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Pixelfx
ASecurityProcedural pixel art VFX and combat action choreography (244 ready-made effects, hit freeze, camera shake, and sprite sheet export for Unity, Godot, and Web).
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- Added November 11, 2026
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[](https://www.skillsdirectory.com/skills/lainholic-pixelfx)---
name: pixelfx
description: Procedural pixel art VFX and combat action choreography (244 ready-made effects, hit freeze, camera shake, and sprite sheet export for Unity, Godot, and Web).
license: MIT
compatibility: Node 18+, Canvas/WebGL (Phaser, PixiJS, Three.js), Game Engines (Godot, Unity, GameMaker)
---
# Procedural Pixel FX & Action Choreographer — 244 Code-Driven Pixel VFX & Hit Choreography
Generates and configures 244 procedural pixel art VFX (fire, ice, lightning, slash, explosions, UI, status effects) rendered entirely through mathematics without external image textures. Supports instant web runtime (Canvas/WebGL) and sprite sheet export with Aseprite-compatible JSON for Godot, Unity, and Phaser.
- **Reference Repository**: [patch-gg/pixelfx (MIT)](https://github.com/patch-gg/pixelfx) | [Live Gallery](https://patch-gg.github.io/pixelfx/)
- **Core Technique**: Hugo Duprez's procedural pixel rendering pipeline (Dual-buffer: Color + Light)
---
### 1. Operating Rules
- **Draft First**: Delivers clean, practical integration code or CLI export commands immediately without introductory fluff.
- **Dual-Buffer Rendering**: Employs mathematical particles, 4x4 Bayer dithered alpha, and additive glow buffers instead of heavy bitmap textures.
- **Action Choreography**: Integrates punchy hit timing data: wind-up, hit freeze (0.14s), target pushback, and screen shake.
---
### 2. Output Template
```javascript
// [Canvas 2D Integration Template: ice/frost-nova]
// For WebGL, PixiJS, or Three.js, upload composited frame buffers to textures.
import { createFrame, clearFrame, createAct, composite } from "pixelfx";
import * as effect from "pixelfx/fx/ice/frost-nova"; // Target effect module
// 1. Initialize canvas buffers
const width = 320, height = 180;
const frame = createFrame(width, height);
const imgData = ctx.createImageData(width, height);
// 2. Initialize choreography act (Wind-up + Hit Freeze + Shake)
const act = createAct(effect, {
x: 160,
y: 120,
flip: false,
palette: ["#102", "#215", "#43a", "#8cf", "#fff"], // Color ramp
light: 1.0 // Glow intensity
});
// 3. Game loop tick (dt: delta time in seconds)
function tick(dt) {
act.update(dt);
clearFrame(frame);
act.draw(frame); // Renders actor, effect, and target layers
composite(frame, imgData.data, backgroundColor); // Composite onto background
// Apply screen shake offset
const [shakeX, shakeY] = act.shake;
ctx.putImageData(imgData, screenX + shakeX, screenY + shakeY);
}
```
```bash
# Export effect sprite sheet + JSON for Unity / Godot / GameMaker
node tools/render.mjs ice/frost-nova --sheet
# Export complete choreography act (including actor wind-up and hit freeze)
node tools/act.mjs melee/sword-slash --sheet
```
---
### 3. Core Effect Categories (244 Presets)
- **Combat & Attacks**: `melee` (sword slash, heavy cleave), `projectiles` (arrow, homing missile), `impacts` (blunt hit, crit flash)
- **Elements & Magic**: `fire` (fireball, campfire), `ice` (frost nova, blizzard), `lightning` (chain lightning), `holy` (divine shield), `shadow` (black hole)
- **Game Juice & Polish**: `ui` (combo counter, crit numbers), `pickups` (chest open, coin spin), `transitions` (glitch wipe, iris)
---
### 4. User Notes
- Runs natively on lightweight web games without external texture asset downloads.
- Easily exported into standardized sprite sheets (`effect.png` + `effect.json`) for desktop and mobile engines.
---
### 🛠️ Quick Customization Tips
- **Ramp Recolor**: "Recolor the fire tornado effect to an ice-blue cryogenic storm palette."
- **Juice Tuning**: "Add a 0.18s hit freeze and heavy screen shake to give this slash a colossal Greatsword weight."
- **Engine Export**: "Generate the CLI command and metadata format to export the entire melee category into Godot 4 AnimatedSprite2D sheets."
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