OpenZhenZhen AI 提示词画廊 · Claude Opus 5.5 · video
像素风巫师施法动画
Pixel Art Wizard Casting Spell Animation
创作者用一条结构化的长文本提示词,让Opus 5.5用纯JavaScript和Canvas 2D做出一个自成一体的像素风法师施法动画,没有用任何图片或第三方库。

提示词 / Prompt
English prompt
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.
主题与风格
探索更多图片和视频提示词 · 生成图片 · 生成视频 · 在 AI 画布中创作
相关作品
- 哈士奇111
subject_definitions: <Subject 1> 是本片唯一的宠物主角 — FACE from <Picture 1>(哈士奇雪橇犬,冰蓝色眼睛,黑色鼻头,黑白双色、头顶黑色面罩纹、灰黑鞍部、白脸白胸白四肢,蓬松双层毛、体态骨架匀称结实,气质活泼)。只参考 <Picture 1> 的外观(五官、毛色、花纹、体型),不使用 <Picture 1> 的背景、场景与构图;视频全程保持与 <Picture 1> 外观完全一致。 summary: [reference generation] 0-5s 静谧微距张力;5-9s 爪部微距切全景;9-15s 摇臂升空+逆光剪影谢幕。主角全程
- 哈士奇
subject_definitions: <Subject 1> 是本片唯一的宠物主角 — FACE from <Picture 1>(哈士奇雪橇犬,冰蓝色眼睛,黑色鼻头,黑白双色、头顶黑色面罩纹、灰黑鞍部、白脸白胸白四肢,蓬松双层毛、体态骨架匀称结实,气质活泼)。只参考 <Picture 1> 的外观(五官、毛色、花纹、体型),不使用 <Picture 1> 的背景、场景与构图;视频全程保持与 <Picture 1> 外观完全一致。 summary: [reference generation] 0-4s 鼻头超微距视觉钩子;4-9s 变速极速拉出+3D环绕;9-15s 0.4x呼吸感定格
- 西格玛男人修仙
用了吃猪侠那个跑30秒的工作流 所以可以跑20秒视频
- 女孩真人感测试
**【参考图像锚定】** 图像 1 是 [年轻女性],保留参考图中的面部特征、精致妆容、浅金色长直发与空气刘海、简约白色上衣、脖颈细金链与小巧金坠吊坠,及整体外貌。人物仅锚人物本身,场景按下文文字重建,不得沿用图内任何构图或背景细节。 **【分镜】** **人物初始站位与空间关系**:夜晚路灯下,她站在街边一盏路灯正下方偏前的位置,手持手机以真实前置摄像头自拍视角拍摄,画面从胸以上的中近景开始,镜头随她的手持动作运动。头顶路灯洒下柔和的暖白光池,从上方偏正前照亮她的脸 —— 额头、鼻梁、颧骨受光,鼻下与眼窝投下朝下的柔影;浅金发顶和颊边碎发被灯光勾出一圈暖色轮廓光,发丝末梢泛一点暖亮的金;
- H3单采,7秒打斗测试
integrated_multimodal_description: (本段为极度硬核的高速CG兵器交锋。禁用2D动漫渲染。画面中只有加雷斯和洛恩两人。加雷斯在连续攻击中开口嘲讽,洛恩全程嘴唇紧闭死扛。) [Shot1] 0-2.5s, Unreal Engine 5 render, hyper-realistic, fast-paced sword fight, dynamic camera tracking. A muscular man in heavy red-black iron armor (Gareth) swings a massive greatsword downward
- H3爆裂冲击帧之【闪电箭】
输入邀请码:rh-v1631 领1000RH币,每天登录还有100币 H3满血无损!正面对标SD2.0 全网最干净方便的空间折叠工作流,去除繁复连线、虚空桥接+空间折叠; B站主页:https://space.bilibili.com/111985620/lists?sid=7895659&spm_id_from=333.788.0.0 youtube主页:https://www.youtube.com/@%E5%90%83%E7%8C%AA%E4%BE%A0233