@pixelvibing/cli 0.50.0 → 0.51.0
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package/dist/pixel-vibing-cli.js
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package/package.json
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{
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"name": "@pixelvibing/cli",
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"version": "0.
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"version": "0.51.0",
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"description": "PixelVibing: pixel art game assets from the command line, and the Skills that teach coding assistants to make them.",
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"license": "MIT",
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"homepage": "https://pixelvibing.com",
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---
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name: pixelvibing-change
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description: Change art this game already has on PixelVibing — another of an object (a variant), an object or a creature changed as you say (an edit),
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description: Change art this game already has on PixelVibing — another of an object (a variant), an object or a creature changed as you say (an edit), one set in motion (an animation) or drawn in a still pose (a pose), kept with its sprite — through the PixelVibing MCP server's generate tool, from a picture the platform keeps. Use when a result is close but not right, needs another like it, has to move, or needs a pose.
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---
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# Changing a result
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{ "project": "<id>", "kind": "variant", "source_image": "<image id>", "instruction": "in autumn colours", "max_percent": 40 }
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{ "project": "<id>", "kind": "edit", "source_image": "<image id>", "source_name": "knight", "instruction": "give it a red cape", "max_percent": 40 }
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{ "project": "<id>", "kind": "animate", "source_image": "<image id>", "instruction": "walks to the right", "enrich": false, "max_percent": 40 }
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{ "project": "<id>", "kind": "pose", "source_image": "<image id>", "instruction": "mid-walk", "into": { "sprite": "outfit/fox", "name": "mid-walk", "direction": "south" }, "max_percent": 40 }
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```
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- **`variant`** draws another of an object, keeping what makes it that object; the
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its first frame to its last: what moves, how far, and how it returns. It takes no
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reference; the platform chooses how many frames. Pass `enrich: false` when the motion is
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written in full; leave it on for a person's few words.
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- **`pose`** draws an object or a creature in a still pose. The instruction is the pose:
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a label such as `mid-walk`, or what changes in a few words. It takes no reference.
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-
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## A sprite's motion
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A sprite keeps its motion with it, in three groups, each piece at an address:
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| Group | What it is | Address |
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|---|---|---|
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| views | one picture a direction | `<sprite> › view › <direction>` |
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| poses | a still picture under a label, in a direction or more | `<sprite> › pose:<label> › <direction>` |
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| animations | a named list of frames | `<sprite> › animation:<name>` |
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`get_sprite_motion` with the project and the sprite's name answers all three, each picture
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by its image id, and the sprite's own picture among `parts` — the `source_image` to animate or
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pose it from. Give `generate` an `into` and an animation or a pose is kept with the sprite as
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the job finishes: `{ "sprite": "object/windmill", "name": "sails-turning" }` for an animation,
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`{ "sprite": "outfit/fox", "name": "mid-walk", "direction": "east" }` for a pose. The name is
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kebab-case; a creature's animation is one the game plays, such as `walk-south`; a pose faces
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south unless a direction is given. Drawn again at the same address, the new one takes the
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address and the old one is still kept.
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`get_job` follows the job; one kept with its sprite says so in its data's `kept`. Without
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`into`, `pixel-vibing-cli pull <job id>` lands it: an animation lands as `<name>/<n>`, one
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picture a frame, and an export packs its frames as an animation.
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## Not here
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