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>
This commit is contained in:
megaproxy 2026-05-12 14:49:05 +01:00
parent 938e871bf1
commit 2396528034
4 changed files with 118 additions and 69 deletions

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@ -40,6 +40,25 @@ const BUILD_TICKS: int = 80
## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8 ## SHODDY=-8, NORMAL=-2, EXCELLENT=0, MASTERWORK=5, LEGENDARY=8
const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8] const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
## ElvGames House Interior atlas — 16×32 single-column bed crops. Each variant
## shows a complete narrow bed: head with rounded pillow + frame on top tile,
## body + wood foot on the bottom tile. See /tmp/bed_candidates.png from the
## 2026-05-12 visual pass for the visual diff that picked these coords.
##
## The sprite spans the bed's tile + the tile immediately south. The southern
## tile stays walkable in the pathfinder — pawns can pass through the visual
## foot of the bed — matching the Phase 4 "rocks are walkable" simplification.
const _BED_TEX: Texture2D = preload("res://art/tiles/FG_Interior.png")
const _BED_TILE_W: int = 16
const _BED_TILE_H: int = 32 # 2 tiles tall — head row + body row
## Atlas top-left coords (x, y) for each variant. Picked by deterministic hash
## from the bed's tile so the same bed renders the same colour each session.
const _BED_VARIANT_COORDS: Array[Vector2i] = [
Vector2i(32, 22), # brown bed (warm wood frame)
Vector2i(35, 22), # blue bed (cool quilt)
Vector2i(38, 22), # pink bed (rosy quilt)
]
# ── exports ─────────────────────────────────────────────────────────────────── # ── exports ───────────────────────────────────────────────────────────────────
## Tile position of this bed in world-tile coordinates. ## Tile position of this bed in world-tile coordinates.
@ -94,15 +113,58 @@ func _exit_tree() -> void:
## One-shot initialiser. Call after add_child() so _ready() has fired. ## One-shot initialiser. Call after add_child() so _ready() has fired.
## Builds the bed sprite here (not _ready) because _ready fires before the
## caller passes in the real tile — building the sprite earlier would just
## attach it to the (0,0) default position.
func setup(p_tile: Vector2i) -> void: func setup(p_tile: Vector2i) -> void:
tile = p_tile tile = p_tile
position = Vector2( position = Vector2(
tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
tile.y * TILE_SIZE_PX + TILE_SIZE_PX tile.y * TILE_SIZE_PX + TILE_SIZE_PX
) )
# Y-sort so a pawn standing south of the bed (in the foot tile) draws over
# the bed sprite, while a pawn sleeping IN the bed (same tile) layers under
# the procedural medical-cross overlay. World scene has y_sort_enabled = true.
y_sort_enabled = true
_build_sprite()
queue_redraw() queue_redraw()
## Adds a 16×32 Sprite2D child painted with one of the bed variants. Variant
## chosen deterministically from the tile so the same bed renders the same
## colour across boots and load/save. The sprite is centred vertically on the
## border between the bed tile and the tile below, so the head shows in the
## bed's tile and the body extends visually into the southern tile.
func _build_sprite() -> void:
# Idempotency: if a sprite was added on an earlier setup call, drop it.
var prev := get_node_or_null("Sprite")
if prev != null:
prev.queue_free()
var sprite := Sprite2D.new()
sprite.name = "Sprite"
sprite.texture = _BED_TEX
sprite.region_enabled = true
var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_COORDS.size()
var coord: Vector2i = _BED_VARIANT_COORDS[idx]
sprite.region_rect = Rect2(
coord.x * TILE_SIZE_PX,
coord.y * TILE_SIZE_PX,
_BED_TILE_W,
_BED_TILE_H,
)
sprite.centered = true
# Node position.y already sits at the bottom of the bed tile (top of the
# foot tile). A centred 16×32 sprite at offset (0, 0) then spans y -16..+16,
# covering bed-tile + foot-tile vertically. No extra offset needed.
sprite.offset = Vector2.ZERO
# Sprite stays z=0; procedural _draw overlay (cross + ghost) renders on top
# of the parent Node2D via its own _draw(), which fires after children.
sprite.z_index = 0
# Ghost state — translucent until built. Solidified in _complete().
sprite.modulate.a = 1.0 if _completed else 0.4
add_child(sprite)
# ── BuildJob interface (matches Wall / Crate / Workbench shape) ─────────────── # ── BuildJob interface (matches Wall / Crate / Workbench shape) ───────────────
## True while the bed still needs construction work. ## True while the bed still needs construction work.
@ -203,82 +265,28 @@ func from_dict(d: Dictionary) -> void:
# ── render ───────────────────────────────────────────────────────────────────── # ── render ─────────────────────────────────────────────────────────────────────
func _draw() -> void: func _draw() -> void:
# 3/4-perspective bed — fits within the tile (16×16 local box). # Bed body / pillow now come from the Sprite2D child (see _build_sprite()).
# Origin (0, 0) = tile bottom-centre. Tile spans local Y: -16 to 0. # This _draw renders only the small red medical-cross overlay over the
# # pillow region of the sprite. Sprite handles ghost alpha via modulate.a.
# Layout (bottom-anchored, same as Wall / Workbench): if not is_medical:
# Top band (5 px, Y -16..-11) — top surface of the bed frame (lit) return
# Body band (8 px, Y -11..-3) — sheet / quilt, quality-tinted
# Leg band (3 px, Y -3.. 0) — bed-frame legs / base
#
# The pillow is a 6×3 rect inset at the top of the body band.
# Quality tints the sheet; the frame/legs stay a constant warm brown.
# Ghost state draws at 0.4 alpha.
var alpha: float = 1.0 if _completed else 0.4 var alpha: float = 1.0 if _completed else 0.4
_draw_bed(alpha)
func _draw_bed(alpha: float) -> void:
# Frame colours — same for all quality tiers (wood frame).
var frame_top := Color(0.52, 0.38, 0.20, alpha) # lit top surface
var frame_dark := Color(0.34, 0.24, 0.12, alpha) # shaded legs / base
var frame_edge := Color(0.28, 0.18, 0.08, alpha) # top-front horizon
var outline := Color(0.20, 0.12, 0.04, 0.70 * alpha)
# Sheet colour varies by quality tier.
var sheet_color := _sheet_color_for_quality(quality, alpha)
# Pillow: light cream, inset at top-centre of the body band.
var pillow := Color(0.95, 0.92, 0.85, alpha)
# ── top surface (lit band) ────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), frame_top)
# ── sheet / body band ─────────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-7.0, -11.0), Vector2(14.0, 8.0)), sheet_color)
# Pillow: 6×3, horizontally centred, flush with the top of the body band.
draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 3.0)), pillow)
# Medical cross: small red + over the pillow area.
# Two overlapping rects form a classic cross — universal medical symbol.
if is_medical:
var cross := Color(0.85, 0.10, 0.10, alpha) var cross := Color(0.85, 0.10, 0.10, alpha)
draw_rect(Rect2(Vector2(-3.0, -8.0), Vector2(6.0, 2.0)), cross) # horizontal bar # Pillow on the FG_Interior bed sprite sits roughly at local-y -12..-8 inside
draw_rect(Rect2(Vector2(-1.0, -10.0), Vector2(2.0, 6.0)), cross) # vertical bar # the head tile. Drop a small + centred there so the player can tell medical
# beds apart at a glance.
# ── base / legs band ────────────────────────────────────────────────────── draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 2.0)), cross) # horizontal bar
draw_rect(Rect2(Vector2(-8.0, -3.0), Vector2(16.0, 3.0)), frame_dark) draw_rect(Rect2(Vector2(-1.0, -13.0), Vector2(2.0, 6.0)), cross) # vertical bar
# ── horizon line (top → front depth edge) ────────────────────────────────
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), frame_edge, 1.0)
# ── outline ───────────────────────────────────────────────────────────────
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
## Returns the sheet fill colour for the given quality int.
## Quality indices: 0=SHODDY, 1=NORMAL, 2=EXCELLENT, 3=MASTERWORK, 4=LEGENDARY.
func _sheet_color_for_quality(q: int, alpha: float) -> Color:
match q:
0: # SHODDY — drab grey-brown
return Color(0.45, 0.40, 0.35, alpha)
1: # NORMAL — warm tan
return Color(0.55, 0.40, 0.30, alpha)
2: # EXCELLENT — cool blue
return Color(0.30, 0.45, 0.65, alpha)
3: # MASTERWORK — gold-brown
return Color(0.65, 0.45, 0.20, alpha)
4: # LEGENDARY — regal pink
return Color(0.75, 0.40, 0.55, alpha)
_: # fallback — same as NORMAL
return Color(0.55, 0.40, 0.30, alpha)
# ── internal ────────────────────────────────────────────────────────────────── # ── internal ──────────────────────────────────────────────────────────────────
func _complete() -> void: func _complete() -> void:
_completed = true _completed = true
# Solidify the ghost: sprite goes from 40% to full opacity.
var sprite: Sprite2D = get_node_or_null("Sprite")
if sprite != null:
sprite.modulate.a = 1.0
queue_redraw() queue_redraw()
Audit.log("bed", "%s built at %s" % [label_text, tile]) Audit.log("bed", "%s built at %s" % [label_text, tile])
# Phase 13 — notify BeautySystem so nearby tile beauty scores update. # Phase 13 — notify BeautySystem so nearby tile beauty scores update.

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