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Codixel

/codixel

A pixel-art skill built on one idea: the agent writes code, it is not a painter. It asks for a reference image, then removes the background, pixelates, rigs with bones and animates it in code with a 2,000-line toolkit (core/pixel.js), showing every step on a sheet before making game files.

许可证
MIT
出品
GameSkill 出品
下载 ZIP

我们测过

在 Codixel core/pixel.js on Node 22 上通过 31/31 项检查(2026-11-03):能触发、有可运行示例、有截图和自检清单、单一职责、中英文文档齐全。触发检查是把提示词和 skill 描述做匹配,不是真实 agent 运行。

测试报告

这个 skill 做什么

什么时候触发

Changes how pixel art is made with AI. Instead of drawing from imagination, ask the user for a reference image, pixelate it, rig it, animate it, and check every step with the user. …

GameSkill 测过的版本

GameSkill 调优版:skill 文件取自提交 604a9dcbcc4e,按我们的 skill 流程加上可运行示例、测试报告、自检清单和中文指南。

下载测过的 ZIP(219 KB)路线图:美术资产

协议:基于 mankidev/codixel(作者 mankidev),协议 MIT。ZIP 保留协议文件(LICENSE),CHANGES.md 列出了 GameSkill 加的所有文件。

Codixel

自检清单

  • 复杂角色先要参考图,不凭空画;参考图要有使用授权 / Ask for a reference for complex subjects, and check you may use it
  • 先给预览(GIF 和逐帧图),用户点头后才出 sprite sheet / Preview first (GIF and frame sheet); sprite sheet only after approval
  • 关节位置用 P.ruler 读出来,绑骨后先看 ownerMap 再做动画 / Read joints off P.ruler; check ownerMap before animating
  • 色数受控,抖动只出现在两种颜色交界处 / Colour count stays small; dither only where two colours meet
  • 循环动画首尾帧接得上,所有帧尺寸一致 / Loops wrap cleanly and every frame has the same size
  • 多张图拼成的角色,后续帧沿用第一帧的调色板 / Frames built from several images reuse the first frame's palette

中文指南

这个 skill 做什么

Codixel 的核心观点是「agent 不是画师,它只会写代码」。所以遇到角色、生物这类复杂对象,它不凭空画,而是先要一张参考图,再用自带的 core/pixel.js(约 2,000 行、零依赖)一步步做:去背景、像素化(缩放、减色、只在交界处抖动、清理杂点、修轮廓)、加骨骼、用缓动做动画、打包成 sprite sheet。每一步都拼成一张对比图给用户看,用户确认后才进入下一步。它还带了火焰、烟、光束和天空、岩石、树、水等代码绘制工具。

什么时候用

  • 有一张角色或生物的参考图,想做成像素 sprite 并让它动起来
  • agent 凭空画的像素角色很丑,想换成「从参考图出发」的做法
  • 用代码画像素道具和场景,要求光照统一、色阶有色相偏移

怎么装

下载本页的 ZIP,把 codixel/ 整个文件夹放进 agent 的 skills 文件夹:Claude Code 用 .claude/skills/,Codex、Gemini CLI、OpenCode 用 .agents/skills/,Cursor 用 .cursor/skills/,Copilot 用 .github/skills/,Windsurf 用 .windsurf/skills/,然后重启 agent。也可以直接对 agent 说:Install the skill from https://gameskill.dev/skills/codixel/install.md

最小示例

gameskill/examples/ 用一张我们自己画的参考图(一只原创的「灯蛾」小生物,平滑渐变、纯色背景),按 SKILL.md 第 2 节走完:去背景;因为成品不到 64 像素,按 skill 的规定先在 192 像素宽的干净大图上给身体和两片翅膀绑骨,做 8 帧扇翅循环;再把每一帧像素化到 48 像素宽,所有帧共用第一帧的调色板;最后拼出步骤图和逐帧图,导出 GIF 和 sprite sheet。

我们怎么测的

在 Node 22 里直接调用 skill 自带的 core/pixel.js:检查背景去干净、色数不超过设定、轮廓没有单像素凸起和小洞、每个像素都分到了骨骼、8 帧尺寸一致、循环首尾帧相同、sprite sheet 的行列和帧数正确。结果在 gameskill/test-report.json。

关于 8 方向角色

常有人问的「一张角色图出 8 方向」需要图像模型补出没画的方向(AutoSprite 等商业工具)。Codixel 只负责「有参考图之后」的部分:每个方向给一张参考图,后续帧沿用第一帧的调色板,就能做出风格一致的多方向 sprite。

搭配

  • pixelfx:现成的像素特效
  • godot-animation:把 sprite sheet 放进 Godot 播放
  • sprite-gen:用图像模型批量出 sprite 再整理

安装

告诉你的 AI

Install the skill from https://gameskill.dev/skills/codixel/install.md

GameSkill 测过的版本

测过的版本装到 .claude/skills/
mkdir -p .claude/skills
curl -fsSL https://gameskill.dev/dl/skills/codixel.zip -o /tmp/gameskill-codixel.zip
unzip -oq /tmp/gameskill-codixel.zip -d .claude/skills
rm /tmp/gameskill-codixel.zip

包含内容

  • core/pixel.js: background removal, resize, quantize with edge dither, cleanup, silhouette smoothing, selective outline and rim light
  • Bones: P.Rig with owner maps and a ruler to read joints, P.bend for spines and tails
  • Showing work: labelled sheets, numbered frame grids, GIFs and P.pack sprite sheets
  • Coded effects (flame, smoke, breath, beams) and scene helpers (sky, rock, trees, water) with seamless loops
  • A step-by-step method: reference first, preview before game files, one change at a time

适合

  • Turning a reference picture into a game sprite and animating it
  • Characters and creatures that look bad when an agent draws them from imagination
  • Pixel props and scenes drawn in code with consistent light and hue-shifted ramps

不适合

  • Ready-made pixel effects libraries: see pixelfx
  • Copying someone else's artwork: the skill asks about permission first

关于这个 Skill

Codixel starts from an honest premise: an agent writes code, so pixel art it draws from imagination looks bad, and pixel art it makes from a real reference looks good. For complex subjects the skill asks for a reference image first, then works through background removal, pixelation, bones, animation and a packed sprite sheet with core/pixel.js, a 2,000-line toolkit with no dependencies. Every step is shown on one labelled sheet and confirmed before the next.

It also carries hard-won rules from the author's own corrections: hue-shifted ramps, flat bands with dither only where two colours meet, pixel-perfect lines, one light direction, and coded effects (flame, smoke, breath, beams) built from a shape plus moving noise rather than per-pixel simulation.

Our example takes an original painted reference of a small lantern moth, rigs the body and both wings on the clean full-size image (as the skill says for sprites under 64 px), animates an eight-frame wing beat, then turns every frame into 48-pixel art with the first frame's palette, all checked by script.

  • pixelfx for ready-made pixel effects.
  • pixelwright to turn AI renders into true pixel art with gates.

环境要求

  • Node.js 18 or newer (core/pixel.js has no dependencies)
  • A reference image you are allowed to use (your own, CC0, CC BY or licensed)

相关主题

常见问题

基于 mankidev/codixel (作者 mankidev,协议 MIT)。ZIP 里保留原作者的 LICENSE 和 NOTICE,ATTRIBUTION.md 和 CHANGES.md 写明来源提交和 GameSkill 加的内容。

搭配使用

作者标注的相关 Skills,或更适合相邻任务的 Skills。

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