diff --git a/scenes/entities/wall.gd b/scenes/entities/wall.gd index 14fd709..856f05c 100644 --- a/scenes/entities/wall.gd +++ b/scenes/entities/wall.gd @@ -23,11 +23,20 @@ const TILE_SIZE_PX: int = 16 ## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds). const BUILD_TICKS: int = 100 -## ElvGames Fortress tileset — coord (1, 1) is a plain tan-stone fill tile. -## Eyeballed from /tmp/walls/probe.png in the 2026-05-12 visual pass. -## We use a single sprite per material (Phase 5 lock: no autotile yet). +## ElvGames Fortress tileset — coord (13, 4) is a dark brick wall with a +## visible capstone on top. It's the middle column of a 3-tile-wide capped +## wall autotile; used as a non-autotile single sprite it reads as a proper +## medieval stone wall with a 3D cap and brick coursing below. +## +## The original pick was (1, 1), but that tile is actually a tan stone FLOOR +## (no brick texture, no cap) — rows of (1, 1) looked like a pavement, not a +## wall. Replaced 2026-05-12 after the user flagged "walls don't look great"; +## /tmp/wall_rows.png from the same session shows the side-by-side simulation. +## +## We use a single sprite per material (Phase 5 lock: no autotile yet, so +## every wall renders identically regardless of neighbour configuration). const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png") -const _STONE_FILL_COORD: Vector2i = Vector2i(1, 1) +const _STONE_FILL_COORD: Vector2i = Vector2i(13, 4) ## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved