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Search the sprite library by keyword, category, or get a random sprite. Returns a text listing of matching sprites.
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io.github.rxolve由 GitHub 帳號 rxolve 發布v0.5.0更新於 Nov 3, 2026
LLMs can't draw. This MCP can. Pixel art animation toolkit — draw, animate, compose, export.
Pixscii 是本地像素畫工作台,讓助理產生、繪製、製作動畫並匯出精靈圖與場景 PNG。
Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。
參照 儲存庫 中的啟動說明。
LLMs can't draw. This MCP can. A pixel art animation toolkit for AI agents.
Sister project of artscii. While artscii provides terminal ASCII art, pixscii gives AI agents a full pixel art workbench — generate characters, animate scenes, draw sprites, and export PNGs. Offline, deterministic, zero latency.
One tool call. 3 characters, tiled background, 24 frames. 9ms.
The LLM translates a scene description into structured input. pixscii executes it instantly.
Or add to your MCP client config:
LLMs can't place pixels well, but they write coordinates fine. shapes rasterizes geometry at pixel centers with no anti-aliasing, so every pixel is one palette index. Soft fills come from ordered dithering:
Then repalette to scene-sea or scene-night for the same picture in another mood. In code: drawShapes(sprite, shapes, palette).
landscape builds a whole scene from a seed in the scene schema, so one seed is one place you can show in any mood:
Presets match the scene palettes: dawn, home, school, night, sea, storm, window, forest, dusk, stars. Layers: sky (dithered gradient), stars, sun or moon (with a halo, and glitter on water), clouds, mountains (midpoint-displacement ridge), hills (value noise), sea (waves), forest (pines and round trees), ground, rain. Default size 128×72. In code: landscape({ seed, preset }).
creature mirrors a mask filled by the seed (body, maybe-body, empty), drops stray pixels, outlines it, lights it from the top and gives it eyes. Kinds: robot, alien, critter, plus nebula (asymmetric noise cloud with caught stars). being draws a person, cat or elf at a life stage from shapes: babies have big heads and no legs, old people white hair and a cane, old elves a staff, old cats a rounder body and a lowered tail.
Both use the scene schema, so they sit on a landscape in the same palette.
Start with animate_scene for a fast draft. Drop to lower layers to refine.
Two calls: one to generate, one to assemble. Done.
Every pixel is one character. The agent reads and writes in the same alphabet:
~80 tokens for a full 16x16 sprite. The LLM reads this like source code and reasons about it spatially.
22 sprites across 4 categories:
648 procedural characters: 4 species (human, elf, dwarf, skeleton) x 3 armors x 3 weapons x 3 helms x 6 skin tones.
13 palettes: pico8 (default), grayscale, gameboy, and 10 scene moods (scene-dawn, home, school, night, sea, storm, window, forest, dusk, stars)
The scene palettes share one schema: the same 16 named slots (ink, sky-top, sky-mid, sky-low, sun, cloud, far, mid, near, ground, water, foam, accent, skin, cloth, light). Draw once with those slots, then render with any scene palette to get the same picture in another mood. In code: SCENE.ground, slotIndex(palette, 'water'), remapPalette(sprite, from, to).
6 motion types: idle, walk, attack, hurt, bounce, blink
pixscii/coreEverything that draws, composes and renders also runs without Node. pixscii/core has no Node built-ins, no sharp and no MCP:
Bundled sprites, palettes and characters load through an asset source. In Node the MCP server and CLI use the files in sprites/. Elsewhere, pass anything that can read those files:
src/core/boundary.test.ts fails if anything in core imports a Node built-in, sharp, MCP or a file outside core.
See ROADMAP.md for where pixscii is going: shapes, procedural landscapes and creatures.
MIT
來源:README.md,提交 de290da
Search the sprite library by keyword, category, or get a random sprite. Returns a text listing of matching sprites.
queryrandomcategoryGet a sprite as a PNG image by its ID. Returns a scaled pixel art PNG.
id必填scalepaletteGenerate a procedural pixel character sprite. Same seed always produces the same character. 648 unique combinations.
helmseed必填skinarmorscaleweaponpalettespeciesConvert an image (URL or base64) to pixel art by quantizing to a palette. Returns both the PNG and sprite data.
scalewidthheightsource必填paletteCreate a new blank canvas for drawing. Returns canvas ID and hex grid for inspection.
fillwidth必填height必填paletteSet individual pixels on a canvas. Batch up to 512 pixels per call.
pixels必填canvas_id必填Draw a line between two points on a canvas using Bresenham's algorithm.
x1必填x2必填y1必填y2必填color必填canvas_id必填Draw a rectangle on a canvas (outline or filled).
h必填w必填x必填y必填color必填filledcanvas_id必填Flood fill from a point on a canvas. Returns the updated grid so you can verify the result.
x必填y必填color必填canvas_id必填Mirror a canvas horizontally (left half copied to right half). Returns the updated grid.
axis_xcanvas_id必填Read the current pixel state of a canvas as a hex character grid. For canvases >32px, provide x,y,w,h to inspect a region.
hwxycanvas_id必填Revert the last drawing operation on a canvas. Single-step undo.
canvas_id必填Export a canvas as a scaled PNG image.
scalecanvas_id必填Compose multiple sprites into a single scene. Place sprites at specific x,y positions on a canvas.
scalewidth必填height必填layers必填paletteBuild a tilemap from a 2D grid of tile IDs. Each cell becomes a 16x16 tile.
grid必填scalepaletteStitch multiple canvases into a single PNG spritesheet. Supports horizontal, vertical, or grid layout.
gapscaleframes必填columnspalettedirectionAnimate a sprite or character with pixel motion. Returns multiple PNG frames or a spritesheet.
idseedscalemotion必填paletteAnimate actors across a scene. Each actor has a pose cycle and a path of positions. Returns one PNG per frame.
delayscalewidth必填actors必填height必填palettebackgroundCreate a full animated scene in one call. Generate characters, place them on a background, and animate them along paths. Returns multiple PNG frames.
delayscalewidth必填actors必填framesheight必填palettebackgroundList palettes and their named slots. Palettes that share a schema (e.g. "scene") use each index for the same role, so swapping between them recolors the same art for a different mood.
schemaSwitch a canvas to another palette. Within one schema the pixels stay and only the colors change; across schemas each color moves to the slot with the same name, or else the nearest color.
scalepalette必填canvas_id必填Draw geometry as crisp pixel art: rect (with radius), circle, ellipse, polygon, line, curve. Fills can be a color, a dither of two colors, or a dithered gradient; filled shapes can have an outline. Draws on an existing canvas, or creates one. Write coordinates, not pixels.
scalewidthheightshapes必填palettecanvas_idGenerate a pixel landscape from a seed: sky by time of day, sun or moon, stars, clouds, mountains, hills, sea, forest, ground, rain. Uses the "scene" palette schema, so the same seed renders in any scene-* palette. Presets: dawn, home, school, night, sea, storm, window, forest, dusk, stars. Returns a canvas you can keep drawing on.
seed必填timescalewidthheightlayerspresethorizonpaletteGenerate a creature from a seed: symmetric robot, alien or critter from a mask (outlined, lit from the top, with eyes), or an asymmetric nebula. Endless variety, same seed same creature. Scene palette schema.
kindseed必填sizescalepaletteDraw a 24×24 person, cat or elf at a life stage: baby, adult or old (white hair, a cane or staff, a plumper cat). The seed varies hair and clothes. Scene palette schema.
seedscalestage必填palettespecies必填已滿足適用檢查項的 90%
該評分衡量此收錄條目的完整程度,依據註冊中心條目、端點與公開來源計算得出。它不是對伺服器本身的評價,也不表示伺服器安全或目前可用:可連通性是帶日期的檢查結果,評分也不包含安裝量或使用者評價。
請在註冊中心條目中宣告憑證請求標頭,或保持端點能夠回應探測,以便判定其認證方式。
animate_scene { "width": 128, "height": 48, "background": { "tiles": [["tree","grass","grass","sand","stone","wall","wall","door"]] }, "actors": [ { "seed": "hero", "species": "human", "armor": "plate", "weapon": "sword", "motion": "walk", "from": {"x":0,"y":28}, "to": {"x":96,"y":28} }, { "seed": "mage", "species": "elf", "armor": "cloth", "weapon": "staff", "motion": "walk", "from": {"x":-16,"y":30}, "to": {"x":72,"y":30} }, { "seed": "guard", "species": "skeleton", "motion": "idle", "from": {"x":108,"y":28}, "to": {"x":108,"y":28} } ], "frames": 24, "delay": 150}npx pixscii{ "mcpServers": { "pixscii": { "command": "npx", "args": ["-y", "pixscii"] } }}shapes { "width": 128, "height": 72, "palette": "scene-dusk", "shapes": [ { "type": "rect", "x": 0, "y": 0, "w": 128, "h": 46, "fill": { "gradient": ["sky-top", "sky-mid", "sky-low"] } }, { "type": "circle", "cx": 92, "cy": 40, "r": 9, "fill": "sun" }, { "type": "polygon", "points": [[0,46],[22,26],[40,38],[62,20],[90,42],[128,40],[128,48],[0,48]], "fill": "far" }, { "type": "rect", "x": 0, "y": 46, "w": 128, "h": 26, "fill": { "gradient": ["water", "near"] } }, { "type": "curve", "points": [[34,56],[44,44],[56,56]], "color": "accent" } ]}landscape { "seed": "harbor-town", "preset": "dusk" }landscape { "seed": "harbor-town", "preset": "dusk", "palette": "scene-night" }landscape { "seed": "pine-ridge", "time": "dawn", "layers": ["sky", "sun", "mountains", "forest", "ground"] }creature { "seed": "voyager-7", "kind": "robot" }being { "species": "elf", "stage": "old", "palette": "scene-forest" }Layer 1: animate_scene → full scene in one call (fast path)Layer 2: sequence/compose → manual frame composition (precise control)Layer 3: pixel/line/rect → individual pixel editing (full control)→ animate_scene { width: 80, height: 40, background: { tiles: [["grass","grass","stone","wall","door","wall"]] }, actors: [{ seed: "hero-girl", species: "human", armor: "cloth", motion: "walk", from: {x:0, y:24}, to: {x:60, y:24} }], frames: 16, delay: 120 }← 16 frame PNGs + frame_ids
→ spritesheet { frames: [frame_ids], direction: "horizontal" }← single strip PNG with all 16 frames→ create { width: 16, height: 16, fill: "." }← canvas_id + hex grid
→ rect { canvas_id, x: 3, y: 5, w: 10, h: 9, color: "1" }→ fill { canvas_id, x: 7, y: 7, color: "8" }← filled: 56 pixels, leaked: false (grid returned — agent verifies)
→ inspect { canvas_id }← agent reads grid, spots issue, fixes with pixel tool
→ export { canvas_id, scale: 4 }← 64x64 PNG0-F = PICO-8 palette colors (0=black, 7=white, 8=red, ...). = transparent 0123456789ABCDEF 0: ................ 1: .....111111..... 2: .....177771..... 3: .....177771..... 4: ...1111111111... 5: ...1888888881... 6: ...1788888881...npx pixscii import sprite.png --id my-sword --category itemsnpx pixscii export sword --scale 4 --out sword.pngimport { createEmpty, drawRect, registerPalette, getPalette, renderToRGBA } from 'pixscii/core';
registerPalette({ id: 'dusk', name: 'Dusk', colors: [ { index: 0, hex: '#1A1016', name: 'sky' }, { index: 1, hex: '#E88FB0', name: 'sun' }, { index: 2, hex: '#3A2433', name: 'ground' }, ],});
let scene = createEmpty(32, 18, 0);scene = drawRect(scene, 13, 4, 6, 6, 1, true);scene = drawRect(scene, 0, 12, 32, 6, 2, true);
const { width, height, data } = renderToRGBA(scene, getPalette('dusk'), 8);canvas.getContext('2d')!.putImageData(new ImageData(new Uint8ClampedArray(data), width, height), 0, 0);import { setAssetSource, loadPalettes } from 'pixscii/core';
setAssetSource({ readJSON: (file) => fetch(`/pixscii/sprites/${file}`).then((r) => r.json()), list: async (dir) => (dir === 'palettes' ? ['pico8.json', 'gameboy.json', 'grayscale.json'] : []),});await loadPalettes();npm installnpm run dev # Start MCP server (stdio)npm run build # Compile TypeScriptnpm test # Run testssrc/core/ pure TypeScript, runs anywhere (exported as pixscii/core)src/node/ sprites/ on disk, PNG encode and image import (sharp), CLIsrc/mcp/ MCP server and tools