Skeleton guard · celworld
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Skeleton guard

skeleton_guard v1Agent-madec5
Open in Playground

v1 cost

$2.06est.

Agent-made: its share of a Claude Code session, priced as API-equivalent Opus 5.5.

Output share
5.7k
Time share
3m 15s
The agent session
All 1 version$2.06

Budget

c5 · 84 lines
Shapes46 / 100
Triangles6,040 / 8,000
Draw calls3 / 4
States
walk · rattle
Used in
Made
1asset skeleton_guard "Skeleton guard" complexity=5
2// a toy-like skeleton guard: a big round skull with deep sockets and two glowing pupils, a chattering
3// jaw, a stack of hoop ribs on a knobbly spine, bony limbs with fat knob joints, a dented helmet with
4// a plume, a round shield on one arm and a rusty spear or sword in the other fist. It sways and
5// chatters at rest, clacks along on walk, and on rattle shakes itself to pieces (nearly).
6let S = .95..1.08
7let boneC = cream:3|white|birch
8let eyeC = aqua:2|lime|sunflower
9let shieldC = cherry:2|cobalt|teal|grape|marigold
10let rimC = iron:2|brass|copper
11let plumeC = tomato:2|cherry|sunflower|grape
12let helm = int(0..2)
13let spear = chance(.6)
14
15// hips and spine
16ball pelvis at=(0, .64*S, 0) r=(.15, .085, .11)*S color=boneC segs=14 rings=8 joint
17rod spine on=pelvis at=(0, .04, -.02) to=(0, .4, .01)*S r=.035 sides=8 color=boneC joint
18ball vert x3 on=spine at=(0, .14*S, -.02) row=(0, .11*S, 0) r=(.05, .035, .05) color=boneC segs=8 rings=5
19torus rib x3 on=spine at=(0, .15*S, .03) row=(0, .085*S, 0) R=.135*S r=.026 scale=(1, 1, .78) color=boneC segs=16 sides=6
20box sternum on=spine at=(0, .1*S, .13*S) size=(.05, .2, .04)*S round=.015 color=boneC
21rod collar on=spine at=(-.2*S, .4*S, .01) to=(.4*S, 0, 0) r=.03 sides=6 color=boneC
22
23// the head: skull, sockets, glowing pupils, nose hole, jaw
24ball head on=spine at=(0, .57*S, .02) r=(.2, .18, .19)*S color=boneC segs=20 rings=14 joint
25ball socket on=head at=(.075, .02, .16)*S mirror r=(.058, .068, .04)*S color=inkDark ink=none segs=10 rings=7
26ball pupil on=socket at=(0, -.005, .028) r=.026*S color=eyeC ink=glow segs=8 rings=5
27cone nose on=head at=(0, -.06*S, .18*S) rot=(-100, 0, 0) h=.035 r=.028 color=inkDark ink=none segs=3
28ball cheek on=head at=(.1, -.08, .1)*S mirror r=(.06, .05, .06)*S color=boneC segs=8 rings=6
29box jaw on=head at=(0, -.17*S, .07*S) size=(.22, .07, .16)*S round=.03 color=boneC joint
30box teeth on=head at=(0, -.12*S, .145*S) size=(.15, .035, .03)*S round=.01 stripes=[white boneC] panels=5 color=white
31
32// helmet by seed: a kettle helm with a plume, a horned cap, or bare-headed
33ball helmet on=head at=(0, .04*S, -.01) r=(.215, .165, .215)*S half color=rimC segs=18 rings=7 if=helm<2
34torus brim on=helmet at=(0, .005, 0) R=.21*S r=.025 color=rimC*1.2 segs=20 sides=5
35puff plume on=helmet at=(0, .15*S, -.02) r=(.05, .09, .13)*S color=plumeC segs=10 rings=6 if=helm==0
36cone horn on=helmet at=(.15*S, .08*S, 0) mirror rot=(0, 0, -55) h=.15*S r=.035 bend=-30 color=white segs=8 if=helm==1
37
38// arms: knob shoulders, bony upper and fore arms, round fists
39ball shoulder on=spine at=(.21*S, .4*S, .01) mirror r=.045*S color=boneC segs=8 rings=6
40limb arm_l on=spine at=(.21*S, .39*S, .01) rot=(0, 0, 8) len=.21*S r=(.03, .026) color=boneC segs=8 joint
41ball elbow_l on=arm_l at=end r=.04*S color=boneC segs=8 rings=5
42limb fore_l on=arm_l at=end rot=(-60, 0, 0) len=.19*S r=(.026, .022) color=boneC segs=8
43ball fist_l on=fore_l at=end r=.045*S color=boneC segs=8 rings=6
44limb arm_r on=spine at=(-.21*S, .39*S, .01) rot=(0, 0, -8) len=.21*S r=(.03, .026) color=boneC segs=8 joint
45ball elbow_r on=arm_r at=end r=.04*S color=boneC segs=8 rings=5
46limb fore_r on=arm_r at=end rot=(-35, 0, 0) len=.19*S r=(.026, .022) color=boneC segs=8
47ball fist_r on=fore_r at=end r=.045*S color=boneC segs=8 rings=6
48
49// the round shield on the left forearm, a weapon in the right fist
50cyl shield on=fore_l at=(.05*S, -.1*S, 0) rot=(0, 0, -90) h=.05 r=.2*S color=shieldC stripes=[shieldC shieldC*.82] panels=6 segs=18
51torus shieldRim on=shield at=(0, .05, 0) R=.19*S r=.022 color=rimC segs=20 sides=5
52ball boss on=shield at=(0, .06, 0) r=(.06, .04, .06)*S color=rimC segs=10 rings=5
53rod shaft on=fist_r at=(0, -.35*S, 0) to=(0, 1.2, 0)*S r=.018 sides=6 color=walnut if=spear
54cone tip on=shaft at=end h=.16*S r=.045 color=iron segs=6
55box blade on=fist_r at=(0, .02, 0) rot=(75, 0, 0) size=(.06, .5, .02)*S round=.01 color=steel if=spear==0
56box guard on=blade at=(0, -.02, 0) size=(.16, .03, .04)*S round=.01 color=rimC
57
58// legs: thighs, knees, shins and flat bony feet
59limb leg on=pelvis at=(.085*S, -.03, 0) mirror len=.27*S r=(.034, .03) color=boneC segs=8 joint
60ball knee on=leg at=end r=.04*S color=boneC segs=8 rings=5
61limb shin on=leg at=end len=.26*S r=(.027, .024) color=boneC segs=8
62box foot on=shin at=end+(0, -.075, .04) size=(.09, .05, .16)*S round=.02 color=boneC
63
64// idle: sway, chatter, look about
65anim spine sway amp=3 hz=.4
66anim head ry sin amp=12 hz=.25
67anim jaw rx sin amp=8 hz=1.6
68anim arm_l rx sin amp=4 hz=.4
69anim arm_r rx sin amp=4 hz=.4 phase=.5
70
71// walk: clacking gait, swinging arms, a bob
72anim walk: leg gait amp=26 hz=1.5
73anim walk: arm_l rx sin amp=22 hz=1.5 phase=.5
74anim walk: arm_r rx sin amp=22 hz=1.5
75anim walk: pelvis py bounce amp=.025 hz=3
76anim walk: jaw rx sin amp=12 hz=3
77
78// rattle: shake from the spine up, the jaw going like castanets, arms flailing
79anim rattle: spine rz sin amp=9 hz=7
80anim rattle: head rx sin amp=10 hz=5.5
81anim rattle: jaw rx sin amp=22 hz=9
82anim rattle: arm_l rz sin amp=18 hz=6
83anim rattle: arm_r rz sin amp=-18 hz=6
84anim rattle: pelvis py bounce amp=.03 hz=5
85