- parses the spritec _WxH_CxR naming convention incl. auto-detection of integer-upscaled sheets (256x64 named 8x8_4x1 -> 64x64 cells) - tight alpha bbox per frame with threshold/shrink/pad tuning, row-major indices, empty-frame flags; boxes relative to frame origin - show command draws frames + box outline in the terminal for verification - go tests: scanning, threshold, shrink/pad clamping, name parsing, scale inference, JSON roundtrip Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
hitbox-tool (hitbox)
Scans sprite sheet PNGs and writes per-frame collision boxes as
JSON, computed from the alpha channel. Closes the loop with
pixel-sprite-maker: render a sheet with
spritec, scan it with hitbox, and your game gets both graphics and
hitboxes without a human drawing rectangles. Go, zero dependencies,
single static binary.
Build
# Arch/Garuda: sudo pacman -S go
cd hitbox-tool
go build -o build/hitbox . # or the VS Code task "build hitbox-tool"
go test ./...
Usage
# spritec-named sheets need no flags — layout is parsed from the name,
# and integer upscales are auto-detected (a _8x8_4x1 sheet that is
# 256x64 px was rendered at --scale 8, so cells are 64x64):
hitbox scan walk_8x8_4x1.png -o walk.hitbox.json
hitbox scan boss.png --cell 32x32 -o boss.json # explicit frame size
hitbox scan portrait.png # whole image = one frame, JSON to stdout
hitbox show walk_8x8_4x1.png --frame 2 # verify visually in the terminal
# tuning:
--threshold 128 # ignore faint pixels (alpha < 128)
--shrink 1 # tighter, more forgiving hitboxes (n px per side)
--pad 2 # generous hitboxes (e.g. pickups)
Output
{
"image": "walk_8x8_4x1.png",
"cellW": 8, "cellH": 8, "cols": 4, "rows": 1,
"alphaThreshold": 1,
"frames": [
{ "index": 0, "col": 0, "row": 0, "empty": false,
"box": { "x": 1, "y": 0, "w": 5, "h": 8 } },
{ "index": 1, "col": 1, "row": 0, "empty": true, "box": null }
]
}
- Boxes are relative to each frame's top-left corner.
- Frame order is row-major (
index = row * cols + col), matching spritec sheets. - Cells with no solid pixels get
"empty": true.
In game code:
hit = px >= frameX + box.x && px < frameX + box.x + box.w
&& py >= frameY + box.y && py < frameY + box.y + box.h
hitbox show draws each frame with # for solid pixels and + for the
box outline, so an agent can verify the result without an image viewer.