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Pyxel Patterns Agent Skill

Pyxel retro game engine patterns - pixel art, game loops, sprite/tilemap, MML audio, resource management, and web deployment

1.8k tokens
context cost
SKILL.md, read when the skill is used
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
521
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/vibeeval/vibecosystem --skill pyxel-patterns

The instruction itself

16 sections, as written by the author

Pyxel Patterns

Patterns and best practices for building retro-style games with Pyxel — a Python game engine with deliberate retro constraints.

When to Use

  • Building retro/pixel art games with Python
  • Prototyping game mechanics quickly
  • Creating browser-playable games (WASM export)
  • Teaching game development fundamentals

Retro Constraints

Pyxel enforces retro limitations by design:

| Constraint | Limit |

|-----------|-------|

| Colors | 16-color palette (customizable) |

| Screen | Default 256x256 (configurable) |

| Image banks | 3 banks (0-2), 256x256 each |

| Tilemaps | 8 maps, 256x256 tiles each |

| Sound channels | 4 simultaneous |

| Sound/Music | 64 user-definable sounds, 8 musics |

| Input | Keyboard + Mouse + Gamepad (up to 2) |

These constraints are features, not bugs. They force creative solutions and authentic retro aesthetics.

Game Loop Pattern

import pyxel

class App:
    def __init__(self):
        pyxel.init(160, 120, title="My Game")
        # Load resources
        pyxel.load("assets.pyxres")
        # Initialize game state
        self.player_x = 72
        self.player_y = 56
        self.score = 0
        # Start game loop
        pyxel.run(self.update, self.draw)

    def update(self):
        """Called every frame - handle input and game logic"""
        if pyxel.btnp(pyxel.KEY_Q):
            pyxel.quit()

        # Movement
        if pyxel.btn(pyxel.KEY_LEFT):
            self.player_x = max(self.player_x - 2, 0)
        if pyxel.btn(pyxel.KEY_RIGHT):
            self.player_x = min(self.player_x + 2, pyxel.width - 16)

    def draw(self):
        """Called every frame - render everything"""
        pyxel.cls(0)  # Clear screen (color 0)
        pyxel.blt(self.player_x, self.player_y, 0, 0, 0, 16, 16, 0)
        pyxel.text(5, 4, f"SCORE: {self.score}", 7)

App()

Input Handling

# Button states
pyxel.btn(key)      # True while held
pyxel.btnp(key)     # True on press (with optional repeat)
pyxel.btnr(key)     # True on release
pyxel.btnv(key)     # Analog value (gamepad)

# Mouse
pyxel.mouse_x       # Current X position
pyxel.mouse_y       # Current Y position
pyxel.btnp(pyxel.MOUSE_BUTTON_LEFT)

# Common pattern: 8-directional movement
dx = pyxel.btn(pyxel.KEY_RIGHT) - pyxel.btn(pyxel.KEY_LEFT)
dy = pyxel.btn(pyxel.KEY_DOWN) - pyxel.btn(pyxel.KEY_UP)

Drawing API

# Primitives
pyxel.cls(col)                    # Clear screen
pyxel.pset(x, y, col)            # Pixel
pyxel.line(x1, y1, x2, y2, col)  # Line
pyxel.rect(x, y, w, h, col)      # Filled rectangle
pyxel.rectb(x, y, w, h, col)     # Rectangle border
pyxel.circ(x, y, r, col)         # Filled circle
pyxel.circb(x, y, r, col)        # Circle border

# Sprites (from image bank)
pyxel.blt(x, y, img, u, v, w, h, colkey)
# img: image bank (0-2)
# u, v: source position in bank
# w, h: size (negative = flip)
# colkey: transparent color

# Tilemap
pyxel.bltm(x, y, tm, u, v, w, h, colkey)

# Text
pyxel.text(x, y, string, col)

Sprite Animation

class AnimatedSprite:
    def __init__(self, frames, speed=5):
        self.frames = frames  # [(u, v, w, h), ...]
        self.speed = speed
        self.frame_index = 0
        self.counter = 0

    def update(self):
        self.counter += 1
        if self.counter >= self.speed:
            self.counter = 0
            self.frame_index = (self.frame_index + 1) % len(self.frames)

    def draw(self, x, y, img=0, colkey=0):
        u, v, w, h = self.frames[self.frame_index]
        pyxel.blt(x, y, img, u, v, w, h, colkey)

Collision Detection

def aabb_collision(x1, y1, w1, h1, x2, y2, w2, h2):
    """Axis-aligned bounding box collision"""
    return (x1 < x2 + w2 and x1 + w1 > x2 and
            y1 < y2 + h2 and y1 + h1 > y2)

def point_in_rect(px, py, rx, ry, rw, rh):
    """Point inside rectangle"""
    return rx <= px < rx + rw and ry <= py < ry + rh

Sound & Music (MML)

# Define sounds using MML (Music Macro Language)
pyxel.sounds[0].set(
    "e2e2c2g1 g1g1c2e2 d2d2d2g2 e2e2e2c2",  # notes
    "p",                                         # tones: t(riangle) s(quare) p(ulse) n(oise)
    "6",                                         # volumes (0-7)
    "nnnf",                                      # effects: n(one) s(lide) v(ibrato) f(adeout)
    25                                           # speed
)

# Play sound
pyxel.play(ch, snd)     # ch: channel (0-3), snd: sound index
pyxel.playm(msc)        # Play music (0-7)
pyxel.stop(ch)          # Stop channel (-1 for all)

Resource Management

# Create resources with Pyxel Editor
# Terminal: pyxel edit assets.pyxres

# Load in code
pyxel.load("assets.pyxres")

# Or create programmatically
pyxel.images[0].load(0, 0, "sprite_sheet.png")

# Resource file contains:
# - Image banks (sprites, backgrounds)
# - Tilemaps (level layouts)
# - Sounds (SFX)
# - Music (BGM)

Scene Management

class SceneManager:
    def __init__(self):
        self.scenes = {}
        self.current = None

    def add(self, name, scene):
        self.scenes[name] = scene

    def switch(self, name):
        self.current = self.scenes[name]
        if hasattr(self.current, 'enter'):
            self.current.enter()

    def update(self):
        if self.current:
            self.current.update()

    def draw(self):
        if self.current:
            self.current.draw()

# Usage
class TitleScene:
    def update(self):
        if pyxel.btnp(pyxel.KEY_RETURN):
            scene_mgr.switch("game")

    def draw(self):
        pyxel.cls(0)
        pyxel.text(50, 50, "PRESS ENTER", pyxel.frame_count % 16)

Packaging & Distribution

# Package as standalone executable
pyxel package APP_DIR STARTUP_SCRIPT

# Convert to executable
pyxel app2exe APP.pyxapp

# Convert to HTML (browser-playable via WASM)
pyxel app2html APP.pyxapp

# The HTML output uses Pyodide/Emscripten WASM
# Works in modern browsers without Python installed

Performance Tips

  • Keep update() and draw() fast (target 30fps default)
  • Use tilemaps for static backgrounds instead of drawing each tile
  • Pool objects (bullets, particles) instead of creating/destroying
  • Minimize Python object creation in the game loop
  • Use pyxel.frame_count for timing instead of tracking your own counter
  • Pre-calculate values that don't change per frame

Common Game Patterns

Particle System

class Particle:
    __slots__ = ['x', 'y', 'vx', 'vy', 'life', 'col']

    def __init__(self, x, y):
        self.x = x
        self.y = y
        self.vx = pyxel.rndf(-1, 1)
        self.vy = pyxel.rndf(-2, 0)
        self.life = pyxel.rndi(10, 30)
        self.col = pyxel.rndi(8, 10)

particles = []
# In update: spawn, move, remove dead
# In draw: pyxel.pset(p.x, p.y, p.col)

Camera Scrolling

class Camera:
    def __init__(self):
        self.x = 0
        self.y = 0

    def follow(self, target_x, target_y):
        self.x = target_x - pyxel.width // 2
        self.y = target_y - pyxel.height // 2

# In draw: offset all positions by -camera.x, -camera.y

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How to use it

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