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    <title>DEV Community: Majestr32</title>
    <description>The latest articles on DEV Community by Majestr32 (@majestr32).</description>
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      <title>Crisp pixel art in Flutter: integer scales, masks and widgets</title>
      <dc:creator>Majestr32</dc:creator>
      <pubDate>Mon, 12 Oct 2026 09:43:12 +0000</pubDate>
      <link>https://dev.to/majestr32/crisp-pixel-art-in-flutter-integer-scales-masks-and-widgets-315a</link>
      <guid>https://dev.to/majestr32/crisp-pixel-art-in-flutter-integer-scales-masks-and-widgets-315a</guid>
      <description>&lt;p&gt;I'm a solo developer building Taskoria, a habit tracker in Flutter that looks and plays like a pixel-art RPG. Finishing a task deals damage to a monster. There are seven lands with six monsters and a boss each, and you craft gear from what the monsters drop. Missing a day doesn't cost you HP, levels or gear; only the streak bonus resets. The app is at &lt;a href="https://taskoria.app" rel="noopener noreferrer"&gt;taskoria.app&lt;/a&gt;, and I've worked on it full time since the start of October.&lt;/p&gt;

&lt;p&gt;This post isn't about the game design. It's about something more boring that took me a lot longer than I expected: &lt;strong&gt;getting 64 px sprites onto a phone screen without blurring them.&lt;/strong&gt; Flutter gives you everything you need, but there are a few traps, and I walked into most of them.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fatsl026lz3pk7jnqq2uy.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fatsl026lz3pk7jnqq2uy.png" alt="Taskoria's battle screen: 64 px pixel-art monsters drawn at whole-number scales" width="800" height="547"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  1. &lt;code&gt;FilterQuality.none&lt;/code&gt;, but not everywhere
&lt;/h2&gt;

&lt;p&gt;The first fix everyone finds is &lt;code&gt;filterQuality: FilterQuality.none&lt;/code&gt;. Flutter's default sampling smooths an image when it scales it. That's correct for photos and wrong for a 64x64 goblin, which ends up looking like it was drawn in wet paint.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffvmvj65g4ol0t6vy6jid.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ffvmvj65g4ol0t6vy6jid.png" alt="The same 64x64 boss sprite enlarged with default smoothing (blurry) and with FilterQuality.none (crisp)" width="792" height="486"&gt;&lt;/a&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="n"&gt;Image&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;asset&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="s"&gt;'assets/enemies/goblin.png'&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// 64x64 source&lt;/span&gt;
  &lt;span class="nl"&gt;width:&lt;/span&gt; &lt;span class="mi"&gt;192&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nl"&gt;height:&lt;/span&gt; &lt;span class="mi"&gt;192&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nl"&gt;filterQuality:&lt;/span&gt; &lt;span class="n"&gt;FilterQuality&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;none&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// nearest-neighbour&lt;/span&gt;
&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The same applies to &lt;code&gt;DecorationImage&lt;/code&gt;, which has its own &lt;code&gt;filterQuality&lt;/code&gt;. My location backgrounds are 256 px images stretched across the whole arena with &lt;code&gt;BoxFit.cover&lt;/code&gt;, and they need it too.&lt;/p&gt;

&lt;p&gt;The trap is applying it everywhere out of habit. Nearest-neighbour is for &lt;strong&gt;upscaling&lt;/strong&gt; art that was drawn on a small grid. My coin icon is a 618x618 PNG drawn at 18 logical px. That's a big downscale, and there &lt;code&gt;FilterQuality.none&lt;/code&gt; throws away whole rows of pixels and the coin shimmers. So the coin keeps &lt;code&gt;FilterQuality.high&lt;/code&gt;. The real rule is about source size against display size, not "pixel-art app, so everything gets none".&lt;/p&gt;

&lt;h2&gt;
  
  
  2. Compute the multiple, never the size
&lt;/h2&gt;

&lt;p&gt;Nearest-neighbour alone isn't enough. Draw a 64 px sprite at 1.5x or 2.5x and some source pixels come out 2 px wide while their neighbours come out 3 px wide. The image is sharp, but it reads as wobbly, almost blurry, and on the battle screen that lands exactly on the art the screen exists to show off.&lt;/p&gt;

&lt;p&gt;Most of my UI is sized with &lt;code&gt;flutter_screenutil&lt;/code&gt; (&lt;code&gt;56.r&lt;/code&gt;, &lt;code&gt;16.r&lt;/code&gt;, ...), which scales by the screen width. That's fine for padding, but it makes every sprite's scale a fraction that depends on the device. When I redesigned the battle screen to show the fighters large, the arena stopped deriving the multiple from the size and started deriving the size from the multiple:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="c1"&gt;/// Whole-number scale for the 64-unit sprite stage.&lt;/span&gt;
&lt;span class="c1"&gt;/// 3x normally, 4x for bosses, one step less when the arena is short.&lt;/span&gt;
&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="nf"&gt;spriteScale&lt;/span&gt;&lt;span class="p"&gt;({&lt;/span&gt;&lt;span class="kd"&gt;required&lt;/span&gt; &lt;span class="kt"&gt;double&lt;/span&gt; &lt;span class="n"&gt;arenaHeight&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kd"&gt;required&lt;/span&gt; &lt;span class="kt"&gt;bool&lt;/span&gt; &lt;span class="n"&gt;isBoss&lt;/span&gt;&lt;span class="p"&gt;})&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="kd"&gt;final&lt;/span&gt; &lt;span class="kd"&gt;base&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;arenaHeight&lt;/span&gt; &lt;span class="p"&gt;&amp;lt;&lt;/span&gt; &lt;span class="mi"&gt;380&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt; &lt;span class="mi"&gt;2&lt;/span&gt; &lt;span class="o"&gt;:&lt;/span&gt; &lt;span class="mi"&gt;3&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;isBoss&lt;/span&gt; &lt;span class="o"&gt;?&lt;/span&gt; &lt;span class="kd"&gt;base&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt; &lt;span class="o"&gt;:&lt;/span&gt; &lt;span class="kd"&gt;base&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// in build(), inside a LayoutBuilder:&lt;/span&gt;
&lt;span class="kd"&gt;final&lt;/span&gt; &lt;span class="n"&gt;enemySize&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mf"&gt;64.0&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;spriteScale&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="nl"&gt;arenaHeight:&lt;/span&gt; &lt;span class="n"&gt;constraints&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;maxHeight&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nl"&gt;isBoss:&lt;/span&gt; &lt;span class="n"&gt;enemyIsBoss&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The plan for that screen states it as a rule: &lt;em&gt;size = 64 × scale, never &lt;code&gt;.r&lt;/code&gt;, never a fraction.&lt;/em&gt; There's one caveat I should be honest about. This is an integer in &lt;strong&gt;logical&lt;/strong&gt; pixels. On a device with a fractional &lt;code&gt;devicePixelRatio&lt;/code&gt; (plenty of Android phones), the physical result still isn't a perfect grid. On the usual 2x and 3x screens it is.&lt;/p&gt;

&lt;h2&gt;
  
  
  3. Compose at native size, scale once
&lt;/h2&gt;

&lt;p&gt;The hero isn't one image. It's a stack: body, armour, a separate head layer, helmet, weapon, each a PNG placed with hand-tuned offsets in "stage pixels". If every layer scaled itself, rounding would put a helmet one physical pixel off on some screen sizes.&lt;/p&gt;

&lt;p&gt;So &lt;code&gt;HeroInEquipment&lt;/code&gt; lays everything out on a fixed 64x64 stage and scales the finished composition once:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="nd"&gt;@override&lt;/span&gt;
&lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="nf"&gt;build&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;BuildContext&lt;/span&gt; &lt;span class="n"&gt;context&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;FittedBox&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nl"&gt;fit:&lt;/span&gt; &lt;span class="n"&gt;BoxFit&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;contain&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;SizedBox&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="nl"&gt;width:&lt;/span&gt; &lt;span class="mi"&gt;64&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;height:&lt;/span&gt; &lt;span class="mi"&gt;64&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;Stack&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
        &lt;span class="nl"&gt;alignment:&lt;/span&gt; &lt;span class="n"&gt;Alignment&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;center&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="nl"&gt;children:&lt;/span&gt; &lt;span class="p"&gt;[&lt;/span&gt;
          &lt;span class="n"&gt;heroBody&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;       &lt;span class="c1"&gt;// FilterQuality.none&lt;/span&gt;
          &lt;span class="p"&gt;..&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;armour&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// Positioned by per-item offsets&lt;/span&gt;
          &lt;span class="p"&gt;..&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;helmet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
          &lt;span class="p"&gt;..&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;      &lt;span class="c1"&gt;// always on top: it's held in front of the body&lt;/span&gt;
        &lt;span class="p"&gt;],&lt;/span&gt;
      &lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="p"&gt;),&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;The same widget shows up in the inventory cell, the profile and the arena. The parent decides how big the box is, and the offsets inside stay proportional.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvf634plk224xag5qxvce.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fvf634plk224xag5qxvce.png" alt="Hero, armour, head and helmet layers placed on one 64x64 stage, then scaled once as a single composition" width="800" height="227"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  4. Erasing hair under a helmet
&lt;/h2&gt;

&lt;p&gt;Here's a problem I didn't see coming: hair pokes out through helmets. Each helmet ships with a mask PNG (&lt;code&gt;helmet_2_mask.png&lt;/code&gt;) that is opaque wherever the hero's hair or head should disappear. I apply it with a &lt;code&gt;ShaderMask&lt;/code&gt; using &lt;code&gt;BlendMode.dstOut&lt;/code&gt;, which cuts the mask's shape out of the child:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fl9yao2b1o83ov4uuipkb.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Fl9yao2b1o83ov4uuipkb.png" alt="Without the mask, hair pokes through the hood; the mask (pink) marks what to erase; with the mask applied to the hero layers only, the hair is gone and the armour is intact" width="799" height="370"&gt;&lt;/a&gt;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="nf"&gt;eraseHair&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Widget&lt;/span&gt; &lt;span class="n"&gt;layer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ui&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;Image&lt;/span&gt;&lt;span class="o"&gt;?&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;double&lt;/span&gt; &lt;span class="n"&gt;shiftX&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
  &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;mask&lt;/span&gt; &lt;span class="o"&gt;==&lt;/span&gt; &lt;span class="kc"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;layer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
  &lt;span class="kd"&gt;final&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;64&lt;/span&gt; &lt;span class="o"&gt;/&lt;/span&gt; &lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// masks are stored at 2x the stage&lt;/span&gt;
  &lt;span class="kd"&gt;final&lt;/span&gt; &lt;span class="n"&gt;matrix&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Matrix4&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;identity&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;translateByDouble&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;shiftX&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;scaleByDouble&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
  &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;ShaderMask&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
    &lt;span class="nl"&gt;blendMode:&lt;/span&gt; &lt;span class="n"&gt;BlendMode&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;dstOut&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
    &lt;span class="nl"&gt;shaderCallback:&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;_&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;ImageShader&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
      &lt;span class="n"&gt;mask&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;TileMode&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;decal&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;TileMode&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;decal&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;matrix&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;storage&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;filterQuality:&lt;/span&gt; &lt;span class="n"&gt;FilterQuality&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;none&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="c1"&gt;// keep the mask edge hard too&lt;/span&gt;
    &lt;span class="p"&gt;),&lt;/span&gt;
    &lt;span class="nl"&gt;child:&lt;/span&gt; &lt;span class="n"&gt;layer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Two details matter. First, &lt;code&gt;ImageShader&lt;/code&gt; has its own &lt;code&gt;filterQuality&lt;/code&gt;. Leave it at the default and the mask edge gets a soft fringe of half-erased hair pixels. Second, and this one got me: &lt;strong&gt;the mask belongs to the layer whose pixels it describes.&lt;/strong&gt; My first version wrapped the whole stack in one &lt;code&gt;ShaderMask&lt;/code&gt;. It looked right in my fit-check tool, which renders one item at a time. Once someone wore armour &lt;em&gt;and&lt;/em&gt; a helmet, the mask sliced the shoulder spikes off the armour too. When I counted afterwards, 2,235 of 2,418 armour × helmet × hero combinations were affected. Now the mask wraps only the hero body and the hero head layer, and the equipment keeps all of its pixels.&lt;/p&gt;

&lt;h2&gt;
  
  
  5. Home-screen widgets: pre-scale in Dart
&lt;/h2&gt;

&lt;p&gt;Home-screen widgets are native (SwiftUI on iOS), so none of the Flutter rendering above applies there. I use the &lt;code&gt;home_widget&lt;/code&gt; package's &lt;code&gt;renderFlutterWidget&lt;/code&gt; to render the current enemy to a PNG, and I pick the pixel ratio as an integer so the PNG is already a clean multiple of the sprite:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight dart"&gt;&lt;code&gt;&lt;span class="kd"&gt;const&lt;/span&gt; &lt;span class="n"&gt;spriteTargetPx&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="mi"&gt;256&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="kd"&gt;final&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;spriteTargetPx&lt;/span&gt; &lt;span class="o"&gt;~/&lt;/span&gt; &lt;span class="n"&gt;max&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;image&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;width&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;image&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;height&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="k"&gt;await&lt;/span&gt; &lt;span class="n"&gt;HomeWidget&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;renderFlutterWidget&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;
  &lt;span class="n"&gt;RawImage&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="nl"&gt;image:&lt;/span&gt; &lt;span class="n"&gt;image&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nl"&gt;width:&lt;/span&gt; &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="nl"&gt;height:&lt;/span&gt; &lt;span class="n"&gt;h&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
      &lt;span class="nl"&gt;filterQuality:&lt;/span&gt; &lt;span class="n"&gt;ui&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;FilterQuality&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;none&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
  &lt;span class="nl"&gt;key:&lt;/span&gt; &lt;span class="n"&gt;WidgetKeys&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;enemyPng&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
  &lt;span class="nl"&gt;logicalSize:&lt;/span&gt; &lt;span class="n"&gt;Size&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;h&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt;
  &lt;span class="nl"&gt;pixelRatio:&lt;/span&gt; &lt;span class="n"&gt;scale&lt;/span&gt;&lt;span class="o"&gt;.&lt;/span&gt;&lt;span class="na"&gt;toDouble&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="c1"&gt;// 64 px sprite -&amp;gt; 256 px PNG, exactly 4x&lt;/span&gt;
&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;On the Swift side every sprite &lt;code&gt;Image&lt;/code&gt; uses &lt;code&gt;.interpolation(.none)&lt;/code&gt;. WidgetKit has a memory budget for images, so the loader shrinks anything over 384 px by a whole-number factor, again with interpolation off. One more snapshot-specific trap: &lt;code&gt;renderFlutterWidget&lt;/code&gt; lays out and paints exactly one frame. Any layer still decoding at that moment is simply missing from the PNG. Before the hero snapshot, I await every layer and the helmet mask first instead of just pre-warming them.&lt;/p&gt;

</description>
      <category>flutter</category>
      <category>dart</category>
      <category>gamedev</category>
      <category>showdev</category>
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