DramaSo
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互動與遊戲

互动游戏:Create a single self-contained HTML file that renders an animated pixel…

互动游戏:Create a single self-contained HTML file that renders an animated pixel…。参考片是 @zacxbt 用 Claude Opus 5.5 写成的代码动画,不是 Seedance 成片。同一条提示词有 2 位作者用过,这里收一条代表成片。

原作者成片

這支成片是原作者用 Claude Opus 5.5 寫成的程式碼動畫,託管在 Skillry,不是下面這條提示詞的 Seedance 成片。提示詞保留原作者的點子,並寫成可以在 DramaSo 工作室開拍的 Seedance 2.5 畫面。

zacxbt @zacxbt · awesome-opus5-5-videos · Skillry

Opus 5.5 怎樣把文字變成動畫

提示詞

Seedance 2.5. 16:9.
Shoot this as a film. Keep the subject, the motion, and the rhythm. No HTML, no source code, no editor chrome.
拍成片子。保住主体、运动和节奏。不要 HTML,不要源代码,不要编辑器界面。

Original brief from @zacxbt / 原提示:
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.

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