0],
[0,0,0,3,3,0,0,0],
[0,0,0,0,0,0,0,0],
];
// Magic bolt — 6x6
export const MAGIC_BOLT = [
[0,0,9,9,0,0],
[0,9,8,9,9,0],
[9,9,9,9,9,9],
[9,9,9,9,9,9],
[0,9,9,8,9,0],
[0,0,9,9,0,0],
];核心特征:尺寸极小(4x4至8x8)、色彩鲜艳、对比度高。通常仅由几个带发光效果的像素组成。
js
// Fireball — 8x8
export const FIREBALL = [
[0,0,0,4,4,0,0,0],
[0,0,4,4,4,4,0,0],
[0,3,4,8,4,4,3,0],
[3,3,4,4,4,4,3,3],
[0,3,3,4,4,3,3,0],
[0,0,3,3,3,3,0,0],
[0,0,0,3,3,0,0,0],
[0,0,0,0,0,0,0,0],
];
// Magic bolt — 6x6
export const MAGIC_BOLT = [
[0,0,9,9,0,0],
[0,9,8,9,9,0],
[9,9,9,9,9,9],
[9,9,9,9,9,9],
[0,9,9,8,9,0],
[0,0,9,9,0,0],
];Background Tile (Ground, Floor, Terrain)
背景瓦片(地面、地板、地形)
Key features: Seamless tiling, subtle variation between tiles, low contrast so entities stand out. Use 16x16 tiles at scale 2 (32x32px each).
js
// sprites/tiles.js — background tile variants
// Ground tile — base terrain (dark earth / stone)
export const GROUND_BASE = [
[2,2,2,1,2,2,2,2,2,2,1,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,1,2,2,2,2,2,2,2,1,2],
[2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[1,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2],
[2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2],
[2,2,1,2,2,2,2,2,2,2,2,2,2,1,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
];
// Variant tiles — alternate with GROUND_BASE for variety
export const GROUND_VAR1 = [ /* same size, different speckle pattern */ ];
export const GROUND_VAR2 = [ /* ... */ ];核心特征:可无缝拼接、瓦片间有细微差异、对比度低以突出实体。使用16x16瓦片,缩放比例为2(每个瓦片渲染为32x32像素)。
js
// sprites/tiles.js — background tile variants
// Ground tile — base terrain (dark earth / stone)
export const GROUND_BASE = [
[2,2,2,1,2,2,2,2,2,2,1,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,1,2,2,2,2,2,2,2,1,2],
[2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[1,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2],
[2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,2],
[2,2,1,2,2,2,2,2,2,2,2,2,2,1,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2],
[2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2],
];
// Variant tiles — alternate with GROUND_BASE for variety
export const GROUND_VAR1 = [ /* same size, different speckle pattern */ ];
export const GROUND_VAR2 = [ /* ... */ ];Decorative Elements (8x8 to 16x16)
装饰元素(8x8至16x16)
Small props scattered on the ground at random positions. Not tiles — placed once during scene creation.
js
// Gravestone — 8x12
export const GRAVESTONE = [
[0,0,1,1,1,1,0,0],
[0,1,18,18,18,18,1,0],
[0,1,18,8,8,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[1,18,18,18,18,18,18,1],
[1,18,18,18,18,18,18,1],
[1,1,1,1,1,1,1,1],
];
// Bone pile — 8x6
export const BONE_PILE = [
[0,0,8,0,0,8,0,0],
[0,8,8,8,8,8,8,0],
[8,18,8,8,8,18,8,8],
[0,8,8,8,8,8,8,0],
[0,8,18,8,8,18,8,0],
[0,0,8,8,8,8,0,0],
];
// Torch — 6x12 (flickering tip animated via tween tint, not extra frame)
export const TORCH = [
[0,0,4,4,0,0],
[0,4,12,12,4,0],
[0,0,4,4,0,0],
[0,0,1,1,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,1,1,0,0],
];随机散落在地面上的小型道具。并非瓦片——在场景创建时一次性放置。
js
// Gravestone — 8x12
export const GRAVESTONE = [
[0,0,1,1,1,1,0,0],
[0,1,18,18,18,18,1,0],
[0,1,18,8,8,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[0,1,18,18,18,18,1,0],
[1,18,18,18,18,18,18,1],
[1,18,18,18,18,18,18,1],
[1,1,1,1,1,1,1,1],
];
// Bone pile — 8x6
export const BONE_PILE = [
[0,0,8,0,0,8,0,0],
[0,8,8,8,8,8,8,0],
[8,18,8,8,8,18,8,8],
[0,8,8,8,8,8,8,0],
[0,8,18,8,8,18,8,0],
[0,0,8,8,8,8,0,0],
];
// Torch — 6x12 (flickering tip animated via tween tint, not extra frame)
export const TORCH = [
[0,0,4,4,0,0],
[0,4,12,12,4,0],
[0,0,4,4,0,0],
[0,0,1,1,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,19,19,0,0],
[0,0,1,1,0,0],
];Tiled Background Rendering
瓦片背景渲染
Use to create tile textures, then fill the world with :
renderPixelArt()tileSpritejs
// In the game scene's create():
import { renderPixelArt } from '../core/PixelRenderer.js';
import { GROUND_BASE, GROUND_VAR1, GROUND_VAR2 } from '../sprites/tiles.js';
import { PALETTE } from '../sprites/palette.js';
// Render tile textures
renderPixelArt(scene, GROUND_BASE, PALETTE, 'tile-ground-0', 2);
renderPixelArt(scene, GROUND_VAR1, PALETTE, 'tile-ground-1', 2);
renderPixelArt(scene, GROUND_VAR2, PALETTE, 'tile-ground-2', 2);
// Option A: TileSprite for infinite seamless ground
const bg = scene.add.tileSprite(0, 0, WORLD_WIDTH, WORLD_HEIGHT, 'tile-ground-0');
bg.setOrigin(0, 0);
bg.setDepth(-10);
// Option B: Random tile grid for variety (better visual result)
const tileSize = 32; // 16px * scale 2
for (let y = 0; y < WORLD_HEIGHT; y += tileSize) {
for (let x = 0; x < WORLD_WIDTH; x += tileSize) {
const variant = Math.random() < 0.7 ? 'tile-ground-0'
: Math.random() < 0.5 ? 'tile-ground-1'
: 'tile-ground-2';
scene.add.image(x + tileSize / 2, y + tileSize / 2, variant).setDepth(-10);
}
}
// Scatter decorative elements
const decorTypes = ['deco-gravestone', 'deco-bones', 'deco-torch'];
for (let i = 0; i < 40; i++) {
const dx = Phaser.Math.Between(100, WORLD_WIDTH - 100);
const dy = Phaser.Math.Between(100, WORLD_HEIGHT - 100);
const type = Phaser.Utils.Array.GetRandom(decorTypes);
const deco = scene.add.image(dx, dy, type);
deco.setDepth(-5);
deco.setAlpha(0.6 + Math.random() * 0.4);
}使用创建瓦片纹理,然后通过填充整个游戏世界:
renderPixelArt()tileSpritejs
// In the game scene's create():
import { renderPixelArt } from '../core/PixelRenderer.js';
import { GROUND_BASE, GROUND_VAR1, GROUND_VAR2 } from '../sprites/tiles.js';
import { PALETTE } from '../sprites/palette.js';
// Render tile textures
renderPixelArt(scene, GROUND_BASE, PALETTE, 'tile-ground-0', 2);
renderPixelArt(scene, GROUND_VAR1, PALETTE, 'tile-ground-1', 2);
renderPixelArt(scene, GROUND_VAR2, PALETTE, 'tile-ground-2', 2);
// Option A: TileSprite for infinite seamless ground
const bg = scene.add.tileSprite(0, 0, WORLD_WIDTH, WORLD_HEIGHT, 'tile-ground-0');
bg.setOrigin(0, 0);
bg.setDepth(-10);
// Option B: Random tile grid for variety (better visual result)
const tileSize = 32; // 16px * scale 2
for (let y = 0; y < WORLD_HEIGHT; y += tileSize) {
for (let x = 0; x < WORLD_WIDTH; x += tileSize) {
const variant = Math.random() < 0.7 ? 'tile-ground-0'
: Math.random() < 0.5 ? 'tile-ground-1'
: 'tile-ground-2';
scene.add.image(x + tileSize / 2, y + tileSize / 2, variant).setDepth(-10);
}
}
// Scatter decorative elements
const decorTypes = ['deco-gravestone', 'deco-bones', 'deco-torch'];
for (let i = 0; i < 40; i++) {
const dx = Phaser.Math.Between(100, WORLD_WIDTH - 100);
const dy = Phaser.Math.Between(100, WORLD_HEIGHT - 100);
const type = Phaser.Utils.Array.GetRandom(decorTypes);
const deco = scene.add.image(dx, dy, type);
deco.setDepth(-5);
deco.setAlpha(0.6 + Math.random() * 0.4);
}Background Design Rules
背景设计规则
- Low contrast — background tiles should be 2-3 shades of the same dark color. Entities must pop against the background.
- Subtle variation — use 2-3 tile variants with different speckle patterns. Random placement breaks repetition.
- Decorative props — scatter 20-50 small decorations across the world. Low alpha (0.5-0.8) keeps them subtle.
- Match the theme — gothic games: gravestones, bones, dead trees. Sci-fi: metal panels, pipes, lights. Nature: grass tufts, flowers, rocks.
- Depth layering — tiles at depth -10, decorations at -5, entities at 5-15. Never let background compete with gameplay.
- 低对比度 — 背景瓦片应使用同一种深色的2-3种色调。实体必须在背景上清晰突出。
- 细微差异 — 使用2-3种带有不同斑点图案的瓦片变体。随机放置可避免重复感。
- 装饰道具 — 在游戏世界中分散放置20-50个小型装饰元素。设置较低的透明度(0.5-0.8)以保持其存在感较弱。
- 匹配主题 — 哥特式游戏:墓碑、骨头、枯树。科幻游戏:金属面板、管道、灯光。自然主题:草丛、花朵、岩石。
- 深度分层 — 瓦片深度设为-10,装饰元素深度设为-5,实体深度设为5-15。绝不能让背景干扰游戏玩法。
Integration Pattern
集成模式
Replacing fillCircle Entities
替换fillCircle实体
Current pattern (procedural circle):
js
// OLD: in entity constructor
const gfx = scene.add.graphics();
gfx.fillStyle(cfg.color, 1);
gfx.fillCircle(cfg.size, cfg.size, cfg.size);
gfx.generateTexture(texKey, cfg.size * 2, cfg.size * 2);
gfx.destroy();
this.sprite = scene.physics.add.sprite(x, y, texKey);New pattern (pixel art):
js
// NEW: in entity constructor
import { renderPixelArt } from '../core/PixelRenderer.js';
import { ZOMBIE_IDLE } from '../sprites/enemies.js';
import { PALETTE } from '../sprites/palette.js';
const texKey = `enemy-${typeKey}`;
renderPixelArt(scene, ZOMBIE_IDLE, PALETTE.DARK, texKey, 2);
this.sprite = scene.physics.add.sprite(x, y, texKey);当前模式(程序化圆形):
js
// OLD: in entity constructor
const gfx = scene.add.graphics();
gfx.fillStyle(cfg.color, 1);
gfx.fillCircle(cfg.size, cfg.size, cfg.size);
gfx.generateTexture(texKey, cfg.size * 2, cfg.size * 2);
gfx.destroy();
this.sprite = scene.physics.add.sprite(x, y, texKey);新模式(像素画):
js
// NEW: in entity constructor
import { renderPixelArt } from '../core/PixelRenderer.js';
import { ZOMBIE_IDLE } from '../sprites/enemies.js';
import { PALETTE } from '../sprites/palette.js';
const texKey = `enemy-${typeKey}`;
renderPixelArt(scene, ZOMBIE_IDLE, PALETTE.DARK, texKey, 2);
this.sprite = scene.physics.add.sprite(x, y, texKey);Adding Animation
添加动画
js
import { renderSpriteSheet } from '../core/PixelRenderer.js';
import { PLAYER_FRAMES, PLAYER_PALETTE } from '../sprites/player.js';
// In entity constructor or BootScene
renderSpriteSheet(scene, PLAYER_FRAMES, PLAYER_PALETTE, 'player-sheet', 2);
// Create animation
scene.anims.create({
key: 'player-walk',
frames: scene.anims.generateFrameNumbers('player-sheet', { start: 0, end: 3 }),
frameRate: 8,
repeat: -1,
});
// Play animation
this.sprite = scene.physics.add.sprite(x, y, 'player-sheet', 0);
this.sprite.play('player-walk');
// Stop animation (idle)
this.sprite.stop();
this.sprite.setFrame(0);js
import { renderSpriteSheet } from '../core/PixelRenderer.js';
import { PLAYER_FRAMES, PLAYER_PALETTE } from '../sprites/player.js';
// In entity constructor or BootScene
renderSpriteSheet(scene, PLAYER_FRAMES, PLAYER_PALETTE, 'player-sheet', 2);
// Create animation
scene.anims.create({
key: 'player-walk',
frames: scene.anims.generateFrameNumbers('player-sheet', { start: 0, end: 3 }),
frameRate: 8,
repeat: -1,
});
// Play animation
this.sprite = scene.physics.add.sprite(x, y, 'player-sheet', 0);
this.sprite.play('player-walk');
// Stop animation (idle)
this.sprite.stop();
this.sprite.setFrame(0);Multiple Enemy Types
多种敌人类型
When a game has multiple enemy types (like Vampire Survivors), define each type's sprite data alongside its config:
js
// sprites/enemies.js
import { PALETTE } from './palette.js';
export const ENEMY_SPRITES = {
BAT: { frames: [BAT_IDLE, BAT_FLAP], palette: PALETTE.DARK, animRate: 6 },
ZOMBIE: { frames: [ZOMBIE_IDLE, ZOMBIE_WALK], palette: PALETTE.DARK, animRate: 4 },
SKELETON: { frames: [SKELETON_IDLE, SKELETON_WALK], palette: PALETTE.DARK, animRate: 5 },
GHOST: { frames: [GHOST_IDLE, GHOST_FADE], palette: PALETTE.DARK, animRate: 3 },
DEMON: { frames: [DEMON_IDLE, DEMON_WALK], palette: PALETTE.DARK, animRate: 6 },
};
// In Enemy constructor:
const spriteData = ENEMY_SPRITES[typeKey];
const texKey = `enemy-${typeKey}`;
renderSpriteSheet(scene, spriteData.frames, spriteData.palette, texKey, 2);
this.sprite = scene.physics.add.sprite(x, y, texKey, 0);
scene.anims.create({
key: `${typeKey}-anim`,
frames: scene.anims.generateFrameNumbers(texKey, { start: 0, end: spriteData.frames.length - 1 }),
frameRate: spriteData.animRate,
repeat: -1,
});
this.sprite.play(`${typeKey}-anim`);当游戏包含多种敌人类型(如《吸血鬼幸存者》)时,将每种类型的精灵数据与其配置一起定义:
js
// sprites/enemies.js
import { PALETTE } from './palette.js';
export const ENEMY_SPRITES = {
BAT: { frames: [BAT_IDLE, BAT_FLAP], palette: PALETTE.DARK, animRate: 6 },
ZOMBIE: { frames: [ZOMBIE_IDLE, ZOMBIE_WALK], palette: PALETTE.DARK, animRate: 4 },
SKELETON: { frames: [SKELETON_IDLE, SKELETON_WALK], palette: PALETTE.DARK, animRate: 5 },
GHOST: { frames: [GHOST_IDLE, GHOST_FADE], palette: PALETTE.DARK, animRate: 3 },
DEMON: { frames: [DEMON_IDLE, DEMON_WALK], palette: PALETTE.DARK, animRate: 6 },
};
// In Enemy constructor:
const spriteData = ENEMY_SPRITES[typeKey];
const texKey = `enemy-${typeKey}`;
renderSpriteSheet(scene, spriteData.frames, spriteData.palette, texKey, 2);
this.sprite = scene.physics.add.sprite(x, y, texKey, 0);
scene.anims.create({
key: `${typeKey}-anim`,
frames: scene.anims.generateFrameNumbers(texKey, { start: 0, end: spriteData.frames.length - 1 }),
frameRate: spriteData.animRate,
repeat: -1,
});
this.sprite.play(`${typeKey}-anim`);Sprite Design Rules
精灵设计规则
When creating pixel art sprites, follow these rules:
创建像素画精灵时,请遵循以下规则:
1. Silhouette First
1. 先设计轮廓
Every sprite must be recognizable from its outline alone. At 16x16, details are invisible — shape is everything:
- Bat: Wide horizontal wings, tiny body
- Zombie: Hunched, arms extended forward
- Skeleton: Thin, angular, visible gaps between bones
- Ghost: Wispy bottom edge, floaty posture
- Warrior: Square shoulders, weapon at side
每个精灵仅通过其轮廓就必须具有辨识度。在16x16的尺寸下,细节是不可见的——形状才是关键:
- 蝙蝠:宽大的水平翅膀、小巧的身体
- 僵尸:驼背、手臂前伸
- 骷髅:纤细、棱角分明、骨骼之间有明显间隙
- 幽灵:底部边缘缥缈、漂浮的姿态
- 战士:方形肩膀、武器置于身侧
2. Two-Tone Minimum
2. 至少使用两种色调
Every sprite needs at least:
- Outline color (palette index 1) — darkest, defines the shape
- Fill color — the character's primary color
- Highlight — a lighter spot for dimensionality (usually top-left)
每个精灵至少需要:
- 轮廓色(调色板索引1)——最暗的颜色,定义形状
- 填充色——角色的主色调
- 高光——用于体现立体感的较亮区域(通常位于左上角)
3. Eyes Tell the Story
3. 眼睛传递性格
At 16x16, eyes are often just 1-2 pixels. Make them high-contrast:
- Red eyes (index 3) = hostile enemy
- White eyes (index 8) = neutral/friendly
- Glowing eyes = magic/supernatural
在16x16的尺寸下,眼睛通常仅为1-2个像素。需使用高对比度颜色:
- 红色眼睛(索引3)= 敌对敌人
- 白色眼睛(索引8)= 中立/友好
- 发光眼睛 = 魔法/超自然生物
4. Animation Minimalism
4. 极简动画
At small scales, subtle changes read as smooth motion:
- Walk: Shift legs 1-2px per frame, 2-4 frames total
- Fly: Wings up/down, 2 frames
- Idle: Optional 1px bob (use Phaser tween instead of extra frame)
- Attack: Not needed at 16x16 — use screen effects (flash, shake) instead
在小尺寸下,细微的变化即可呈现流畅的运动效果:
- 行走:每帧移动腿部1-2像素,总计2-4帧
- 飞行:翅膀上下摆动,2帧即可
- ** idle状态**:可选择1像素的上下浮动效果(使用Phaser补间动画而非额外帧)
- 攻击:16x16尺寸下无需单独动画——使用屏幕效果(闪烁、震动)替代
5. Palette Discipline
5. 严格遵循调色板
- Every sprite in the game shares the same palette
- Differentiate enemies by which palette colors they use, not by adding new colors
- Bat = purple (index 9), Zombie = green (index 10), Skeleton = white (index 8), Demon = red (index 3)
- 游戏中的所有精灵共享同一调色板
- 通过使用调色板中的不同颜色来区分敌人,而非添加新颜色
- 蝙蝠 = 紫色(索引9),僵尸 = 绿色(索引10),骷髅 = 白色(索引8),恶魔 = 红色(索引3)
6. Scale Appropriately
6. 合理选择缩放比例
| Entity Size | Grid | Scale | Rendered Size |
|---|---|---|---|
| Small (items, pickups) | 8x8 | 2 | 16x16px |
| Medium (player, enemies) | 16x16 | 2 | 32x32px |
| Large (boss, vehicle) | 24x24 or 32x32 | 2 | 48x48 or 64x64px |
| 实体尺寸 | 网格大小 | 缩放比例 | 渲染尺寸 |
|---|---|---|---|
| 小型(物品、拾取物) | 8x8 | 2 | 16x16px |
| 中型(玩家、敌人) | 16x16 | 2 | 32x32px |
| 大型(Boss、载具) | 24x24或32x32 | 2 | 48x48或64x64px |
External Asset Download (Optional)
外部资源下载(可选)
If the user explicitly requests real art assets instead of pixel art, use this workflow:
如果用户明确要求使用真实美术资源而非像素画,请遵循以下流程:
Reliable Free Sources
可靠的免费资源来源
| Source | License | Format | URL |
|---|---|---|---|
| Kenney.nl | CC0 (public domain) | PNG sprite sheets | kenney.nl/assets |
| OpenGameArt.org | Various (check each) | PNG, SVG | opengameart.org |
| itch.io (free assets) | Various (check each) | PNG | itch.io/game-assets/free |
| 来源 | 许可证 | 格式 | 网址 |
|---|---|---|---|
| Kenney.nl | CC0(公有领域) | PNG精灵表 | kenney.nl/assets |
| OpenGameArt.org | 多种(需逐个确认) | PNG、SVG | opengameart.org |
| itch.io(免费资源) | 多种(需逐个确认) | PNG | itch.io/game-assets/free |
Download Workflow
下载流程
- Search for assets matching the game theme using WebSearch
- Verify license — only CC0 or CC-BY are safe for any project
- Download the sprite sheet PNG using or
curlwget - Place in (Vite serves
public/assets/sprites/as static)public/ - Load in a Preloader scene:
js
// scenes/PreloaderScene.js preload() { this.load.spritesheet('player', 'assets/sprites/player.png', { frameWidth: 32, frameHeight: 32, }); } - Create animations in the Preloader scene
- Add fallback — if the asset fails to load, fall back to
renderPixelArt()
- 搜索 — 使用WebSearch查找匹配游戏主题的资源
- 验证许可证 — 仅使用CC0或CC-BY许可证的资源,以确保可用于任何项目
- 下载 — 使用或
curl下载精灵表PNG文件wget - 放置 — 将文件放入目录(Vite会将
public/assets/sprites/目录作为静态资源提供)public/ - 加载 — 在预加载场景中加载资源:
js
// scenes/PreloaderScene.js preload() { this.load.spritesheet('player', 'assets/sprites/player.png', { frameWidth: 32, frameHeight: 32, }); } - 创建动画 — 在预加载场景中创建动画
- 添加回退方案 — 如果资源加载失败,回退使用
renderPixelArt()
Graceful Fallback Pattern
优雅的回退模式
js
// Check if external asset loaded, otherwise use pixel art
if (scene.textures.exists('player-external')) {
this.sprite = scene.physics.add.sprite(x, y, 'player-external');
} else {
renderPixelArt(scene, PLAYER_IDLE, PLAYER_PALETTE, 'player-fallback', 2);
this.sprite = scene.physics.add.sprite(x, y, 'player-fallback');
}js
// Check if external asset loaded, otherwise use pixel art
if (scene.textures.exists('player-external')) {
this.sprite = scene.physics.add.sprite(x, y, 'player-external');
} else {
renderPixelArt(scene, PLAYER_IDLE, PLAYER_PALETTE, 'player-fallback', 2);
this.sprite = scene.physics.add.sprite(x, y, 'player-fallback');
}Process
实施流程
When invoked, follow this process:
调用本工具时,请遵循以下流程:
Step 1: Audit the game
步骤1:审计游戏
- Read to identify the engine
package.json - Read for entity types, colors, sizes
src/core/Constants.js - Read all entity files to find or
generateTexture()callsfillCircle - List every entity that currently uses geometric shapes
- 读取以确定使用的引擎
package.json - 读取以了解实体类型、颜色、尺寸
src/core/Constants.js - 读取所有实体文件,查找或
generateTexture()调用fillCircle - 列出所有当前使用几何图形的实体
Step 2: Plan the sprites and backgrounds
步骤2:规划精灵和背景
Present a table of planned sprites:
| Entity | Type | Grid | Frames | Description |
|---|---|---|---|---|
| Player | Humanoid | 16x16 | 4 (idle + walk) | Cloaked warrior with golden hair |
| Bat | Flying | 16x16 | 2 (wings up/down) | Purple bat with red eyes |
| Zombie | Ground | 16x16 | 2 (shamble) | Green-skinned, arms forward |
| XP Gem | Item | 8x8 | 1 (static + bob tween) | Golden diamond |
| Ground | Tile | 16x16 | 3 variants | Dark earth with speckle variations |
| Gravestone | Decoration | 8x12 | 1 | Stone marker with cross |
| Bones | Decoration | 8x6 | 1 | Scattered bone pile |
Choose the appropriate palette for the game's theme.
提交一份规划精灵的表格:
| 实体 | 类型 | 网格大小 | 帧数 | 描述 |
|---|---|---|---|---|
| 玩家 | 人形 | 16x16 | 4(idle + 行走) | 身披斗篷的金发战士 |
| 蝙蝠 | 飞行生物 | 16x16 | 2(翅膀上下) | 紫色红眼睛蝙蝠 |
| 僵尸 | 地面生物 | 16x16 | 2(蹒跚行走) | 绿皮肤、手臂前伸 |
| XP宝石 | 物品 | 8x8 | 1(静态 + 浮动补间) | 金色菱形 |
| 地面 | 瓦片 | 16x16 | 3种变体 | 带有斑点变化的深色土地 |
| 墓碑 | 装饰元素 | 8x12 | 1 | 带十字架的石质墓碑 |
| 骨头堆 | 装饰元素 | 8x6 | 1 | 散落的骨头堆 |
为游戏主题选择合适的调色板。
Step 3: Implement
步骤3:实施
- Create with
src/core/PixelRenderer.jsandrenderPixelArt()renderSpriteSheet() - Create with the chosen palette
src/sprites/palette.js - Create sprite data files in — one per entity category
src/sprites/ - Create with background tile variants and decorative elements
src/sprites/tiles.js - Update entity constructors to use /
renderPixelArt()instead ofrenderSpriteSheet()+fillCircle()generateTexture() - Create or update the background system to tile pixel art ground and scatter decorations
- Add animations where appropriate (walk cycles, wing flaps)
- Verify physics bodies still align (adjust /
setCircle()if sprite dimensions changed)setSize()
- 在目录下创建
src/core/,包含PixelRenderer.js和renderPixelArt()方法renderSpriteSheet() - 在中定义所选调色板
src/sprites/palette.js - 在目录下创建精灵数据文件——每个实体类别对应一个文件
src/sprites/ - 创建,包含背景瓦片变体和装饰元素
src/sprites/tiles.js - 更新实体构造函数,使用/
renderPixelArt()替代renderSpriteSheet()+fillCircle()generateTexture() - 创建或更新背景系统,以平铺像素画地面并分散放置装饰元素
- 在合适的地方添加动画(行走循环、翅膀扇动)
- 验证物理体仍对齐(如果精灵尺寸变化,调整/
setCircle())setSize()
Step 4: Verify
步骤4:验证
- Run to confirm no errors
npm run build - Check that physics colliders still work (sprite size may have changed)
- List all files created and modified
- Suggest running to update visual regression snapshots
/game-creator:qa-game
- 运行以确认无错误
npm run build - 检查物理碰撞器是否仍正常工作(精灵尺寸可能已变化)
- 列出所有创建和修改的文件
- 建议运行以更新视觉回归快照
/game-creator:qa-game
Checklist
检查清单
When adding pixel art to a game, verify:
- created in
PixelRenderer.jssrc/core/ - Palette defined in — matches game's theme
src/sprites/palette.js - All entities use or
renderPixelArt()— no rawrenderSpriteSheet()leftfillCircle() - Palette index 0 is transparent in every palette
- No inline hex colors in sprite matrices — all colors come from palette
- Physics bodies adjusted for new sprite dimensions
- Animations created for entities with multiple frames
- Static entities (items, pickups) use Phaser bob tweens for life
- Background uses tiled pixel art — not flat solid color or Graphics grid lines
- 2-3 ground tile variants for visual variety
- Decorative elements scattered at low alpha (gravestones, bones, props)
- Background depth set below entities (depth -10 for tiles, -5 for decorations)
- Build succeeds with no errors
- Sprite scale matches game's visual style (scale 2 for retro, scale 1 for tiny)
为游戏添加像素画时,请验证以下内容:
- 在目录下创建了
src/core/PixelRenderer.js - 在中定义了调色板——与游戏主题匹配
src/sprites/palette.js - 所有实体均使用或
renderPixelArt()——无遗留的原生renderSpriteSheet()fillCircle() - 每个调色板的索引0均为透明
- 精灵矩阵中无内联十六进制颜色——所有颜色均来自调色板
- 已针对新的精灵尺寸调整物理体
- 为多帧实体创建了动画
- 静态实体(物品、拾取物)使用Phaser的浮动补间动画以增加生动性
- 背景使用平铺像素画——而非纯色或Graphics网格线
- 使用2-3种地面瓦片变体以增加视觉多样性
- 以低透明度分散放置装饰元素(墓碑、骨头、道具)
- 背景深度设置为低于实体(瓦片深度-10,装饰元素深度-5)
- 构建过程无错误
- 精灵缩放比例与游戏视觉风格匹配(复古风格使用缩放2,微型风格使用缩放1)