Flow

Effects / Canvas 2D

Pixel art

A tiny low-resolution scene scaled up with crisp, square pixels and simple frame animation.

Prompt to build it

Build a pixel-art sunset scene with a bobbing character. Render on a 64×64 canvas with fillRect, scale up with image-rendering: pixelated, use a 12-color palette, and animate clouds and a character in whole-pixel steps. Make it responsive, cap devicePixelRatio at 2, pause when off-screen, and show a still frame when prefers-reduced-motion is set. No external libraries.

Tested code

One self-contained HTML file with no libraries: the same code that runs above. Your AI gets it from Flow's get_effect tool.

Show the code
<!doctype html> <html lang="en"> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, initial-scale=1"> <title>Pixel art | Flow effect</title> <!-- Flow effect: Pixel art (https://flow.donta.io/effects/pixel-art) Self-contained: no libraries. Copy the .fx-stage element, the CSS and the script into your project and size .fx-stage however you like. --> <style> :root { --display: "Bricolage Grotesque", ui-sans-serif, system-ui, sans-serif; --body: ui-sans-serif, system-ui, sans-serif; } html, body { margin: 0; min-height: 100%; background: #0e0e10; display: grid; place-items: center; } .fx-stage { width: min(100vw, 960px); } /* Stage that every effect fills. Container units (cqw/cqmin) size the art. */ .fx-stage { position: relative; aspect-ratio: 4 / 3; overflow: hidden; border-radius: 16px; container-type: size; background: #111; isolation: isolate; } .fx-fill { position: absolute; inset: 0; } .fx-fallback { position: absolute; inset: 0; } .fx-center { display: grid; place-items: center; } @media (prefers-reduced-motion: reduce) { .fx-stage *, .fx-stage *::before, .fx-stage *::after { animation-play-state: paused !important; } } </style> </head> <body> <div class="fx-stage"><canvas class="fx-fill" aria-hidden="true" style="width:100%;height:100%;display:block"></canvas></div> <script> function flowLoop(el, frame, opts) { opts = opts || {}; if (matchMedia("(prefers-reduced-motion: reduce)").matches) { for (let i = 0; i < (opts.stillFrames || 1); i++) frame(2 + i / 60); return function () {}; } let raf = 0, onScreen = true, last = 0; const start = performance.now(), gap = opts.fps ? 1000 / opts.fps : 0; const io = new IntersectionObserver(function (e) { onScreen = e[0].isIntersecting; }); io.observe(el); function tick(now) { raf = requestAnimationFrame(tick); if (!onScreen || document.hidden || (gap && now - last < gap)) return; last = now; frame((now - start) / 1000); } raf = requestAnimationFrame(tick); return function () { cancelAnimationFrame(raf); io.disconnect(); }; } function flowCanvas(canvas, o) { const ctx = canvas.getContext("2d"); const dpr = Math.min(devicePixelRatio || 1, 2); function size() { const w = o.fixed ? o.fixed : Math.max(1, Math.round(canvas.clientWidth * dpr)); const h = o.fixed ? o.fixed : Math.max(1, Math.round(canvas.clientHeight * dpr)); if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; if (o.init) o.init(ctx, w, h); } } if (o.fixed) { canvas.style.imageRendering = "pixelated"; canvas.style.objectFit = "cover"; } size(); new ResizeObserver(size).observe(canvas); return flowLoop(canvas, function (t) { o.draw(ctx, t, canvas.width, canvas.height); }, o); } /** Canvas 2D effect: pixel. Self-contained; no imports. */ const SKY = ["#2b1b4f", "#43246a", "#6b2f80", "#a2407f", "#d9606d", "#f08c5a", "#f6b85c"]; function drawPixel(ctx , t , w , h ) { const f = Math.floor(t * 6); // ~6 steps per second const band = Math.ceil(36 / SKY.length); SKY.forEach((c, i) => { ctx.fillStyle = c; ctx.fillRect(0, i * band, w, band); }); // stars ctx.fillStyle = "#fff6d5"; [[6, 3], [20, 6], [33, 2], [47, 5], [58, 9], [12, 11], [40, 10]].forEach(([x, y], i) => { if ((f + i * 3) % 7 !== 0) ctx.fillRect(x, y, 1, 1); }); // sun ctx.fillStyle = "#ffd36b"; for (let y = 0; y < 10; y++) { const half = Math.round(Math.sqrt(100 - (10 - y) * (10 - y))); ctx.fillRect(32 - half, 26 + y, half * 2, 1); } // cloud const cx = (Math.floor(t * 4) % 84) - 20; ctx.fillStyle = "#f5e6ff"; ctx.fillRect(cx, 14, 12, 2); ctx.fillRect(cx + 2, 12, 7, 2); // hills ctx.fillStyle = "#1d4b3a"; for (let x = 0; x < w; x++) { const hh = 36 - Math.round(4 + 3 * Math.sin(x / 6) + 2 * Math.sin(x / 2.5)); ctx.fillRect(x, hh, 1, h - hh); } ctx.fillStyle = "#123326"; for (let x = 0; x < w; x++) { const hh = 46 - Math.round(3 + 3 * Math.sin(x / 4 + 1)); ctx.fillRect(x, hh, 1, h - hh); } // trees ctx.fillStyle = "#0b2219"; [4, 14, 50, 59].forEach((x) => { ctx.fillRect(x, 40, 3, 6); ctx.fillRect(x - 1, 42, 5, 4); }); // character const bob = f % 2; ctx.fillStyle = "#5ee08a"; ctx.fillRect(28, 48 - bob, 8, 7); ctx.fillRect(27, 50 - bob, 10, 4); ctx.fillStyle = "#103020"; ctx.fillRect(30, 50 - bob, 1, 2); ctx.fillRect(33, 50 - bob, 1, 2); ctx.fillStyle = "#ff5d8f"; if (f % 12 < 6) ctx.fillRect(44, 46 - (f % 6), 2, 2); // ground ctx.fillStyle = "#0a1a14"; ctx.fillRect(0, 56, w, 8); } flowCanvas(document.querySelector(".fx-stage canvas"), { draw: drawPixel, fixed: 64, fps: 12 }); </script> </body> </html>

How it works

Draw on a small canvas (e.g. 64×64) and scale it up with image-rendering: pixelated; animate a few elements by whole pixels per frame.

Guardrails

  • Snap to whole pixels; blurry scaling ruins the look.
  • Respect prefers-reduced-motion: show a still frame instead of the animation.
  • Pause when off-screen or when the tab is hidden (IntersectionObserver + visibilitychange).
  • Keep text off busy animated areas, or give it a solid backing that passes WCAG contrast.
  • One showpiece effect per page. If everything moves, nothing stands out.