# Prompt da cavaleira em pixel art (Claude Opus 5.5, sem MCP)

Cole num chat novo do Claude com o Opus 5.5 selecionado. Sai um arquivo HTML único: a Alethe andando num campo de flores ao pôr do sol, parando e apontando a espada pra câmera. Todo número da spec é intencional.

Material do vídeo e do post: https://kc1t.com/pt-br/logs/claude-opus-55-jogo

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Create a single self-contained HTML file: an animated pixel art knight who walks through a flower field at golden hour, stops, turns to the viewer and points her sword at the camera. Vanilla JavaScript and Canvas 2D, no external assets, libraries or network requests. Follow this spec exactly: every number is intentional.

RENDERING
- Logical resolution 160x90. Every pixel is a palette index in a Uint8Array framebuffer. At the end of each frame convert it through a Uint32 lookup table, putImageData into an offscreen canvas and drawImage it onto a fullscreen canvas scaled by the largest integer factor that fits window size x devicePixelRatio, centered on black, imageSmoothingEnabled = false, CSS image-rendering: pixelated.
- Fixed 60 Hz update with an accumulator (clamped at 250 ms), requestAnimationFrame render. Zero allocation inside the loop. No gradients, no shadowBlur, no sub-pixel drawing.

PALETTE (exactly these 31 colors, in this index order)
0 #1d1622 ink, 1 #8fb0d4 sky blue, 2 #c7bfd6 sky lavender, 3 #f5b995 peach, 4 #fbd49c golden sky, 5 #fff0bf pale yellow, 6 #fffdf2 white, 7 #7688b8 far hills, 8 #9ea9cc far hill haze, 9 #2e5838 green dark, 10 #4c8a45 green mid, 11 #86b851 green light, 12 #c6d466 sunlit grass, 13 #e0402f poppy, 14 #8a5ad0 violet, 15 #f28ab6 pink, 16 #f4ead6 cream, 17 #f5c73a yellow, 18 #2f201d hair, 19 #5b3f33 hair highlight, 20 #f6cfaa skin, 21 #d69b7e skin shade, 22 #eef3f8 armor highlight, 23 #aebccd armor silver, 24 #71829c armor steel, 25 #404a66 armor dark, 26 #cdbba2 cape shade, 27 #ffab3d sun gold, 28 #7c2c3e wine, 29 #43305e dark violet, 30 #8a5a34 brown.

SCENE (y grows downward)
- Sky, baked once: flat horizontal bands sky blue, lavender, peach, golden sky, pale yellow, with band edges at y = 11, 21, 32, 42. Each edge is dithered over 3 rows: every 4th pixel of the lower color two rows above the edge, a checkerboard of it one row above, every 4th pixel of the upper color on the edge row.
- Sun at (128, 47): solid white within radius ~4.7, checkerboard white to ~6.7, a glow to ~11.4 that turns golden sky into pale yellow (checkerboard) and pale yellow into white (sparse grid). A 1px white horizon glare line on y = 47, solid within ±12 px of the sun and every other pixel out to ±28.
- 3 clouds drifting left slowly, each a 1px streak with a shorter row on top and a lighter row under it: y 15 length 26 peach/golden, y 26 length 34 golden/pale, y 36 length 22 pale/white.
- Three parallax layers 320 px wide that tile horizontally:
  - far hills: top edge 52 plus two small sines (about ±4), haze color on the top row, far-hill color below, down to y = 68;
  - near hills: top edge 59 plus two sines, light green top row, mid green, a dark green checkerboard from 3 rows down and solid dark from 5 rows down, down to y = 72; 12 round trees (radius 3 or 4, dark body, mid green upper-right quarter, light green rim on the upper right, 2px brown trunk);
  - field: top edge 64 ±1, sunlit grass for 2 rows, sunlit/light checkerboard to 5 rows, light green to 12, light/mid checkerboard to 16, mid green below with sparse dark specks, plus random flower speckles (poppy, pink, cream, violet, yellow picked by a noise function) that get denser toward the bottom.
  - While walking the world scrolls: far layer 0.12, near 0.35, field 1.0, foreground blobs 1.5 times the scroll.
- 110 swaying flowers on stems between y = 68 and 89 (more of them toward the bottom), sorted by y. Stem height 1 to 5 px (taller when lower), head 1 px when far, 3 px when mid, a 5 px plus shape with a yellow center when near. They sway 1 px (2 px for y ≥ 80) with the wind. Flowers above the feet line are drawn behind the knight, the rest in front.
- Soft ground shadow to the left of her feet: rows 80 and 81, from X-22 to X+3, dithered beyond X-10.
- 5 big out-of-focus foreground blobs sitting on the bottom edge (radius 8 to 11; poppy, cream, yellow, violet, pink, each with a light and a dark tone), dithered rim, a light spot toward the upper right, the dark tone on the upper-left edge. They drift with the scroll.
- Petals: a pooled particle system of 512, spawning at the right edge and drifting left in three depths (speed 0.55 / 0.9 / 1.35; the nearest depth is 2 px tall), fluttering by switching between 1 and 2 px wide. Depth 0 is drawn behind the knight, depths 1 and 2 in front.

KNIGHT (slim: small head, visible neck, long legs; about 12 px wide and 40 px tall)
Anchor: center column X = 58, feet row FY = 79. u is the breathing bob (0 or 1). Draw every knight pixel into the framebuffer and into a mask, in this order:
1. Cape, rows FY-27+u to FY-2. With t going 0 to 1 down the cape: left edge X-4-3t minus a wind flow of round(wind·t^1.3·6) plus a small sine ripple; right edge X+2+t. Cream, with cape shade on the column right after the left edge, on a fold line 30% across, on a second fold 4 px further in the lower 65%, and on the bottom row.
2. Far arm, behind the body: a slim 2 px limb from (X-5, FY-24+u) to the far hand (silver side plus highlight side, dark elbow pixel at the middle), ending in a 2 px gauntlet.
3. Legs from hips at FY-13, far leg at X-2 and near leg at X. Each is a 3 px wide line to the knee and on to the foot: far leg darker (ink / dark / steel then dark / steel / silver), near leg (dark / steel / silver then steel / silver / highlight). Bright 2 px knee cop. Sabaton 4 px wide pointing right. Walk: feet swing ±4 px, the lifted foot rises 2 to 3 px, 8-frame cycle.
4. Tassets: a 7x3 plate at (X-4, FY-16). Plate shading: dark left column, steel next, silver body, highlight on the right column and on a line 62% across, steel bottom row. Belt row at FY-14 alternating steel and silver.
5. Breastplate FY-27+u to FY-18: 8 px wide (X-4 to X+3), narrowing to X-3 to X+2 in the lower 40%. Dark left column, steel next, highlight right column, a highlight ridge line at X+1 (moves to X, then X-1 as she turns to the viewer), a steel plackart seam at FY-21+u, a white specular pixel 2 rows below the top, right of the ridge. Belt at FY-17: brown, with a sun-gold buckle on the ridge.
6. Neck: 2x2 at FY-30 and FY-29 (skin shade left, skin right). Gorget at FY-28: steel, silver, silver, highlight from X-2 to X+1.
7. Head, 10 rows from FY-40+u: a voluminous dark bob. Row widths: row 0 X-2 to X+1, row 1 X-3 to X+2, rows 2 to 7 X-4 to X+3, rows 8 and 9 X-5 to X+3. Rows 0 to 3 shift by the head tilt. Rows 6 to 9 get extra hair pixels on the left blown by the wind. Hair highlight at row 1 X-1 to X+1 and row 2 X+1 to X+2. Face, rows 4 to 9: 6 px wide starting at X-3 +2 in profile, +1 half turned, +0 facing the viewer. Row 4 is the bangs (skin only on every 3rd pixel). Face left column in skin shade. Row 9 is one pixel narrower on each side. Eyes: two 1x2 ink dots 3 px apart on rows 5 and 6. Mouth: one skin-shade pixel on row 8, or when smiling a 2 px wine mouth with skin-shade corners and pink blush pixels beside the eyes.
8. Pauldrons: 4x4 at X-6 (far, one tone darker) and X+2 (near). Top row inset 1 px, bright second row, dark third row, highlight right edge.
9. Sword arm: a 2 px limb from (X+4, FY-24+u) to the hand. Sword: brown grip and sun-gold pommel behind the hand, a 2 px gauntlet, a sun-gold crossguard 5 px wide perpendicular to the blade (end pixel pale), a 13 px blade with a white core, a silver edge line beside it and a highlight tip. Foreshortening f from 0 to 1: blade length round(13·(1-f))+1, crossguard grows up to 9 px, and above f = 0.6 the blade becomes a tiny bright diamond pointing at the viewer.
Then two passes over the knight's bounding box:
- Outline: every empty pixel 4-adjacent to the mask becomes armor dark if that neighbor is armor or white, otherwise ink.
- Rim light: outline pixels that have knight pixels on their left (the sun side is the right) become peach when rim < 0.6, sun gold when rim is 0.6 to 1.0, pale yellow above 1.0. When rim > 0.8, outline pixels directly under the body right of center also turn sun gold.

TIMELINE (loop of 680 ticks at 60 Hz; the drawn pose is a snapshot taken every 5 ticks, 12 fps; ease in-out cubic unless noted)
- 0 to 240 WALK: she walks in place while the world scrolls at 0.4 px per tick.
- 240 to 330 IDLE: she stops, 2-frame breathing bob (toggles every 36 ticks).
- 330 to 400 NOTICE: turns to face the viewer, tilts her head 1 px, smiles.
- 400 to 490 REACH: the far hand comes toward the camera in front of the body, moving to (X-8, FY-27) while the gauntlet grows from 2 to 5 px. From 412 to 450 a 6-color light streak (poppy, sun gold, yellow, light green, sky blue, violet) sweeps left to right across the frame around y = 58, slightly slanted, with a white head and a dithered tail.
- 490 to 600 DRAW: at 490, over 24 ticks with ease-out-back, the sword rises up her right side (hand to X+7, FY-34, blade angle 0.15 rad from vertical). A star glint travels along the blade from 500 to 524. At 522, over 10 ticks with ease-out-cubic, she points it straight at the viewer (hand X+1, FY-24, foreshortening 1). At 534: a burst of 90 spiraling petals and sparks from the tip (5 color ramps going white, then the color, then dark), 10 ticks of 1 px screen shake, and a pulsing star at the tip afterwards.
- 600 to 680 RECOVER: lowers the sword back to the idle pose, then the loop walks again.
Pose keys (turn, tilt, smile, reach, sword angle, foreshortening, hand X offset, hand Y offset, wind, rim, walk):
WALK 0,0,0,0,2.30,0,6,-13,1.5,0.50,1
IDLE 0,0,0,0,2.30,0,6,-13,1.0,0.50,0
NOTICE 1,1,1,0,2.30,0,6,-13,0.8,0.55,0
REACH 1,1,1,1,2.30,0,6,-13,0.9,0.65,0
DRAW raise 1,0,0,0,0.15,0,7,-34,1.3,0.85,0
DRAW point 1,0,1,0,0.00,1,1,-24,1.4,1.20,0
RECOVER 0,0,0,0,2.30,0,6,-13,1.0,0.50,0
Key start times 0, 240, 330, 400, 490, 522, 600 with transition durations 24, 20, 30, 24, 24, 10, 70 ticks. Wind gusts: multiply wind by 0.65 + 0.35·sin(phase·0.37).

RENDER ORDER
sky, clouds, far layer, near layer, field layer, ground shadow, back petals, flowers behind, knight, outline pass, rim pass, blade glints, flowers in front, burst particles, front petals, light streak, foreground blobs.

QUALITY BAR
Crisp pixels at any window size, seamless loop, stable 60 fps, readable silhouette. It should look like a polished 16-bit sprite animation, not vector shapes scaled down.
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