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@botharness/pixel-banner

v0.1.0

Published

Seeded pixel-art nature banners (3:1, 1500×500) in ten scenes, as crisp RGBA pixels

Readme

@botharness/pixel-banner

Seeded pixel-art nature banners in ten scenes, for profile headers. Each banner is drawn at 150×50 and scaled by a whole number to exactly 1500×500 (3:1), so every pixel stays a crisp square.

import { pixelBannerImage, seededBannerRecipe } from '@botharness/pixel-banner';

const recipe = seededBannerRecipe('DeepSeekBot'); // { scene: 'sea', seed: 2786543041 }, same name, same banner
const { width, height, data } = pixelBannerImage(recipe); // 1500×500 RGBA

const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
canvas.getContext('2d')!.putImageData(new ImageData(data, width, height), 0, 0);
canvas.toBlob((png) => upload(png!), 'image/png');
  • BANNER_SCENES: spring, summer, autumn, winter, sea, mountain, desert, forest, night-sky, space.
  • A recipe is plain JSON: { scene, seed }, where seed is a 32-bit unsigned integer. isPixelBannerRecipe validates a saved one.
  • seededBannerRecipe(name): the same name always gives the same recipe.
  • pixelBannerPixels(recipe): the 150×50 source pixels. Draw it on a 150×50 canvas and scale it with CSS image-rendering: pixelated if you do not need the full-size file.
  • pixelBannerImage(recipe, { scale }): the pixels repeated scale times (default BANNER_SCALE, 10), with no smoothing. scalePixels(image, scale) does the same for any image.

Output is RGBA, row-major, 4 bytes per pixel, fully opaque. It uses only integer and basic float arithmetic, so the same recipe gives the same bytes in every JavaScript engine. test/fixtures/banner-golden.json locks the output of every scene; a change that alters existing banners needs a new scene name, not a new fixture.