{
  "method": "內建 image_gen",
  "robot": "Use case: stylized-concept\nAsset type: production pixel art robot animation sprite atlas for a cozy automated farming game.\nCreate ONE transparent PNG atlas, exactly 1024 x 1024, exactly 4 columns by 4 rows of equal 256 x 256 cells, no gutters. Each cell contains one complete small robot animation frame centered at x=128 and ground baseline y=210 relative to cell. Transparent background. No text, no grid lines, no labels.\nCharacter invariant: cute hovering farming robot, cream rounded-square shell, deep teal faceplate, two mint square eyes, tiny brass antenna, teal side arms, single mint hover thruster below body, no legs. Three-quarter front view facing slightly right. Chunky authentic pixel art, hard square pixels, approximately 64x64 logical pixels per cell enlarged 4x nearest neighbor, dark blue-green 1 logical pixel outlines, 3-tone shading, top-left light. Same exact robot size and identity all 16 frames. Body about 110 px wide.\nRow 1 frames 1-4: idle hovering, subtle 0, -4, -8, -4 px body bob and thruster flicker.\nRow 2 frames 1-4: sowing animation, right arm extends with seed pouch, tips pouch, 3 amber seeds fall to lower right, arm returns.\nRow 3 frames 1-4: watering animation, right arm aims small teal watering nozzle down right, short water stream, long blue pixel water stream, droplets taper off. Water must fit inside cell.\nRow 4 frames 1-4: harvesting animation, right arm extends little claw down right, claw closes, lifts single orange carrot, places carrot in a small basket held in left arm.\nPalette: outline #263f3c, deep teal #35665b, mint #8fc7a3, cream #f0e4bb, shadow #c6b887, brass #d7a44b, water #75bdd0, carrot #dc8245. No gradients, no blur, no ground patches, no shadows outside sprites, no text. Every frame fully inside its cell, keep clear padding. This atlas is the master style reference.",
  "farm": "Use case: stylized-concept\nAsset type: transparent pixel art farming environment sprite atlas, matching the cream/teal robot reference style.\nCreate a square PNG exactly 4 columns by 4 rows equal cells, 16 sprites total. No text or grid. Transparent background. Chunky hard square pixels, dark green-brown outlines, 3-tone shading, top-left light, cozy desaturated handheld-game pixel art. Three-quarter top-down view, orthographic, NOT isometric diamonds. All tiles and plants center horizontally in cell. Keep 15% clear padding. Style palette outline #263f3c, leaves #35665b #69965b #8fc7a3, dirt #77513b #a67950 #c6a376, carrot #dc8245, tomato #c65f48, water #75bdd0. No blur or gradients.\nRow 1: four IDENTIC SHAPE square farmland soil tiles seen from slightly above (width 180 height 120 within a 256 cell), centers at cell (128,170). Col1 pale dry soil with fine cracks. Col2 medium brown normal tilled soil. Col3 dark rich moist tilled soil. Col4 saturated dark soil with small blue puddle highlights. Same outline, only soil condition changes. NO PLANTS on row 1.\nRow 2: four carrot growth sprites, PLANTS ONLY, NO SOIL PATCHES: col1 tiny two-leaf seedling; col2 juvenile feathery green leaves; col3 large carrot greens with small orange shoulder; col4 harvest-ready lush greens and visible large orange carrot shoulder. Plant root anchor at cell (128,210). Height increasing 35,65,100,135 pixels.\nRow 3: four tomato growth sprites, PLANTS ONLY, NO SOIL PATCHES: col1 tiny two-leaf seedling; col2 juvenile branching tomato; col3 adult leafy plant with small yellow flowers and green fruit; col4 same size adult plant with bright ripe red tomatoes. Root anchor (128,210). Height 35,65,110,150.\nRow 4: four lettuce growth sprites, PLANTS ONLY, NO SOIL PATCHES: col1 tiny two-leaf seedling; col2 loose young leaves; col3 small cupped rosette; col4 large mature round butterhead lettuce. Root anchor (128,210). Height 30,50,70,100.\nKeep each sprite isolated within exact equal grid cell; no cast shadows, no decorations, no labels. Match reference image's pixel treatment but DO NOT include any robots. Reference is style only.",
  "squareSoilTexture": "Use case: stylized-concept.\nAsset type: modular orthogonal square farmland terrain tilesheet for existing Floating Leaf Farm pixel-art game.\nReference image is ONLY the palette, chunky pixel texture and soil state reference; CHANGE the old rounded flattened ground patches into genuinely square edge-to-edge terrain textures.\nCreate ONE square 1024x1024 image split into exactly 2 columns x 2 rows, four equal 512x512 square textures. Tiles completely fill their quadrants to every boundary with OPAQUE SOIL: zero transparency, zero gutters, zero empty margins, no outside background and no dividing lines. This is a practical texture tilesheet, NOT a presentation of objects floating on a background.\nTop-left: light sandy dry soil with sparse fine angular cracks. Top-right: ordinary medium warm brown cultivated soil with subtle horizontal furrows. Bottom-left: dark rich moist cultivated soil, same furrows. Bottom-right: saturated deep brown soil with a few small desaturated blue puddles, same furrows.\nAll four use perfectly square top-down plan view terrain faces. NO isometric diamond, NO trapezoid, NO 3D raised block, NO visible side faces. NO decorative rocks, grass, wooden boards, outline border, bevel rim, fences or round corners. These must join into arbitrary Tetris-like L/T/I/S shapes on a square grid. Full-bleed flat soil surface is essential. No visual height relief at tile edges.\nSeam plan: each quadrant is its own repeatable tile; across each quadrant's left/right edges the subtle horizontal cultivated furrows continue at y=25%,50%,75% of tile; top/bottom edges use matching low-detail soil texture so repetitions join naturally. Furrows are shallow pixel shading, not dark thick stripes. Keep details understated and sparse; preserve readability behind a separately overlaid crop. No objects or cracks clipped awkwardly across quadrant boundaries. Different moisture states differ in color and surface detail but share the same terrain scale and horizontal furrow spacing.\nStyle matches reference: warm cozy low saturation pixel art, visible chunky square pixels, hard edges, 3-tone shading, restrained tiny pixel clusters, no antialiasing, no gradients/no blur/no realism. Soil palette #77513b #a67950 #c6a376, dark warm outline/shadow #4b382b, water #75bdd0 with muted light highlights, light subtly upper-left on tiny clods only. Four tiles have identical scale and flat geometry. No plants/crops, no robots, no labels/text/watermark/gridlines. Exactly four FULL SQUARE soil textures, 2x2 edge-to-edge atlas.",
  "squareSoilAtlasComposition": "Use case: compositing. EDIT TARGET image1 is the EXISTING 1254x1254 farm atlas, four columns by four rows. Supporting image2 is the newly generated 2x2 square soil textures. Output final atlas at EXACTLY 1254x1254 pixels, preserve target alpha background and all original plant sprites.\nPerform ONLY a replacement of the FIRST ROW in image1: put image2's top-left DRY soil into first cell; image2 top-right NORMAL soil into second cell; image2 bottom-left MOIST soil into third cell; image2 bottom-right WATERLOGGED soil into fourth cell. Each soil cell is a perfect full-bleed square about 313.5 x 313.5. Scale each texture uniformly to its square; no blank border, no rocks or outline, no padding, no trapezoid/perspective, no extrusion. Fill the WHOLE first row edge-to-edge with exactly these FOUR adjacent square terrain textures. The first row must end at y=314. Keep original pixel art colors and crisp square pixels. Do not distort squares to rectangles.\nCRITICAL: the LOWER THREE ROWS (y=314 through1253) are LOCKED: COPY THEM UNCHANGED from target image1 including exact plant pixel art, existing crop sizes, positions, root anchors and all transparency. Do not regenerate, restyle, add soil under, move, scale, or redraw ANY carrot/tomato/lettuce stage. All 12 existing plant sprites remain isolated, with transparent backgrounds and their existing arrangement. Only first row soils change. No robots, labels, gridlines, text, crops on first row, or new objects. Need real alpha transparency outside lower plant sprites. This is a precise atlas update retaining existing filename/layout, not a new illustrated presentation."
}
