animation video
Prompt
A dramatic anime-style scene inside a dark rocky cave. A young man with tied black hair and wearing black ninja robes is holding a flaming torch in his right hand. He looks shocked and is shouting with urgency. The flame from the torch flickers and casts moving shadows on the cave walls. A mysterious figure is standing in front of him, partially turned away, listening. The camera slowly zooms in, with subtle parallax movement and cinematic lighting. The atmosphere is intense and suspenseful. High-quality anime shading with dynamic composition and smooth motion.
Answer guidance
Make 2D video animation
Below is a “recipe” that you can follow (or adapt) to obtain the exact anime-style, slow-zoom, parallax-enhanced clip you described. It is broken into three parts so you can stop after a single still frame or continue all the way to a short, looping animation. ──────────────────────────────── PART 1 – Produce the master frame ──────────────────────────────── Tools: Stable Diffusion 1.5 or SDXL + an anime LoRA / Checkpoint (e.g. “Anything-v4.5” or “AOM3”); web UI such as AUTOMATIC1111. 1. Text Prompt (Feel free to tweak wording or vocab to suit your model.) ``` dramatic anime scene, dark rocky cave interior, rough stalagmites and stalactites, young ninja with tied black hair wearing black shinobi robes, holding a flaming torch in his right hand, shocked expression, mouth open as if urgently shouting, bright orange firelight flickers, sharp moving shadows across wet stone walls, mysterious hooded figure standing in front of him, slightly turned away, tense suspenseful atmosphere, cinematic lighting, high detail, dynamic composition, 4K, high‐quality cel shading, art by ufotable and yoshiyuki sadamoto ``` 2. Negative Prompt (trim anything that ruins the look): ``` watermark, signature, text, lowres, 3D, CGI, painterly, blurry, disfigured, bad anatomy, poorly drawn hands ``` 3. Settings (typical starting point): • Sampler: DPM++ 2M Karras • Steps: 25 • CFG scale: 7 • Resolution: 1536×864 (cinemascope) or 1920×1080. • Enable “Hires-Fix” x1.5 upscale if you want extra crispness. 4. Generate until you get a frame with: • A clear silhouetted cave edge behind the characters (makes later layer-masking easier). • The torch flame not clipped by the canvas edge. • Acceptable hands/faces (save yourself time retouching). 5. Minor clean-up in Krita/Photoshop (optional): • Repair fingers. • Add a little glow behind the flame on an “Add/Screen” layer. Save this image as master_frame.png (preferably 16-bit PNG). ──────────────────────────────── PART 2 – Separate layers for parallax ──────────────────────────────── Goal: Break the still into 3-4 depth layers so we can slide them for subtle motion. 1. In Photoshop/GIMP: • Background layer: Deepest cave wall and stalactites. • Midground layer: Foreground stalagmites + mysterious figure. • Character layer: Young ninja and torch. • Effects layer: Torch flame + additive glow (duplicate it twice for an animated 2-frame flicker later). 2. Extend canvas on left/right by ±10 % and quickly clone-stamp extra cave wall so that when we pan the layers there’s hidden pixels to reveal. 3. Export each layer as a separate PNG with transparency. ──────────────────────────────── PART 3 – Animate (slow zoom + parallax + flame flicker) ──────────────────────────────── You can do this in After Effects, Blender, HitFilm, DaVinci Resolve Fusion, or even free Natron. Below is a generic After Effects approach. 1. Import the PNGs. Create a 10-second 24 fps comp at 1920×1080. 2. Re-create depth: • Switch timeline to 3D layers. • Push Background Z = 0, Midground Z = –500, Character Z = –900. • Scale each layer up so they fill frame again (larger scale for farther layers). 3. Camera: • Add a 35 mm camera, keyframe at t=0 s: Position = (0,0,0), Point of Interest = centre of frame. • At t=10 s: Position = (0,0,–450). • Easing: Set both keyframes to “Easy Ease” for smooth acceleration. 4. Parallax polish: • Slightly wiggle the Midground X position (+/- 30 px) using a “wiggle(0.1,30)” expression so stalagmites drift opposite to camera. • Do the same at lower amplitude for the Background. 5. Torch flame flicker: • Duplicate the flame layer. • On copy #2 set opacity to 0 % at frame 0, 100 % at frame 1, 0 % at frame 2, loop out(“cycle”). • Add a “Glow” effect and keyframe its radius subtly (e.g. 120 ↔ 180 px) on a 0.5 s loop. 6. Cave bounce-light: • Add a solid “dark orange” layer, set to “Soft Light,” mask roughly around torch area, feather 150 px, opacity ≈ 35 %. • Keyframe mask expansion ±20 px over 1 s loops to mimic dancing firelight. 7. Colour grade: • Adjustment layer: FilmConvert / Lumetri • Pull mid-tones slightly teal so orange flame pops. 8. Render: • Apple ProRes 422 or DNxHR HQ 10-bit. • Or PNG sequence if you plan further SD “interpolation” later (e.g. Stable WarpFusion). ──────────────────────────────── OPTIONAL – AI‐motion interpolation ──────────────────────────────── If you want the whole clip to look as if it was completely re-drawn each frame in animation-style lines: 1. Run the rendered video through “Didify/AnimateDiff” with CFG 2, strength 0.35 (low, so it mostly keeps content). 2. Or use “EbSynth” on 4–6 keyframes painted over by you to propagate hand-drawn line art. ──────────────────────────────── Quick-start one-liner prompt (for Midjourney or similar) ──────────────────────────────── dramatic anime cave interior, black‐haired young ninja in black shinobi robes holding a flaming torch shocked, urgent shout, intense moving shadows, mysterious cloaked figure foreground, cinematic orange firelight, high detail anime shading, dynamic composition, suspenseful atmosphere, camera slow zoom, –ar 16:9 –v 6.0 –style raw –q 2 –s 750 ──────────────────────────────── Result ──────────────────────────────── • Single frame: Perfect for print or storyboard. • 10-second looping clip: Slight camera push-in, convincing depth shift between background → midground → characters, subtle torch flicker, suspenseful ambience—exactly what you described. Feel free to shorten/lengthen the comp, crank the zoom speed, or add particles (embers, dust motes) for extra drama. Enjoy bringing your scene to life!
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A dramatic anime-style scene inside a dark, craggy cave. A young man with his black hair tied back, dressed in black ninja robes, stands with a look of pure shock on his face, his mouth open in an urgent shout. He holds a flaming torch high in his right hand, the vibrant, flickering flames illuminating his distressed expression and casting long, dancing shadows that writhe across the damp cave walls. Standing before him, partially turned away and shrouded in shadow, is a mysterious figure, stoically listening. The camera performs a slow, tense zoom-in, utilizing subtle parallax movement to create a sense of depth and impending doom. The lighting is cinematic and full of contrast, highlighting the dust motes in the air. The atmosphere is thick with suspense, captured with high-quality anime shading, a dynamic composition, and smooth, deliberate motion.
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Certainly! Here's a **detailed description and breakdown** suitable for an animator, illustrator, or storyboard artist, based on your prompt: --- **Scene Description:** *Setting & Atmosphere* - The action takes place inside a dark, jagged rocky cave. Shadows loom and shift due to the only source of illumination—a flaming torch. The air is thick with suspense. *Characters & Posing* - Foreground: A young man, perhaps late teens, with black hair tied back in a practical ninja-style knot. He wears black ninja robes—functional, lightly armored, and subtly reflecting the torchlight. - He stands slightly to the left, his body twisted toward the viewer as he thrusts his right arm forward, gripping the burning torch. His expression is one of wide-eyed shock and urgency, mouth open mid-shout. - The flame’s jittery glow highlights beads of sweat on his face, reflecting the tension of the scene. - His left hand is clenched in a tense fist at his side or extended in a pleading gesture, emphasizing the dramatic shout. - Midground: Facing him and slightly turned away from the viewer is a mysterious figure. Their face is partly in shadow, backlit by the torch. Their posture suggests they’re listening, perhaps caught off-guard or poised to react. Their identity is obscured—maybe a hood, mask, or long hair partially veiling their features. The right shoulder is lifted, as if mid-turn, adding to the intrigue. *Lighting & Cinematics* - The flickering torch flame bathes the cave walls in orange-gold light, creating dynamic, moving shadows that crawl over the craggy rocks. Subtle blue undertones fill the darkest corners, adding to the cinematic mood. - The camera begins wide, covering both characters, then gradually pushes in with a **slow zoom**. Subtle parallax occurs as the cave walls, characters, and torch move at slightly different speeds, enhancing depth. - The light catches fine particulates drifting in the air, further enriching the atmosphere. *Composition & Motion* - The shot is diagonally composed, with the torch’s flame offset just above and between the two figures, acting as the eye’s focal point before leading to the young man’s face, then the mysterious figure. - As the torch moves, its light animates smoothly, with flickering and shadow movement rippling through the scene. - The mysterious figure’s cloak or hair may sway gently, suggesting imminent action. - Smooth anime-style motion—subtle hair and fabric shifts, convincing lip-synch for the shout, and nuanced facial animation—conveys the emotional intensity. *Shading & Detail* - The shading is high-quality and dramatic, with deep cel shadows, vibrant rim lighting from the torch, and carefully rendered highlights. - Sweat, dust particles, and subtle scars or battle damage reflect the characters’ experiences and the tension of the moment. --- **Prompt for Visual Generation (for AI Art/Animation Tool):** > A young man with tied black hair and black ninja robes stands in a dark, rocky cave, holding a flaming torch in his right hand. He looks shocked and is urgently shouting, his face dramatically lit by flickering firelight. Shadows dance across the uneven cave walls. In front of him, a mysterious figure stands with their back partially turned, listening in silence. The camera slowly zooms in with slight parallax between the torch, characters, and cave walls. The lighting is cinematic, intense and suspenseful, with high-quality anime-style cel shading, dynamic composition, and smooth, expressive motion. --- Let me know if you need a **script**, **anime storyboard panels**, or a **direct prompt for an image-generating AI**!
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**Scene Breakdown:** 1. **Setting:** - **Cave Atmosphere:** Jagged, obsidian-like rock formations with mossy patches and dripping water. The walls are textured with ancient carvings, faintly glowing in cyan hues to contrast the darkness. Deep shadows extend into the background, where the cave spirals into unseen depths. - **Lighting:** The torch’s fiery glow bathes the immediate area in dynamic amber light, casting sharp, spectral shadows. Embers float upward, diffusing light in layers. The flame’s flicker is exaggerated for dramatic effect, syncing with the ninja’s voice cracks as he shouts. 2. **Characters:** - **Ninja Protagonist:** - **Appearance:** Jet-black hair tied in a high ponytail, bangs clinging to his sweat-slicked forehead. His charcoal ninja robes are weathered, with tattered sleeves and a red inner lining that flares as he moves. One hand grips the torch; the other rests on the hilt of a sealed katana at his hip. - **Expression/Motion:** Wide-eyed, pupils contracted in fear or rage. His open mouth reveals clenched teeth mid-shout. Body leans forward aggressively, robe billowing from a sudden step closer to the figure. - **Mysterious Figure:** - **Design:** Cloaked in flowing ash-gray robes, their silhouette suggests an androgynous, lithe frame. A porcelain mask (half-smiling, half-frowning) reflects the firelight, hiding their true face. One hand (long, slender fingers) extends toward the ninja, palm outward in a placating gesture. Hair streams from the mask in silver wisps that seem to float unnaturally. - **Posture:** Drafted in a three-quarter profile, turned just enough to avoid eye contact. Their shadow stretches unnaturally on the wall, morphing into a beast-like shape with claws and a tail. 3. **Camera & Movement:** - **Parallax Zoom:** The foreground (torch flame, ninja’s clenched fist) shifts faster than the midground (figure’s mask) and static background (glowing carvings). This creates depth during the slow push-in. - **Dynamic Angles:** Tilted Dutch angle emphasizes tension. The camera traces the flame’s height first, then centers the two characters as the ninja finishes his line. - **Post-Processing:** Subtle grain in the shadows, bloom effects on the torch, and light scattering for cinematic haze. 4. **Color & Detail:** - **Palette:** Fire = oranges/yellows; Cave = teal-blacks; Figure = monochrome gray/silver. Accents of cyan (carvings) and crimson (robes’ lining) tie the scene together. - **Textures:** Rough stone, matte fabric for robes, glossy highlights on the mask. Cavernous echoes are visualized as rippling distortions in the air. - **Symbolism:** Cracks in the cave floor align like curse marks toward the figure’s feet. A dying stone statue in the background (broken weapon raised) mirrors the ninja’s aggressive stance. 5. **Sound & Subtext:** - **Ambiance:** Echoed drips, fabric rustling, and the flame’s roar. Subtle disharmonic strings swell as the camera zooms. - **Beat:** After the ninja’s line (*“You can’t be…!”*), the figure finally turns their head 10 degrees toward the camera, mask glinting. The shadow-creature on the wall snarls—then fades as music cuts to silence. **Purpose:** The scene teases a loyalty rift or a twisted reunion, blending anime flair (exaggerated expressions, bold lighting) with haunting design to leave viewers questioning the figure’s allegiance and the ninja’s fractured resolve.
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Below is a refined and detailed prompt you can use with AI image generation tools like Stable Diffusion, Midjourney, or DALL-E to create the described scene. I've optimized it for clarity, vividness, and adherence to your description, emphasizing the anime style, dramatic atmosphere, and subtle motion elements (which could imply an animated GIF or video output if the tool supports it). If you're aiming for a static image, it will still capture the essence with implied dynamism. ### AI Prompt: ``` A dramatic anime-style scene inside a dark, jagged rocky cave with rough stone walls and scattered stalactites, dimly lit by flickering torchlight. In the foreground, a young man with long black hair tied in a ponytail, wearing sleek black ninja robes with subtle folds and shadows, holds a flaming torch high in his right hand. His face is shocked and urgent, eyes wide with alarm, mouth open shouting intensely, sweat drops on his forehead. The torch flame dances wildly, casting dynamic orange glows and long moving shadows across the cave walls, creating eerie patterns that shift subtly. In front of him, a mysterious cloaked figure stands partially turned away, back slightly to the viewer, head tilted as if listening intently, shrouded in darkness with only hints of a hooded silhouette and flowing cape, adding suspense. The camera slowly zooms in from a medium shot to a close-up on the young man's face, with subtle parallax movement where foreground rocks and shadows shift slightly against the background for depth. Cinematic lighting with high contrast: warm torch flames piercing the cool blue-black darkness, volumetric god rays from the fire, and rim lighting on the figures. Intense and suspenseful atmosphere, high-stakes tension like in a ninja anime thriller. High-quality anime art style inspired by Studio Ghibli and Naruto, with detailed cel-shading, soft gradients, dynamic composition using rule of thirds, dramatic angles, and smooth implied motion in the flames and shadows. Ultra-detailed, 4K resolution, masterpiece quality, no text, no blur. ``` ### Why This Prompt Works: - **Style and Quality**: Specifies "anime-style" with references to high-quality shading (cel-shading, gradients) and inspirations like Studio Ghibli (for atmospheric depth) and Naruto (for ninja themes). Adds "masterpiece quality" and "4K resolution" to push for high detail. - **Characters**: Detailed descriptions of the young man (hair, clothing, expression, action) and the mysterious figure (pose, partial obscurity) to match your request. - **Environment and Lighting**: Emphasizes the dark rocky cave, flickering torch, and moving shadows for immersion. Cinematic lighting adds drama. - **Motion and Camera**: Includes "slowly zooms in" with "subtle parallax movement" to evoke a cinematic feel. "Smooth implied motion" suggests dynamism in static images or actual animation if supported. - **Atmosphere**: Words like "intense," "suspenseful," "high-stakes tension" guide the mood. - **Optimization**: Keeps it concise yet descriptive, avoiding contradictions. Ends with negatives like "no text, no blur" to refine output. ### Tips for Generation: - **Tool-Specific Adjustments**: - **Stable Diffusion**: Use a model like Anything V5 or an anime-specific one (e.g., NovelAI). Add parameters like --ar 16:9 for widescreen cinematic feel, --v 5 for version, and --q 2 for quality. - **Midjourney**: Prefix with /imagine and add --v 5 --ar 16:9 --q 2 --style anime. - **DALL-E**: Paste directly; it handles anime styles well but may need iterations for motion effects. - **Variations**: If you want more focus on motion (e.g., for a video), append "animated scene, smooth 2D animation loop" and use tools like Runway ML or Pika Labs. - **Iterations**: Generate multiple versions and refine by adding weights like (shocked expression:1.2) to emphasize elements. If this doesn't match exactly what you envisioned or you need adjustments (e.g., more specifics on the mysterious figure), let me know!
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Here’s a vivid **anime-style** depiction of your intense cave scene: ### **Scene Composition:** - **Camera Work:** Slow, deliberate zoom-in with parallax layers—foreground rocks subtly shift as the background closes in. The shot lingers on the terrified ninja’s face before panning slightly toward the enigmatic figure (inspired by *Attack on Titan’s* suspense framing). - **Lighting & Atmosphere:** Cinematic chiaroscuro—flickering torchlight paints deep orange contrasts against pitch-black cave walls. Volumetric dust particles swirl in the air, catching the flame’s glow (*Demon Slayer* meets *Made in Abyss*). - **Character Details:** - The **young ninja** (emotionally raw, *Naruto*-esque) has wild eyes, sweat dripping down his face. His shout disturbs nearby bats (animated in 2s for eerie flutter). His robes ripple with urgency. - The **mystery figure** (silhouetted like *Jujutsu Kaisen’s* Geto) stands unnaturally still—cold blue undertones clash with the torch’s warmth. Only their lower face is visible: a faint smirk. - **Motion & Effects:** Smear frames accentuate the torch’s swing. Hand-painted fire (studio Ufotable-style) warps the shadows dynamically. Background caves subtly drip water (sound design implied visually). ### **Comparable Vibes:** > *If Tsukasa (*.hack//Sign*) met Tanjiro in the caves of* Promised Neverland—*with cinematography by* Vinland Saga’s team.* Would you refine any elements—*more horror? More action-ready?* 🔥
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Here's a possible response based on the prompt. Let me try to create a detailed description using a text-to-image model. However, I can describe it in detail. The anime-style scene is set inside a dark rocky cave with a young man wearing black ninja robes and holding a flaming torch. His black hair is tied back, and his facial expression is one of shock and urgency as he shouts. The flickering flame casts dancing shadows on the cave walls, creating an ominous atmosphere. In front of him stands a mysterious figure, partially turned away, as if listening to the young man's words. The camera slowly zooms in on the scene, capturing the intensity of the moment with subtle parallax movement and cinematic lighting. To visualize this, I can use a tool that generates images based on text prompts. Since I don't have the capability to directly generate images or call specific tools that can, I will describe the image in the most vivid detail possible. If you'd like, I can also try to break down the elements of the scene into smaller parts to better understand or describe it. Is there anything specific you'd like me to focus on?
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# Anime Cave Encounter Scene I'll create a dynamic anime-style scene with a ninja encountering a mysterious figure in a dark cave, complete with torch lighting, parallax effects, and cinematic atmosphere. ```python import pygame import math import random import sys # Initialize pygame pygame.init() # Screen dimensions WIDTH, HEIGHT = 1000, 700 screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Anime Cave Encounter") # Clock for controlling frame rate clock = pygame.time.Clock() # Colors BLACK = (10, 5, 15) DARK_BROWN = (30, 20, 15) BROWN =ROWN = (ROWN = (ROWN = (ROWN = (ROWN = (ROWN = (70, 50, 40) TORCH_ORANGE = (255, 150, 50) TORCH_YELLOW = (255, 220, 100) TORCH_WHITE = (255, 240, 200) BLUE_SHADOW = (20, 30, 50) NINJA_BLACK = (15, 10, 20) MYSTERY_BLUE = (30, 40, 80) HIGHLIGHT_BLUE = (100, 150, 220) # Cave rock class for parallax effect class CaveRock: def __init__(self, x, y, size, speed, depth): self.x = x self.y = y self.size = size self.speed = speed self.depth = depth self.points = [] self.generate_shape() def generate_shape(self): self.points = [] angle = 0 while angle < 2 * math.pi: radius = self.size * (0.7 + 0.3 * random.random()) px = self.x + radius * math.cos(angle) py = self.y + radius * math.sin(angle) self.points.append((px, py)) angle += 0.3 + random.random() * 0.3 def update(self, camera_offset): self.x -= self.speed * self.depth def draw(self, surface, torch_pos, torch_radius): # Calculate lighting effect dist = math.sqrt((self.x - torch_pos[0])**2 + (self.y - torch_pos[1])**2) light_factor = max(0, 1 - dist / torch_radius) # Base color with lighting base_color = ( int(LIGHT_BROWN[0] * light_factor + DARK_BROWN[0] * (1 - light_factor)), int(LIGHT_BROWN[1] * light_factor + DARK_BROWN[1] * (1 - light_factor)), int(LIGHT_BROWN[2] * light_factor + DARK_BROWN[2] * (1 - light_factor)) ) # Draw rock with anime-style shading pygame.draw.polygon(surface, base_color, self.points) # Add highlights highlight_points = [] for i, (px, py) in enumerate(self.points): if i % 3 == 0: highlight_points.append((px, py)) if len(highlight_points) > 2: highlight_color = ( min(255, base_color[0] + 40), min(255, base_color[1] + 40), min(255, base_color[2] + 40) ) pygame.draw.polygon(surface, highlight_color, highlight_points, 1) # Add shadow shadow_points = [] for i, (px, py) in enumerate(self.points): if i % 4 == 0: shadow_points.append((px, py)) if len(shadow_points) > 2: shadow_color = ( max(0, base_color[0] - 20), max(0, base_color[1] - 20), max(0, base_color[2] - 20) ) pygame.draw.polygon(surface, shadow_color, shadow_points, 1) # Ninja character class Ninja: def __init__(self, x, y): self.x = x self.y = y self.torch_pos = (x + 50, y - 30) self.torch_radius = 300 self.shout_frame = 0 self.shout_cycle = 0 def update def update(self): # Animate shout expression self.shout_cycle = (self.shout_) self.sh) self.sh) self.sh) self.sh) self.sh) self.shout_frame = int(3 + 2 * math.sin(self.shout_cycle)) # Make torch flicker flicker = 0.8 + 0.2 * random.random() self.torch_radius = 250 * flicker def draw(self, surface): # Draw body pygame.draw.rect(surface, NINJA_BLACK, (self.x, self.y, 40, 100)) # Draw head pygame.draw.circle(surface, (240, 220, 200), (self.x + 20, self.y - 20), 20) # Draw hair (tied black hair) pygame.draw.rect(surface, BLACK, (self.x - 5, self.y - 40, 50, 25)) pygame.draw.circle(surface, BLACK, (self.x + 20, self.y - 45), 10) # Draw robe details pygame.draw.line(surface, (40, 30, 50), (self.x, self.y), (self.x + 40, self.y), 2) pygame.draw.line(surface, (40, 30, 50), (self.x + 20, self.y), (self.x + 20, self.y + 100), 2) # Draw torch pygame.draw.rect(surface, (60, 50, 40), (self.x + 45, self.y - 20, 10, 50 # Draw # Draw flame flame_size = self.torch_radius / 15 for i in range(20): alpha = 200 - i * 10 size = flame_size * (1 - i/20) flame_color = ( TORCH_ORANGE[0], TORCH_ORANGE[1] - i * 5, TORCH_ORANGE[2] - i * 10 ) pygame.draw.circle(surface, flame_color, self.torch_pos, size) # Draw shouting expression mouth_width = 15 + self.shout_frame pygame.draw.ellipse(surface, (200, 100, 120), (self.x + 5, self.y - 10, mouth_width, 8)) # Draw eyes (wide open in shock) pygame.draw.ellipse(surface, (30, 20, 50), (self.x + 5, self.y - 25, 10, 8)) pygame.draw.ellipse(surface, (30, 20, 50), (self.x + 25, self.y - 25, 10, 8)) pygame.draw.circle(surface, (200, 240, 255), (self.x + 8, self.y - 22), 3) pygame.draw.circle(surface, (200, 240, 255), (self.x + 28, self.y - 22), 3) # Mystery figure class MysteryFigure: def __init__(self, x, y): self.x = x self.y = y self.angle = -30 # Partially turned away def draw(self, surface, torch_pos, torch_radius): # Calculate lighting effect dist = math.sqrt((self.x - torch (self (self (self.y - torch_pos[1])**2) light_factor = max(0, 1 - dist / torch_radius) # Base color with lighting base_color = ( int(MYSTERY_BLUE[0] * light_factor + BLUE_SHADOW[0] * (1 - light_factor)), int(MYSTERY_BLUE[1] * light_factor + BLUE_SHADOW[1] * (1 - light_factor)), int(MYSTERY_BLUE[2] * light_factor + BLUE_SHADOW[2] * (1 - light_factor)) ) # Draw body (cloaked figure) pygame.draw.ellipse(surface, base_color, (self.x - 30, self.y - 20, 60, 100)) # Draw hood pygame.draw.ellipse(surface, base_color, (self.x - 25, self.y - 50, 50, 40)) # Draw highlight on shoulder highlight_points = [ (self.x - 10, self.y + 20), (self.x + 5, self.y + 10), (self.x + 20, self.y + 20) ] highlight_color = ( min(255, base_color[0] + 40), min(255, base_color[1] + 40), min(255, base_color[2] + 40) ) pygame.draw.polygon(surface, highlight_color, highlight_points) # Draw shadow shadow_points = [ (self.x - 20, self.y + 50), (self.x - 10, self.y + 30), (self.x - 25, self.y + 40) ] max max max(0, base_color[0] - 30), max(0, base_color[1] - 30), max(0, base_color[2] - 30) ) pygame.draw.polygon(surface, shadow_color, shadow_points) # Draw subtle glow for i in range(3): alpha = 100 - i * 30 size = 100 - i * 20 glow_surf = pygame.Surface((size*2, size*2), pygame.SRCALPHA) pygame.draw.circle(glow_surf, (*HIGHLIGHT_BLUE, alpha), (size, size), size) surface.blit(glow_surf, (self.x - size, self.y - size)) # Create cave rocks with parallax effect rocks = [] for _ in range(50): depth = 0.2 + 0.8 * random.random() rocks.append(CaveRock( random.randint(-100, WIDTH + 100), random.randint(-100, HEIGHT + 100), random.randint(30, 100), random.uniform(0.1, 0.5), depth )) # Create characters ninja = Ninja(300, HEIGHT - 200) mystery_figure = MysteryFigure(700, HEIGHT - 180) # Camera settings for parallax effect camera_offset = 0 zoom_factor = 1.0 target_zoom = 1.2 zoom_speed = 0.001 # Main game loop running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False # Update camera zoom for cinematic effect if zoom_factor < target_zoom: zoom_factor += zoom_speed # Update camera offset for parallax camera_offset += 0.3 # Update characters ninja.update() # Clear screen screen.fill(BLACK) # Draw cave background with parallax effect for rock in rocks: rock.update(camera_offset * rock.depth) rock.draw(screen, ninja.torch_pos, ninja.torch_radius) # Reset rocks that move off screen if rock.x < -200: rock.x = WIDTH + 200 rock.y = random.randint(0, HEIGHT) rock.generate_shape() # Draw ground pygame.draw.rect(screen, DARK_BROWN, (0, HEIGHT - 50, WIDTH, 100)) # Draw characters mystery_figure.draw(screen, ninja.torch_pos, ninja.torch_radius) ninja.draw(screen) # Draw torch light effect light_surface = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA) for i in range(100): radius = ninja.torch_radius * (1 - i/100) alpha = 5 pygame.draw.circle(light_surface, (*TORCH_YELLOW, alpha), ninja.torch_pos, radius) screen.blit(light_surface, (0, 0)) # Draw cinematic vignette vignette = pygame.Surface((WIDTH, HEIGHT), pygame.SRCALPHA) pygame.draw.rect(vignette, (0, 0, 0, 0), (0, 0, WIDTH, HEIGHT)) pygame.draw.ellipse(vignette, (0, 0, 0, 180), (-WIDTH//2, -HEIGHT//2, WIDTH*2, HEIGHT*2)) screen.blit(vignette, (0, 0)) # Draw anime-style speed lines for dynamic effect for i in range(20): x = random.randint(0, WIDTH) y = random.randint(0, HEIGHT) length = random.randint(20, 50) pygame.draw.line(screen, (255, 255, 255, 100), (x, y), (x - length, y - zoom zoom zoom zoom zoom zoomed_surface = pygame.transform.smoothscale(screen, (int(WIDTH * zoom_factor), int(HEIGHT * zoom_factor))) screen.fill(BLACK) screen.blit(zoomed_surface, ((WIDTH - zoomed_surface.get_width()) // 2, (HEIGHT - zoomed_surface.get_height()) // 2)) # Update display pygame.display.flip() clock.tick(60) pygame.quit() sys.exit() ``` ## Features of this Animation: 1. **Cinematic Anime Style**: - Dynamic character designs with anime-inspired shading - Expressive character animations (ninja shouting with animated mouth) - Speed lines for dramatic effect 2. **Atmospheric Cave Environment**: - Procedurally generated cave rocks with parallax scrolling - Dark, moody color palette with torch lighting - Cinematic vignette effect 3. **Dynamic Torch Lighting**: - Realistic flickering flame effect - Radial light falloff that illuminates surroundings - Interactive shadows that respond to light position 4. **Cinematic Camera Effects**: - Slow zoom-in for dramatic tension - Parallax scrolling for depth perception - Smooth motion throughout 5. **Character Designs**: - Ninja with black robes, tied hair, and torch - Mysterious cloaked figure partially turned away - Anime-style facial expressions showing shock and urgency The scene creates a suspenseful atmosphere with the ninja discovering a mysterious figure in a dark cave, enhanced by dynamic lighting effects and cinematic camera movement.
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I can help you conceptualize this dramatic anime cave scene! Here's a breakdown of the key visual elements: **Character Design:** - Young ninja with tied black hair in traditional topknot - Black ninja robes with flowing fabric details - Shocked facial expression with wide eyes and open mouth - Dynamic pose holding torch with arm extended **Lighting & Atmosphere:** - Flickering orange torch flame as primary light source - Deep shadows creating dramatic contrast - Dancing shadows on rough cave walls - Cool blue/purple ambient lighting in darker areas **Composition:** - Foreground: Ninja with torch (camera focus point) - Midground: Mysterious figure (silhouetted, partially turned) - Background: Deep cave tunnel fading to black - Low camera angle to enhance drama **Animation Techniques:** - Slow zoom creating tension buildup - Parallax scrolling of cave layers - Flame particle effects and shadow animation - Subtle character breathing/movement - Dramatic speed lines for emotional impact **Color Palette:** - Warm oranges/reds from torch - Cool blues/purples for cave shadows - High contrast for anime-style cell shading Would you like me to elaborate on any specific aspect of this scene's visual design or suggest additional dramatic elements?
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