# Prompt Rules

Use this file when writing sprite prompts by hand.

Do not delegate prompt writing to a script unless you specifically need parity with an older generated prompt.

## Global Rules

Always keep these constraints:

- background is 100% solid flat magenta `#FF00FF`
- no gradients in the background
- no text
- no labels
- no UI
- no speech bubbles
- exact grid count only
- no borders or frames between cells
- same asset identity across frames
- same bounding box and same pixel scale across frames
- raw sprite art must come from built-in `image_gen`, not Three.js, Canvas, SVG, HTML/CSS drawing, PIL shape drawing, procedural geometry, placeholder primitives, or code-rendered screenshots

## Style Rules

Choose the art style from the user request, project context, map context, or reference:

- `pixel_art`: general sprite default for classic 2D game actors and animation sheets.
- `clean_hd`: clean hand-painted HD 2D game asset style, crisp silhouettes, smooth surfaces, low texture noise, controlled lighting, no chunky pixels.
- `pixel_inspired`: clean modern pixel-art-inspired style without 16-bit wording, heavy dithering, or noisy microtexture.
- `retro_pixel`: 16-bit pixel art or retro JRPG pixel art, only when explicitly requested.
- `map_style` or `project-native`: match the visible reference, existing game, or `$generate2dmap` selected art style.

Do not write `16-bit`, `retro JRPG`, or `chunky pixel-art` unless the user asks for that look. For clean HD map props, explicitly say `Do not make pixel art`.

## Reference Rules

Use these rules when the user attaches a reference, points to a local image, asks for consistency with an earlier generated image, or asks for an evolution/variant of an existing sprite:

- Make the reference image visible to built-in `image_gen` before generation. If the reference is a local file, call `view_image` first; do not assume a path string is a visual input.
- In the prompt, say `use the image just shown as the visual reference`.
- State what must stay fixed: silhouette family, palette, face/eyes, costume or markings, accessories, material language, and art style.
- State what may change: pose, animation phase, action energy, size progression, evolution traits, or FX intensity.
- For animation sheets, preserve the same character identity in every cell and only change the animation pose or effect state.
- For evolution lines, keep visible lineage markers while allowing larger silhouette, added details, or stronger colors per form.
- Keep the normal magenta-background and containment rules even when using a reference.

## Layout Guide Rules

Use a layout guide when the sheet needs stronger geometric control than text alone can provide:

- good fit: `3x3` and `4x4` prop packs, tileset-like atlases, fixed atlas rows, and non-directional 16-frame sequences such as casting, summoning, charging, death, or transformation
- possible fit: `3x3` large idles or showcase loops when earlier generations drift in scale, spacing, or edge safety
- risky fit: four-direction walk sheets, because guide pressure can make directional poses too centered and reduce locomotion clarity

When using a layout guide, make the guide image visible first and write:

```text
Use the layout guide image just shown as a layout-only reference. Use it only to understand the rows, columns, equal invisible frame slots, centering, spacing, and safe padding. Do not reproduce the guide: no visible boxes, no safe-area rectangles, no center marks, no labels, no borders, no guide background.
```

Keep the creative prompt agent-written. The layout guide only provides geometry; it must not replace the action plan, art style, identity lock, or containment rules.

## Containment Rules

For any sheet mode, say this explicitly when consistency matters:

- the entire subject must fit fully inside each cell
- no body part, effect, weapon, tail, wing tip, orb, spark, or smoke trail may cross a cell edge
- leave magenta margin on all four sides
- use the same silhouette scale in every frame

If detached FX are undesirable, say:

- no floating detached effects outside the main silhouette

If detached FX are required, say:

- detached effects must remain tightly grouped near the main subject and still fit inside the cell

## View Rules

- `topdown`: for overworld actors and player / NPC sheets
- `side`: for projectiles, side-view units, impact FX
- `3/4`: for creature battle sprites, bosses, showcase idles, side-view spellcasters

## Character Style

For `player` and `npc` when the request does not specify another style:

- top-down 2D pixel art for a 16-bit RPG overworld
- 3/4 view from slightly above
- full body visible
- chunky readable pixel-art with crisp dark outlines
- enough margin for clean engine rendering

## Map Prop Style

For `prop` assets requested by `$generate2dmap`, match the selected map art style:

- `clean_hd`: clean hand-painted HD 2D game asset style, crisp silhouettes, smooth painted surfaces, low texture noise, controlled accent lighting, no chunky pixels.
- `pixel_inspired`: clean modern pixel-art-inspired prop, crisp readable shape, no 16-bit wording, no heavy dithering.
- `retro_pixel`: 16-bit or retro JRPG pixel-art prop, only when the map is explicitly retro pixel.

For clean HD props, use mostly front-facing top-down RPG object view: upright objects are vertical and centered, with only a small visible top face. Avoid strong isometric diagonal rotation unless requested.

## Creature and FX Style

For `creature`, `spell`, `projectile`, `impact`, `summon`, and `fx`:

- strong silhouette
- readable body colors or effect shape
- battle-ready or gameplay-readable pose
- avoid painterly composition drift between frames
- if humanoid, keep it clearly non-player unless the user explicitly wants a player-like unit

## Action Rules

### `idle`

Use:

- neutral stance
- subtle motion
- weight shift or aura pulse
- strongest idle accent before looping

Prefer:

- `2x2` for standard actors
- `3x3` for large creatures and showcase idles

### `cast`

A `2x3` cast is often the best default:

- readiness
- energy gather
- stronger gather
- release start
- release peak
- settle or hold

### `attack`

For a compact attack-only sheet, describe:

- wind-up
- strike
- follow-through
- recovery

For controllable heroes, main characters, and fixed-cell game sprites, write attack body prompts as body-only:

- no detached slash arc
- no wide weapon trail
- no muzzle flash
- no projectile
- no impact burst
- no detached dust cloud
- weapon remains close enough that the body bbox stays near idle/run size
- body height and feet/bottom anchor match the accepted idle/run sheet

If the attack needs a large slash arc, sword trail, muzzle flash, or hit spark, generate it as a separate `fx`, `projectile`, or `impact` sheet and layer it in the runtime.

### `hurt`

For a hurt-only sheet, describe:

- impact
- recoil
- stagger
- recovery

### `combat`

For a compact combined sheet:

- top-left: attack wind-up
- top-right: attack strike
- bottom-left: hurt impact
- bottom-right: hurt recovery

### `projectile`

Usually prefer `1x4` or `2x2`.

Describe:

- same projectile identity in all frames
- travel direction stays consistent
- shape changes are small and loopable
- glow or trail stays inside the frame

### `impact` / `explode`

Usually prefer `2x2`.

Describe:

- ignition or contact
- expansion
- peak burst
- fade or collapse

### `walk` / `run` / `hover`

State the travel behavior clearly:

- grounded stride
- hover bob
- crawl
- slither
- mechanical glide

## Sheet-Specific Rules

### Mixed-action atlas guardrail

Do not use a single raw generated sheet to pack unrelated actions just because the target engine wants a `4x4`, `5x5`, or custom atlas.

Avoid prompts like:

- row 1 idle, row 2 run, row 3 shoot, row 4 jump
- first row walk, second row attack, third row hurt, fourth row death
- one big atlas containing every hero action

For controllable heroes, main characters, and high-value player assets:

1. Generate each action as its own multi-row grid sheet, usually `2x2` for 4-frame actions, `2x3` for 6-frame actions, and `2x4`, `3x3`, `3x4`, or `4x4` for longer actions.
2. Keep attack/shoot/cast body animation separate from projectile, muzzle flash, slash arc, weapon trail, impact, and dust unless the runtime explicitly supports wider per-action cells plus explicit origins.
3. Process and visually QC each action independently for feet line, body center, scale, silhouette, and edge safety.
4. Reject a body action when the body appears more than about 10-15% smaller than idle/run because a wide FX bbox forced it to shrink.
5. Assemble a `4x4`, `5x5`, or custom engine atlas only after the separate action sheets pass QC.

Allowed raw multi-row sheets:

- canonical four-direction locomotion sheets where every row is the same walk/run action in a different direction
- one continuous non-directional long action sequence, read left-to-right across rows
- prop packs or tileset-like atlases where each cell is intentionally a separate object
- compact low-stakes enemy combat sheets, but not controllable hero production assets

### `4x4` player sheet

Use:

- row 1: down
- row 2: left
- row 3: right
- row 4: up
- column 1: neutral
- column 2: left foot forward
- column 3: neutral again
- column 4: right foot forward

Do not use a layout guide by default for this sheet. Try an unguided prompt first unless the previous result crossed cell edges or failed the grid shape.

### `3x3` large idle

Say:

- exactly 9 equal cells in a `3x3` grid
- same bounding box in all 9 cells
- subject fills only about 55% to 65% of each cell
- no edge crossing anywhere

Use a layout guide when a previous 3x3 result has uneven spacing, inconsistent scale, or edge-touching frames.

### `4x4` non-directional action sequence

Use for casting, summoning, charging, transformation, death, and other single-action loops:

- exactly 16 equal cells in a `4x4` grid
- read frames left-to-right across each row, then continue on the next row
- describe each phase in order, from anticipation through peak action to settle or loop return
- keep the subject identity stable while allowing pose, energy, and compact attached effects to change
- use a layout guide when the action includes VFX, portals, circles, summons, or other elements that might cross cell boundaries

Do not use this format as a shortcut for four unrelated hero actions. If the requested rows are different actions, treat it as a `hero_action_bundle` or `engine_atlas` delivery problem instead.

### `5x5` and custom grids

Use raw `5x5` or custom-grid generation only when the entire sheet is one coherent action family, a prop pack, a tileset-like atlas, or a single long sequence.

For mixed action requirements, generate each action separately and assemble the final grid after QC. The assembled atlas is a delivery artifact, not the raw image-generation target.

### `1x4` projectile

Say:

- exactly 4 equal cells in one row
- same projectile size in every frame
- only the internal energy or shape pulse changes

## Bundle Prompting

When generating a bundle, write each asset prompt independently.

Good default decomposition:

- caster unit
- projectile
- impact

or:

- idle
- combat
- walk

Do not try to force unrelated assets into one giant sheet.

## Quick Prompt Pattern

1. state the asset type and sheet shape
2. describe the subject identity
3. if applicable, state the reference role and invariants
4. describe frame-by-frame motion
5. restate same-scale and containment rules
6. restate magenta background and no-text rules
