Heroquarium ArtGen MCP Server

Heroquarium ArtGen MCP Server

Enables Claude to generate pixel art procedurally and normalize external images into a canonical palette and tile size.

Category
访问服务器

README

Heroquarium ArtGen

Pixel-art asset pipeline for the game Heroquarium: procedural generation (procgen), external-art normalization (pixelize), and an MCP server that exposes both to Claude. See ARTGEN_BLUEPRINT.md for the full design.

Canon: generate at TILE=32, export downscaled to 16 for the current renderer. All output snaps to the 53-colour palette in palette.json (single source of truth). RGBA, binary alpha, light from top-left.

Layout

palette.json          canonical palette (53 colours) — do not diverge
artgen/
  palette.py          load, redmean nearest-match, quantize, ramps
  canvas.py           pixel-map DSL, value noise, dither, shadow, outline, mirror
  pixelize.py         normalize any image/atlas -> palette + tile size
  procgen/            procedural generators (M2+)
mcp/                  MCP server (M5)
tools/                original game sources, kept for reference
tests/                palette + canvas acceptance tests
references/           style refs + Recraft prompts (for nngen / M7-M8)
out/                  generated art (gitignored)

Setup

pip install -e '.[dev]'   # runtime + pytest
pytest -q                 # 14 tests

pixelize

# single sprite -> 16x16 in palette
python -m artgen.pixelize in.png -o out/tree.png

# atlas: 4x4 grid, or 32px source tiles -> separate files
python -m artgen.pixelize sheet.png --grid 4 4 -o out/
python -m artgen.pixelize sheet.png --src-tile 32 -o out/

--method box|lanczos for "fat" (AI/painted) art, nearest for already-pixel art.

procgen

python -m artgen.procgen terrain  --tile 32 --seed 42 --variety 3 -o out/terrain/
python -m artgen.procgen nature   --tile 32 --seed 42 -o out/nature/
python -m artgen.procgen autotile --from grass --to water -o out/edges/
python -m artgen.procgen building --size L --roof red --walls stone -o out/
python -m artgen.procgen village -o out/village/
python -m artgen.procgen all -o out/

Buildings: parametric houses (size S/M/L x roof slate/red/thatch x walls stone/ timber/frame) plus a prop kit — fence, gate, well, barrel, crate, signpost, lantern, market stall, woodpile, haystack. village writes the whole catalog + a gallery sheet.

Terrain biomes: grass (+flowers), forest_floor, dirt, sand, stone, snow, swamp, plus animated water frames — all tileable (seamless when repeated). Nature props: round/pine/palm trees, bush, stump, boulder, small rock, flowers, mushroom, grass tuft, reeds, skull. Each run writes PNGs + a _*_sheet.png contact sheet.

Status

  • M1 — done: scaffold, palette, canvas primitives, pixelize ported.
  • M2 — done: tileable terrain (7 biomes + water), 12 nature props, preview (contact sheets, 3x3 tiling check), procgen CLI.
  • M3 — done: corner-based 16-tile autotile transitions between any two biomes, organic edges, dark rim, animated water foam. Seams exact by construction (bilinear corner field + edge-vanishing noise). Emits a bitmask manifest for the game renderer. 28 tests green.
  • M4 — done: parametric buildings (3x3x3 house combos: size x roof x walls)
    • 10-piece prop kit (fence/gate/well/barrel/crate/signpost/lantern/stall/ woodpile/haystack), gallery preview, village catalog. 35 tests green.
  • M1-M4 polish pass — done: warm low-contrast terrain with soft details (sprigs/pebbles/rare pale flowers) + new biomes (pine_floor, gravel, cobble, dirt, path) and 6+ variants each to kill repetition; roads/paths as a linear autotile feature (roads.py, layouts cross/curve/plaza…) with grassy fringe; reference-level detailed houses (varied shingles, ridge cap, moss, 4-pane windows w/ muntins+shutters+glow, timber framing, stone base, framed door, capped chimney) + decor kit (bucket, sack, potted plant, flower box, lantern, axe-stump, …). Demo: python scripts/demo_scene.py. 40 tests green.
  • Anti-repetition pass — done: autotile tiles take a position-hashed variant that reseeds interior noise + fill (seams stay exact because noise vanishes at edges), so roads/maps no longer show a repeating pattern; terrain.ground_rect() bakes a large continuous ground field (soft patches flow across the whole area, no per-tile rhythm) for scene/chunk backgrounds; softer terrain details + more nature (flat rock, fallen branch, mushroom cluster).
  • M5+ — MCP server, export/integration, nngen (GPU). §11.

Autotile scheme

Corner 4-bit Wang / dual-grid: each tile's four corners (NW=1, NE=2, SE=4, SW=8) mark upper vs lower terrain, giving 16 tiles. The boundary along any edge is a pure function of that edge's two shared corners, so tiles that abut on the dual grid are exactly seamless (0-mismatch, verified in tests). The renderer picks a tile per world corner-cell from its 2x2 terrain values; the mapping is written to <from>_<to>.manifest.json.

推荐服务器

Baidu Map

Baidu Map

百度地图核心API现已全面兼容MCP协议,是国内首家兼容MCP协议的地图服务商。

官方
精选
JavaScript
Playwright MCP Server

Playwright MCP Server

一个模型上下文协议服务器,它使大型语言模型能够通过结构化的可访问性快照与网页进行交互,而无需视觉模型或屏幕截图。

官方
精选
TypeScript
Magic Component Platform (MCP)

Magic Component Platform (MCP)

一个由人工智能驱动的工具,可以从自然语言描述生成现代化的用户界面组件,并与流行的集成开发环境(IDE)集成,从而简化用户界面开发流程。

官方
精选
本地
TypeScript
Audiense Insights MCP Server

Audiense Insights MCP Server

通过模型上下文协议启用与 Audiense Insights 账户的交互,从而促进营销洞察和受众数据的提取和分析,包括人口统计信息、行为和影响者互动。

官方
精选
本地
TypeScript
VeyraX

VeyraX

一个单一的 MCP 工具,连接你所有喜爱的工具:Gmail、日历以及其他 40 多个工具。

官方
精选
本地
graphlit-mcp-server

graphlit-mcp-server

模型上下文协议 (MCP) 服务器实现了 MCP 客户端与 Graphlit 服务之间的集成。 除了网络爬取之外,还可以将任何内容(从 Slack 到 Gmail 再到播客订阅源)导入到 Graphlit 项目中,然后从 MCP 客户端检索相关内容。

官方
精选
TypeScript
Kagi MCP Server

Kagi MCP Server

一个 MCP 服务器,集成了 Kagi 搜索功能和 Claude AI,使 Claude 能够在回答需要最新信息的问题时执行实时网络搜索。

官方
精选
Python
e2b-mcp-server

e2b-mcp-server

使用 MCP 通过 e2b 运行代码。

官方
精选
Neon MCP Server

Neon MCP Server

用于与 Neon 管理 API 和数据库交互的 MCP 服务器

官方
精选
Exa MCP Server

Exa MCP Server

模型上下文协议(MCP)服务器允许像 Claude 这样的 AI 助手使用 Exa AI 搜索 API 进行网络搜索。这种设置允许 AI 模型以安全和受控的方式获取实时的网络信息。

官方
精选