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Pixel VSCode

Pixel VSCode

majinbaka

|
12 installs
| (1) | Free
Create and edit pixel art PNG files directly in VS Code.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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Pixel VSCode

A full-featured pixel art editor that runs right inside VS Code — draw, rig, build collision hitboxes, preview animations, and export native tile maps for Godot, all without leaving the editor you already code in.

Pixel Editor

Why Pixel VSCode?

  • No tool-switching. Open a PNG straight inside VS Code with a built-in custom editor — no need to reach for Aseprite, Photoshop, or GIMP for a quick sprite edit.
  • A real pixel-art editor, not just an image viewer. Layers, pivot/bone rigging, collision hitboxes, and grid snapping — capabilities usually reserved for dedicated pixel-art software.
  • Deep Godot integration. Export ConvexPolygonShape2D hitboxes and native .tscn tile maps directly — the sprites and maps you draw are ready to use in your game with no intermediate conversion step.
  • Safe by default when saving. Never silently overwrites your original file; you always get a choice to save a copy instead.
  • Nothing is lost between sessions. Layers, opacity, rig, and hitbox state are all persisted to a sidecar file, so you can close the editor and resume exactly where you left off.
  • Lightweight, no external services. No account, no network calls, works fully offline with a single runtime dependency (pngjs).

Highlighted features

1. Drawing and editing

  • Pencil, Eraser, Fill (bucket), Color picker tools with an adjustable brush size from 1–64 px.
  • Built-in color palettes: PICO-8, Game Boy, DawnBringer 16, AAP-16 — pick colors instantly without hunting for an external swatch.
  • Toggleable guide grid snapping with step sizes of 1, 8, 16, 32, 64, or 128 px, for pixel-perfect drawing aligned to tiles or sprite scale.
  • Smooth zoom (0.1x–40x) via slider or Ctrl+Scroll that keeps the cursor position anchored, plus a Fit to screen button to instantly frame the canvas.

2. Powerful selection tools

  • Three selection shapes: Rectangular, Ellipse, Lasso (freehand).
  • Staircase polygon selection: when snap-to-grid is enabled, ellipse and lasso selections are automatically "staircased" to the pixel grid (using an orthogonal boundary-tracing / Pavlidis-style algorithm), producing crisp, pixel-accurate selections instead of smooth curves that don't align to the grid.
  • Move or Cut the selected content, with grid snapping while dragging.
  • A "marching ants" overlay clearly shows the active selection at any zoom level.

3. Full layer system

  • Add, duplicate, delete, reorder, merge down, and set per-layer opacity.
  • Import images as new layers: pick one or more image files and drop them straight in as layers, automatically named after the source file.
  • Show/hide layers independently, rename layers directly in the panel.
  • The entire layer structure (order, opacity, rig, visibility) is saved to a .pixvjson sidecar file next to the PNG and automatically restored on reopen — no need to rebuild it from scratch.

4. Rigging — pose sprites with pivots

  • Attach multiple pivot points to a layer and rotate each one using an on-canvas rotation handle.
  • Rotation angle can snap to whole degrees for easy symmetric or repeatable poses.
  • Once you're happy with a pose, flatten the layer to bake the transform into real pixels.
  • Great for posing characters or prototyping simple skeletal animation directly on a static sprite.

5. Hitbox / collision shapes for games

  • Draw a hitbox polygon by hand directly over the sprite, or let the auto-trace convex hull tool detect the boundary from the opaque pixels automatically.
  • Save the result as a ConvexPolygonShape2D file (<filename>.collision.tres) next to the PNG — ready to import directly into Godot as a CollisionShape2D.
  • Edit or clear hitbox points at any time without affecting the sprite's pixels.

6. Visual canvas resizing

  • Drag handles on any of the 4 edges or 4 corners to resize the canvas in real time — no manual dimension entry required.

7. Animation preview from PNG sequences

  • Pixel: Preview PNG Animation command: select at least two PNG files (from the Explorer or a file picker) to play them back as an animation.
  • Set one shared duration for all frames or a custom duration per frame.
  • Preview plays right inside a dedicated VS Code panel — no need to export a GIF or use an external tool just to check your animation.

8. Pixel Map Editor — tile maps built for Godot

  • Create a streaming-friendly map source with Pixel: New Pixel Monster Map, setting a map/chunk id and cell dimensions (32x32 is the recommended streaming chunk size).
  • Paint, erase, and fill across multiple map layers, using tiles pulled directly from any TileSetAtlasSource declared in a Godot .tres TileSet.
  • The .pixelmap.json file is kept only as the editor source — when ready, run Export .tscn to generate a native Godot scene (scenes/world/maps/<map_id>.tscn) with serialized TileMapLayer cell data, produced headlessly through a configurable Godot executable (pixelVscode.godotExecutable).

9. Safe saving — no accidental data loss

  • On save, if the PNG on disk wasn't created by the current editing session, you're always asked first: Overwrite the original, or Save as new file (a copy that opens automatically in the editor).

Commands (Command Palette)

Command What it does
Pixel: New Pixel Image Create a new blank pixel art PNG
Pixel: Open With Pixel Editor Open a PNG/JPG with the Pixel Editor
Pixel: Preview PNG Animation Combine multiple PNGs into an animation preview
Pixel: New Pixel Monster Map Create a new tile map source for a Godot project

The editor and animation preview commands also appear in the Explorer right-click menu and in the editor title bar context menu for .png, .jpg, and .jpeg files.

Pixel editor layout

Section Controls
Tools Pencil, Eraser, Fill, Color picker
Selection Rectangular, Ellipse, Lasso — with Move or Cut
Brush Color picker, brush size (1–64 px)
View Zoom slider, Fit button, grid toggle, snap toggle, guide size
Hitbox Edit hitbox points, Auto-trace, Clear, Save Hitbox
Rig Select pivot, set angle, add pivot, reset rig
File Status, Save

The side panel manages Layers (add/delete/duplicate/import image/opacity) alongside the built-in color Palette.

Save behavior

When you save, if the PNG on disk wasn't created by the editor in the current session, a dialog asks you to choose between Overwrite (replace the original) or Save as new file (save a copy). Saving as a new file automatically opens that copy in the editor for continued editing.

Pixel maps — Godot workflow

Run Pixel: New Pixel Map while a Godot project folder is open:

  1. Enter a map/chunk id and cell dimensions. 32x32 is the recommended streaming chunk size.
  2. Select a TileSet located under assets/tiles.
  3. Paint across multiple map layers using the Paint, Erase, and Fill tools.
  4. Save the editable .pixelmap.json source.
  5. Choose Export .tscn to generate scenes/world/maps/<map_id>.tscn.

JSON is retained only as editor source. The game-ready output is a native Godot scene with serialized TileMapLayer cell data.

Configure pixelVscode.godotExecutable if the Godot binary isn't available in your PATH under the name godot.

Configuration

Setting Default Description
pixelVscode.godotExecutable godot Godot executable used to export native map scenes

Requirements

  • VS Code ^1.90.0 or later.
  • Godot (optional) — only needed when exporting a .pixelmap.json map to .tscn.

Development

npm install
npm run compile
npx @vscode/vsce package

Press F5 in VS Code to launch an Extension Development Host.

Script Purpose
npm run compile Compile TypeScript to out/
npm run watch Watch mode compilation
npm run check Type-check without emitting
npm run package Production build (esbuild + tsc) before packaging the .vsix

License

MIT — see LICENSE.

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