Bed: replace procedural draw with 1×2 vertical bundle sprite
The procedural 3/4-perspective bed (16×16 box of stacked draw_rect calls) gets replaced with a 16×32 single-column Sprite2D cropped from the ElvGames House Interior tileset. The sprite spans the bed's tile plus the tile immediately south — head with rounded pillow + frame in the bed tile, body and wood foot rail in the foot tile. The foot tile stays walkable in the pathfinder (Phase-4 simplification, matches small rocks). Three variants chosen deterministically by tile hash so the same bed renders the same colour across boots and saves: • (32, 22) brown wood frame • (35, 22) blue quilt • (38, 22) pink quilt Crops are LEFT-edge columns of the 2-/3-wide bundle beds — visually verified in /tmp/bed_candidates.png against MIDDLE/RIGHT alternatives. LEFT shows the clearest pillow shape + visible wood frame in a single column. Setup work (sprite, position, y-sort) now lives inside setup() not _ready() because _ready fires inside add_child() before the caller passes in the real tile — same lesson as BigRock. _build_sprite() is idempotent (drops the previous Sprite child) so the save-load flow (factory.setup → factory on_build_tick → from_dict.setup) re-creates the sprite without leaks. _draw() now renders only the medical-cross overlay when is_medical is true — sprite handles ghost alpha via modulate. _complete() solidifies the sprite from 0.4 to 1.0 alpha. The quality-tinted procedural sheets are dropped; quality still drives sleep mood, just not visual colour. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 118 additions and 69 deletions
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art/tiles/FG_Interior.png.import
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art/tiles/FG_Interior.png.import
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