Phaser AE

Procedural placeholder art

Free packv3.0.0-22DLook

A hundred and five ready-made generators that each draw a picture into a canvas: tiles, characters, items, vehicles, scenery, fruit, gems, space objects and more. A prototype gets a tileset and a cast without one art file, and swapping in real art later changes the frame a sprite points at and nothing else.

This is a Free pack. Every phaser.io account can use it in their games.

Released October 14, 2026 · updated October 19, 2026

Procedural placeholder art: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

The pack

art2d

function art2d(): Pack<{ art2d: Art2dApi }>

The art-2d pack: procedural placeholder art, a hundred-odd generators drawing into an OffscreenCanvas the kernel's atlas takes directly. Needs no backend and no DOM.

Helpers

alien

function alien(opts: SpriteOptions = {}): OffscreenCanvas

Green alien — rounded head with large almond eyes, antennae with bulb tips. Use for space / sci-fi enemy characters.

amethyst

function amethyst(opts: SpriteOptions = {}): OffscreenCanvas

Pointed-cut amethyst — purple pentagon shape with a bright crown facet. Use for purple gem pickups, magic items.

apple

function apple(opts: SpriteOptions = {}): OffscreenCanvas

Red apple with a brown stem and green leaf. Use for food pickups, health items, orchard collectibles.

asteroid

function asteroid(opts: SpriteOptions = {}): OffscreenCanvas

Seeded irregular asteroid with two craters — shape varies per seed. Use for space obstacle sprites.

axe

function axe(opts: SpriteOptions = {}): OffscreenCanvas

Battle axe — wooden handle with a wedge blade head and edge highlight. Use for melee weapon pickups in RPG or action games.

banana

function banana(opts: SpriteOptions = {}): OffscreenCanvas

Yellow banana — thick crescent arc with brown tip dots. Use for food pickups, jungle-themed collectibles.

bat

function bat(opts: SpriteOptions = {}): OffscreenCanvas

Bat — dark body with pointed ears, scalloped wings, and glowing eyes. Use for cave enemies, Halloween-themed sprites.

bomb

function bomb(opts: SpriteOptions = {}): OffscreenCanvas

Round bomb with a curved lit fuse and glinting body. Use for throwable weapons, hazards, countdown objects.

bomber

function bomber(opts: SpriteOptions = {}): OffscreenCanvas

Bulky enemy bomber — wide oval hull with engine pods and glowing exhausts. Use for heavy shoot-em-up enemies.

brickNormalMap

function brickNormalMap(opts: NormalMapOptions = {}): OffscreenCanvas

A brick-relief normal map matching brickTile's layout (two offset courses per tile), packed as noiseNormalMap is: the mortar joints read as grooves under a moving light, and at any size it lines up with a brickTile stretched over the same UVs. scale is not read. As with noiseNormalMap, no v3 material samples a normal map yet.

brickTile

function brickTile(opts: TileOptions = {}): OffscreenCanvas

Tileable brick wall — offset courses with mortar joints. Use for walls, platforms, dungeon floors.

building

function building(opts: SpriteOptions = {}): OffscreenCanvas

City skyscraper / office building — tall block with a seeded random lit/unlit window grid. Use for urban backgrounds.

bush

function bush(opts: SpriteOptions = {}): OffscreenCanvas

Rounded bush — four overlapping green circles with a sheen highlight and shadow base. Use for outdoor scenery, platformer decoration.

cactus

function cactus(opts: SpriteOptions = {}): OffscreenCanvas

Green cactus — round-capped body with two upward arms and spine flecks. Use for desert / western scenery or obstacles.

car

function car(opts: SpriteOptions = {}): OffscreenCanvas

Side-view car — body, windscreen, headlight, two wheels with hub caps. Use for racing or driving games.

characterSheet

function characterSheet(opts: CharacterOptions = {}): OffscreenCanvas

4-frame walking character sprite sheet — round-headed figure with swinging legs. The figure faces right (a snout pokes past the head's leading edge and the eyes sit on the front of the face), so mirroring it with flip.x visibly turns it to face left. Returns a (4 × size) × size horizontal strip: game.assets.addStrip(key, sheet, size, size) registers the four frames, and an anim { strip: key, fps } walks through them. For idle, run and jump poses use personSheet.

checkerTile

function checkerTile(opts: TileOptions = {}): OffscreenCanvas

Tileable two-tone checkerboard — THE classic retro-3D scrolling floor (and a fine 2D tile). base/detail set the two squares.

cherry

function cherry(opts: SpriteOptions = {}): OffscreenCanvas

Pair of red cherries on a forked green stem. Use for bonus pickups, fruit collectibles.

chest

function chest(opts: SpriteOptions = {}): OffscreenCanvas

Treasure chest — wooden body with gold bands and a lock. Use for loot containers, level-end rewards.

circuitTile

function circuitTile(opts: TileOptions = {}): OffscreenCanvas

Tileable circuit board — dark PCB substrate with crossing green traces and a solder pad. Use for sci-fi / cyber levels.

clampCanvasDim

function clampCanvasDim(n: number): number

Clamp to a safe canvas dimension: a finite integer in [1, MAX_CANVAS_DIM]. NaN collapses to 1.

claude

function claude(opts: SpriteOptions = {}): OffscreenCanvas

The Anthropic Claude mascot — clay-orange sunburst disc with a friendly face.

cloud

function cloud(opts: SpriteOptions = {}): OffscreenCanvas

Fluffy white cloud — three overlapping circular puffs. Use for sky backgrounds, parallax layers, weather sprites.

cobbleTile

function cobbleTile(opts: TileOptions = {}): OffscreenCanvas

Tileable cobblestone — four rounded stones with highlighted tops over dark mortar. Use for medieval roads, town squares.

coinSheet

function coinSheet(opts: SpriteOptions = {}): OffscreenCanvas

Spinning gold coin — 4-frame animation strip (face → edge-on → face), (4 × size) × size. Register it with game.assets.addStrip and loop it for collectible coins and currency pickups.

crabAlien

function crabAlien(opts: SpriteOptions = {}): OffscreenCanvas

Crab-style space invader — oval body with side claws, three bottom legs, and dot eyes. Use for shoot-em-up enemy sprites.

crateTile

function crateTile(opts: TileOptions = {}): OffscreenCanvas

Tileable wooden crate — plank border with a diagonal brace and highlight. Use for breakable blocks, storage areas.

crown

function crown(opts: SpriteOptions = {}): OffscreenCanvas

Gold crown with three points and gem jewels — use for royalty, boss loot, leaderboard trophies.

diamond

function diamond(opts: SpriteOptions = {}): OffscreenCanvas

Brilliant-cut diamond — blue-white faceted gem. Use for rare collectibles, shop currency, puzzle gems.

dirtTile

function dirtTile(opts: TileOptions = {}): OffscreenCanvas

Tileable dirt / earth — brown base with randomised darker and lighter clods. Use for underground or farmland layers.

emerald

function emerald(opts: SpriteOptions = {}): OffscreenCanvas

Rectangular step-cut emerald with chamfered corners and inner facet lines. Use for green gem pickups, RPG loot.

envMap

function envMap(opts: EnvMapOptions = {}): OffscreenCanvas

A spherical environment map — "the world reflected in a chrome ball": sky above, ground below, a bright sun hotspot and horizontal streaks (the streaks are what sells fake chrome when they sweep across a surface). Colour the world to match your scene (night: dark sky, fire-orange sun).

NO v3 MATERIAL SPHERE-MAPS IT. Registered with game.assets.addStrip(key, envMap(), 64, 64) it is an ordinary texture, a fixed chrome-like gradient on whatever wears it; a real view-dependent reflection needs a material that samples it, which no pack has yet.

eyeball

function eyeball(opts: SpriteOptions = {}): OffscreenCanvas

Floating eyeball — sclera with vein lines, iris, pupil, and glint. Use for horror enemy, floating eye monster.

flower

function flower(opts: SpriteOptions = {}): OffscreenCanvas

Six-petal flower on a stem with a leaf. Use for garden, meadow, or pickup-collectible decoration.

frog

function frog(opts: SpriteOptions = {}): OffscreenCanvas

Green frog — oval body, bulging eye bumps, wide grin. Use for swamp / pond enemy or animal sprites.

gem

function gem(opts: SpriteOptions = {}): OffscreenCanvas

Faceted green gem — a single-frame collectible jewel with facet lines. Use for score pickups, RPG loot.

ghost

function ghost(opts: SpriteOptions = {}): OffscreenCanvas

Pac-Man-style ghost — rounded top with a scalloped skirt and dot eyes. Use for enemy characters in maze or horror games.

goldBar

function goldBar(opts: SpriteOptions = {}): OffscreenCanvas

Gold ingot / gold bar — isometric parallelogram top face and trapezoid front. Use for treasure, currency, reward items.

grapes

function grapes(opts: SpriteOptions = {}): OffscreenCanvas

Purple bunch of grapes — three rows of berries narrowing to a point, stem and leaf. Use for fruit pickups, vineyard-themed games.

grassTile

function grassTile(opts: TileOptions = {}): OffscreenCanvas

Tileable grass — green base with scattered darker flecks and bright blade accents. Use for outdoor ground layers.

gravelTile

function gravelTile(opts: TileOptions = {}): OffscreenCanvas

Tileable gravel — grey base with randomised light and dark grain speckles. Use for paths, riverbanks.

heart

function heart(opts: SpriteOptions = {}): OffscreenCanvas

Red heart — use for lives / health pickups, health HUD icons.

hedgeTile

function hedgeTile(opts: TileOptions = {}): OffscreenCanvas

Tileable hedge / dense foliage — dark-green base with randomised light and dark leafy clumps. Use for maze walls, garden borders.

house

function house(opts: SpriteOptions = {}): OffscreenCanvas

Simple house — rectangular wall, triangular roof, door, and window. Use for town scenery, village-building games.

hydrant

function hydrant(opts: SpriteOptions = {}): OffscreenCanvas

Red fire hydrant — dome top, side nozzles, base plate. Use for city / street scenery, obstacle sprites.

iceTile

function iceTile(opts: TileOptions = {}): OffscreenCanvas

Tileable ice — pale blue with a corner sheen and seeded hairline cracks. Use for frozen / slippery surfaces.

interceptor

function interceptor(opts: SpriteOptions = {}): OffscreenCanvas

Enemy interceptor fighter pointing down — swept wings, narrow fuselage, red cockpit. Use for shoot-em-up diving enemy ships.

key

function key(opts: SpriteOptions = {}): OffscreenCanvas

Gold key — bow + shaft + teeth. Use for door / chest unlock collectibles.

lamppost

function lamppost(opts: SpriteOptions = {}): OffscreenCanvas

Street lamppost — curved arm with a glowing lamp head and hood. Use for city / street scenery in side-scrollers.

lavaTile

function lavaTile(opts: TileOptions = {}): OffscreenCanvas

Tileable lava — dark crust with glowing diagonal crack veins and bright ember speckles. Use for hazard / damage zones.

lemon

function lemon(opts: SpriteOptions = {}): OffscreenCanvas

Yellow lemon with pointed nubs and a highlight. Use for food pickups, sour-themed collectibles.

marbleTile

function marbleTile(opts: TileOptions = {}): OffscreenCanvas

Tileable marble — pale stone with two sine-wave grey vein lines that wrap seamlessly. Use for palace, temple, luxury interiors.

MAX_CANVAS_DIM

const MAX_CANVAS_DIM: 4096

The largest canvas this module will make. Every dimension is clamped to [1, MAX]: a 0 or NaN throws on some browsers, and iOS Safari runs out of memory past about 4096².

metalTile

function metalTile(opts: TileOptions = {}): OffscreenCanvas

Tileable sci-fi metal panel — bevelled edges, inset panel recess, and corner bolts. Use for space stations, mechs, industrial levels.

mine

function mine(opts: SpriteOptions = {}): OffscreenCanvas

Spiky space mine — eight spike protrusions around a dark body with a red blink light. Use for hazard / obstacle sprites in space games.

moon

function moon(opts: SpriteOptions = {}): OffscreenCanvas

Grey moon disc with four fixed craters (detail). Use for space backgrounds, night-scene decoration.

mudTile

function mudTile(opts: TileOptions = {}): OffscreenCanvas

Tileable mud — dark wet earth with elliptical puddle blobs and light grain speckles. Use for swamp, rain-soaked terrain.

mushroom

function mushroom(opts: SpriteOptions = {}): OffscreenCanvas

Red mushroom with white spots and a pale stem. Use for forest scenery, Mario-style powerup or hazard sprites.

noiseNormalMap

function noiseNormalMap(opts: NormalMapOptions = {}): OffscreenCanvas

A tileable NOISE normal map — bumpy stone, hammered metal, rough plaster — as tangent-space normals packed into RGB ((n + 1) / 2, z out of the surface). Two octaves of wrapped value noise turned into surface slopes; scale sets bump frequency, strength how deep the relief reads.

NO v3 MATERIAL SAMPLES A NORMAL MAP yet, in world-3d, lighting-3d or mesh-shaders. The canvas is a correct normal map for a renderer or exporter of your own; given to an object as a texture it shows as colour.

nose

function nose(opts: SpriteOptions = {}): OffscreenCanvas

Human nose with nostrils and a tip shade. Use for face-builder UIs, character customisation.

orange

function orange(opts: SpriteOptions = {}): OffscreenCanvas

Orange citrus fruit with a highlight and green leaf. Use for food pickups, collectible items.

peach

function peach(opts: SpriteOptions = {}): OffscreenCanvas

Peach / apricot with a vertical crease arc, highlight, and green leaf. Use for food pickups in orchard or farm games.

pear

function pear(opts: SpriteOptions = {}): OffscreenCanvas

Green pear — bulb body with narrow neck, brown stem, highlight. Use for food pickups, orchard collectibles.

pearl

function pearl(opts: SpriteOptions = {}): OffscreenCanvas

Lustrous pearl — iridescent white sphere with a soft highlight. Use for rare collectibles, jewellery, ocean-themed loot.

personSheet

function personSheet(opts: SpriteOptions = {}): OffscreenCanvas

Side-view running person (player character) — 6-frame (6 × size) × size strip: frame 0 idle, frames 1–4 run cycle, frame 5 jump. With first = game.assets.addStrip('hero', personSheet(), 16, 16), the anims are { idle: { frames: [first], fps: 1 }, run: { frames: [first + 1, first + 2, first + 3, first + 4], fps: 10 }, jump: { frames: [first + 5], fps: 1 } }. color is the shirt and cap (default red), accent the skin, detail the trousers (default blue).

pineTree

function pineTree(opts: SpriteOptions = {}): OffscreenCanvas

Pine / fir tree — three stacked triangular tiers over a brown trunk. Use for forest, mountain, or Christmas scenery.

planet

function planet(opts: SpriteOptions = {}): OffscreenCanvas

Planet with two equatorial band stripes and a polar highlight. Use for space backgrounds, level-select screens.

plankTile

function plankTile(opts: TileOptions = {}): OffscreenCanvas

Thin wooden plank for one-way platforms — visible surface occupies the top ~30 % of the cell, transparent below. The drawn surface aligns with a northward one-way collision line so the player stands exactly on the plank. 2D platforms ONLY: the transparent 70 % makes 3D faces see-through — texture 3D wood with woodTile instead.

plum

function plum(opts: SpriteOptions = {}): OffscreenCanvas

Purple plum — oval body with a crease arc and highlight. Use for food pickups, orchard collectibles.

potion

function potion(opts: SpriteOptions = {}): OffscreenCanvas

Round potion flask with a corked neck and shine dot. Use for health / mana / buff pickups in RPG or adventure games.

pumpkin

function pumpkin(opts: SpriteOptions = {}): OffscreenCanvas

Carved Halloween pumpkin — orange body with rib arcs, green stem, and triangle eyes + jagged mouth. Use for Halloween themes, seasonal decoration.

ring

function ring(opts: SpriteOptions = {}): OffscreenCanvas

Gold ring with a set diamond-shaped gem — use for RPG equippable accessories, loot, engagement / magic ring items.

ringedPlanet

function ringedPlanet(opts: SpriteOptions = {}): OffscreenCanvas

Saturn-style ringed planet — planet disc with a tilted elliptical ring drawn front and back. Use for space scenery, level-select worlds.

roadTile

function roadTile(opts: TileOptions = {}): OffscreenCanvas

Tileable asphalt road / tarmac — dark grey with randomised grit speckles. Use for city streets, racing tracks.

robot

function robot(opts: SpriteOptions = {}): OffscreenCanvas

Blocky robot — rectangular head and body with glowing blue eyes and a centre antenna. Use for sci-fi enemies or NPCs.

rock

function rock(opts: SpriteOptions = {}): OffscreenCanvas

Grey rock / boulder — irregular polygon with a light top facet. Use for outdoor obstacles, cave scenery, breakable blocks.

rocket

function rocket(opts: SpriteOptions = {}): OffscreenCanvas

Side-view rocket pointing up — tapered body, delta fins, porthole, flame plume. Use for launch sequences, missile sprites.

ruby

function ruby(opts: SpriteOptions = {}): OffscreenCanvas

Glossy oval ruby cabochon — red with a soft highlight. Use for rare gem pickups, RPG loot, score bonuses.

sandTile

function sandTile(opts: TileOptions = {}): OffscreenCanvas

Tileable sand / desert floor — warm beige with random grain speckles and faint dune ripple lines.

sapphire

function sapphire(opts: SpriteOptions = {}): OffscreenCanvas

Round brilliant-cut sapphire — blue disc with 8 radiating facet spokes and a light table. Use for blue gem pickups, RPG loot.

satellite

function satellite(opts: SpriteOptions = {}): OffscreenCanvas

Space satellite — rectangular body flanked by two solar panels with grid lines and a dish antenna. Use for sci-fi / space scenery.

scroll

function scroll(opts: SpriteOptions = {}): OffscreenCanvas

Parchment scroll with rolled ends and ink text lines. Use for quest items, spell tomes, note pickups.

shield

function shield(opts: SpriteOptions = {}): OffscreenCanvas

Heater shield with a gold rim and cross emblem — use for defensive item pickups, knight / warrior characters.

signpost

function signpost(opts: SpriteOptions = {}): OffscreenCanvas

Arrow signpost on a pole pointing right. Use for navigation markers, level direction hints, town decorations.

skull

function skull(opts: SpriteOptions = {}): OffscreenCanvas

Skull and teeth — cranium, jaw, eye sockets, nose triangle, and tooth marks. Use for death / game-over icons, enemy indicators, horror themes.

slime

function slime(opts: SpriteOptions = {}): OffscreenCanvas

Slime blob enemy — rounded teardrop body with dot eyes. Use for basic enemy sprites in platformers or RPGs.

snail

function snail(opts: SpriteOptions = {}): OffscreenCanvas

Snail — coiled shell with swirl arcs, green body / foot, eye stalks. Use for garden / slow enemy sprites.

snowTile

function snowTile(opts: TileOptions = {}): OffscreenCanvas

Tileable snow — near-white with faint blue-grey flecks and a soft bottom shadow. Use for winter / arctic ground.

spaceship

function spaceship(opts: SpriteOptions = {}): OffscreenCanvas

Top-down arcade spaceship pointing up — swept hull, swept wings, cockpit dome, engine exhaust. Use for shoot-em-up player ships.

squidAlien

function squidAlien(opts: SpriteOptions = {}): OffscreenCanvas

Squid / octopus alien — domed head, four tentacle pairs, round eyes. Use for shoot-em-up invader enemies.

staff

function staff(opts: SpriteOptions = {}): OffscreenCanvas

Mage staff — wooden rod topped with a glowing orb. Use for magic weapon pickups, wizard character equipment.

star

function star(opts: SpriteOptions = {}): OffscreenCanvas

Five-point gold star — use for score pickups, ratings, achievement icons.

stoneTile

function stoneTile(opts: TileOptions = {}): OffscreenCanvas

Tileable stone block — grey base with bevel edges and dark speckle cracks. Use for dungeon floors, cave walls.

strawberry

function strawberry(opts: SpriteOptions = {}): OffscreenCanvas

Red strawberry with a star-shaped calyx and seed dots. Use for food pickups, garden or farming game collectibles.

sun

function sun(opts: SpriteOptions = {}): OffscreenCanvas

Sun with 8 radiating rays and a smiling face. Use for sky decoration, weather indicators.

sunflower

function sunflower(opts: SpriteOptions = {}): OffscreenCanvas

Sunflower — 10 yellow petals around a dark brown seed head, on a stem. Use for field / garden scenery or collectibles.

sword

function sword(opts: SpriteOptions = {}): OffscreenCanvas

Vertical sword pointing up — tapered blade, cross-guard, leather grip, round pommel. Use for melee weapon pickups.

tileset

function tileset(tiles: OffscreenCanvas[]): OffscreenCanvas

Pack tile canvases into a single horizontal strip, left to right from 0, for game.assets.addStrip(key, strip, w, h): frame first + i is tiles[i], which is what a tiles-2d layer's firstFrame and data numbers index. Every cell takes the FIRST tile's size: give all the tiles one size, since a larger one spills into the next cell and a smaller one leaves the rest of its cell clear. An empty list gives a 1×1 clear canvas.

  • tiles Same-size tile canvases (from grassTile, stoneTile, any generator, or your own).

  • returns: A (tileWidth × count) × tileHeight canvas.

torchSheet

function torchSheet(opts: SpriteOptions = {}): OffscreenCanvas

Animated wall torch — 3-frame flicker strip (flame sways left / centre / right). (3 × size) × size; register it with game.assets.addStrip and loop it for dungeon, cave or castle wall lights.

trafficLight

function trafficLight(opts: SpriteOptions = {}): OffscreenCanvas

Traffic light — dark box on a pole with red, amber, and green signal lenses. Use for city / road-crossing games.

tree

function tree(opts: SpriteOptions = {}): OffscreenCanvas

Round deciduous tree — brown trunk, dark green foliage cluster. Use for forest / outdoor scenery.

truck

function truck(opts: SpriteOptions = {}): OffscreenCanvas

Side-view lorry / truck — trailer box, cab with window, three wheels. Use for delivery or road obstacle sprites.

tulip

function tulip(opts: SpriteOptions = {}): OffscreenCanvas

Tulip flower on a stem with a side leaf — cup of three petals. Use for spring / garden scenery.

ufo

function ufo(opts: SpriteOptions = {}): OffscreenCanvas

Flying saucer / UFO — metallic disc body with a glass dome and three under-lights. Use for alien invader, escort, or backdrop sprites.

watermelon

function watermelon(opts: SpriteOptions = {}): OffscreenCanvas

Green watermelon with dark stripe arcs and a flesh-coloured sheen. Use for summer / tropical food pickups.

waterTile

function waterTile(opts: TileOptions = {}): OffscreenCanvas

Tileable water — blue base with sine-wave ripple rows that tile seamlessly. Use for lakes, rivers, ocean backgrounds.

wizard

function wizard(opts: SpriteOptions = {}): OffscreenCanvas

Wizard — pointed hat with a star, long beard, and eyes. Use for mage NPC, player class sprite.

woodTile

function woodTile(opts: TileOptions = {}): OffscreenCanvas

Tileable wood — horizontal plank seams with grain marks. Use for floors, bridges, cabin interiors.

Types

Art2dApi

type Art2dApi = typeof kit

game.art2d — every generator this pack carries, as one namespace.

CharacterOptions

interface CharacterOptions

Options for characterSheet.

  • size?: number — Frame size in pixels (square). Default 16.
  • body?: string — Head and body fill colour. Default '#ffd166' (warm yellow).
  • outline?: string — Eye and outline colour. Default '#26233a' (near-black).
  • leg?: string — Leg stroke colour. Default '#c98aab' (mauve).

EnvMapOptions

interface EnvMapOptions

Options for envMap.

  • size?: number — Canvas edge length in pixels (square). Default 64.
  • sky?: string — Sky colour at the top of the reflection. Default '#7ec8ff'.
  • horizon?: string — Horizon band colour. Default '#f5e9d0'.
  • ground?: string — Ground colour at the bottom. Default '#4a3b2a'.
  • sun?: string | null — Sun / key-light hotspot colour. null removes it. Default '#ffffff'.
  • seed?: number — Integer seed for the horizontal cloud/highlight streaks. Default 7.

NormalMapOptions

interface NormalMapOptions

Options for noiseNormalMap and brickNormalMap.

  • size?: number — Canvas edge length in pixels (square). Default 64.
  • scale?: number — Bump frequency for the noise map — lattice cells per tile edge. Default 5.
  • strength?: number — Relief strength — slope steepness. 1 reads clearly; 2 is heavy relief. Default 1.
  • seed?: number — Integer seed for deterministic patterns. Default 7.

SpriteOptions

interface SpriteOptions

Options shared by all sprite generators. Single-frame sprites return a size × size canvas; the sheets (coinSheet, personSheet, torchSheet) return a horizontal strip of size × size frames. Every colour is a CSS colour string, and each sprite has its own default palette; a sprite that has no use for a colour ignores it.

  • size?: number — Frame edge length in pixels (square), clamped to [1, MAX_CANVAS_DIM]. Default 16.
  • color?: string — Primary / body colour. Default: the sprite's own (a red heart, a gold star).
  • accent?: string — Highlight / secondary colour. Default: the sprite's own.
  • detail?: string — Shadow / outline / detail colour. Default: the sprite's own.
  • seed?: number — Integer seed for the sprites with randomised elements, asteroid (its outline) and building (its lit windows); the rest ignore it.

TileOptions

interface TileOptions

Options shared by all tile generators. Every colour is a CSS colour string, and each tile has its own default palette (grass green, brick red, water blue); a tile that has no use for a colour ignores it.

  • size?: number — Tile edge length in pixels (square), clamped to [1, MAX_CANVAS_DIM]. Default 16.
  • base?: string — Primary fill colour: the brick, the grass, the water. Default: the tile's own.
  • detail?: string — Shadow / mortar / grain colour. Default: the tile's own.
  • accent?: string — Highlight / accent colour. Default: the tile's own.
  • seed?: number — Integer seed for the random speckle, cracks or grain, so one call always draws the same tile and two seeds draw two variants. Read only by the tiles with a random element (grass, stone, dirt, sand, lava, ice, snow, wood, gravel, hedge, road, mud); each has its own default seed.