Wall: swap floor tile (1,1) for proper brick wall (13,4)

User flagged the current walls as looking off. Investigation: coord (1, 1)
in FG_Fortress.png is actually a tan stone FLOOR tile — no brick texture,
no capstone, no depth — which is why a row of them read as pavement rather
than a wall.

Swap to coord (13, 4): the middle column of a 3-tile-wide capped wall in
the autotile region. Used as a single non-autotile sprite, it shows a dark
medieval brick wall with a visible top cap, brick coursing, and mortar
shadow. The side-by-side simulation at /tmp/wall_rows.png makes the
difference obvious — capped brick reads as a real wall, the floor tile
reads as graph paper.

Phase 5 wall rendering stays non-autotile (every wall uses the same sprite
regardless of neighbours), so even at corners the cabin will read more
clearly as a stone structure. Autotile pass is a separate future task.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-12 14:55:49 +01:00
parent 2396528034
commit 0b09db9fd6

View file

@ -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