diff --git a/art/sprites/FG_Tree_Spring.png b/art/sprites/FG_Tree_Spring.png new file mode 100644 index 0000000..cb39697 Binary files /dev/null and b/art/sprites/FG_Tree_Spring.png differ diff --git a/art/sprites/FG_Tree_Spring.png.import b/art/sprites/FG_Tree_Spring.png.import new file mode 100644 index 0000000..86d02dc --- /dev/null +++ b/art/sprites/FG_Tree_Spring.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bk8qj28u6iafb" +path="res://.godot/imported/FG_Tree_Spring.png-0348f219e087c5b2725bff866605af1b.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/sprites/FG_Tree_Spring.png" +dest_files=["res://.godot/imported/FG_Tree_Spring.png-0348f219e087c5b2725bff866605af1b.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/scenes/entities/rock.gd b/scenes/entities/rock.gd index cbe0555..7dbd9d2 100644 --- a/scenes/entities/rock.gd +++ b/scenes/entities/rock.gd @@ -27,14 +27,41 @@ var mine_progress: int = 0 # Preloaded scene for spawned stone items. const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn") +## Rock sprite atlas — re-uses the Grasslands tileset (already imported for the +## decoration overlay). The three coords below were eyeballed from the +## /tmp/rocks_review.png probe in the 2026-05-12 visual pass: two gray boulders +## and one brown rock for variety. +const _ROCK_TEX: Texture2D = preload("res://art/tiles/FG_Grasslands_Spring.png") +const _ROCK_VARIANT_COORDS: Array[Vector2i] = [ + Vector2i(24, 7), # gray boulder A + Vector2i(28, 7), # gray boulder B + Vector2i(12, 13), # brown rock pile +] + # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: position = _tile_to_world(tile) + _build_sprite() World.register_rock(self) +## Adds a Sprite2D child with one of the rock variants. Variant chosen +## deterministically from the tile coord so the same tile renders the same +## rock across boots and load/save. +func _build_sprite() -> void: + var sprite := Sprite2D.new() + sprite.name = "Sprite" + sprite.texture = _ROCK_TEX + sprite.region_enabled = true + var coord: Vector2i = _ROCK_VARIANT_COORDS[(tile.x * 31 + tile.y * 17) % _ROCK_VARIANT_COORDS.size()] + sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX) + sprite.centered = true + sprite.offset = Vector2.ZERO # 16×16 tile, sits centered on the tile + add_child(sprite) + + func _exit_tree() -> void: World.unregister_rock(self) @@ -99,35 +126,8 @@ static func from_dict(d: Dictionary) -> Dictionary: # ── render ──────────────────────────────────────────────────────────────────── func _draw() -> void: - # Angular cluster of 3–4 triangles in a dark-grey / light-grey palette. - var c1 := Color(0.55, 0.55, 0.50) # light face - var c2 := Color(0.38, 0.38, 0.36) # shadow face - - # Main body polygon (roughly an irregular hex). - var body := PackedVector2Array([ - Vector2(-5.0, 3.0), - Vector2(-6.0, -1.0), - Vector2(-2.0, -6.0), - Vector2(3.0, -5.0), - Vector2(6.0, 0.0), - Vector2(4.0, 4.0), - ]) - draw_colored_polygon(body, c1) - - # Shadow face on the bottom-right triangle to give depth. - var shadow := PackedVector2Array([ - Vector2(3.0, -5.0), - Vector2(6.0, 0.0), - Vector2(4.0, 4.0), - Vector2(-5.0, 3.0), - ]) - draw_colored_polygon(shadow, c2) - - # Outline. - draw_polyline(body, Color(0.0, 0.0, 0.0, 0.5), 1.0) - draw_line(body[5], body[0], Color(0.0, 0.0, 0.0, 0.5), 1.0) - - # Mine-progress crack: a dark jagged line on the face when partially mined. + # Rock body comes from the Sprite2D child (see _build_sprite). + # This _draw renders only the mine-progress crack overlaid on the sprite. if mine_progress > 0: var ratio := float(mine_progress) / float(MINE_TICKS) var crack_len := ratio * 5.0 diff --git a/scenes/entities/tree.gd b/scenes/entities/tree.gd index d7e7208..e9259d8 100644 --- a/scenes/entities/tree.gd +++ b/scenes/entities/tree.gd @@ -31,14 +31,47 @@ var chop_progress: int = 0 # Preloaded scene for spawned wood items. const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn") +## ElvGames Grasslands tree pack — 4 variants laid out left-to-right. +## Each variant is 64×80 px; trunk base sits in the bottom ~10 rows. We anchor +## the sprite center 32 px above tile origin so the trunk bottom lands at the +## tile's bottom edge and the canopy rises into the cells above. +const _TREE_TEX: Texture2D = preload("res://art/sprites/FG_Tree_Spring.png") +const _TREE_VARIANT_W: int = 64 +const _TREE_VARIANT_H: int = 80 +const _TREE_VARIANT_COUNT: int = 4 + # ── lifecycle ───────────────────────────────────────────────────────────────── func _ready() -> void: position = _tile_to_world(tile) + _build_sprite() + # Y-sort so the canopy draws behind walls/pawns that are visually south of + # the trunk base. Position.y is the trunk-base row. + y_sort_enabled = true World.register_tree(self) +## Adds a Sprite2D child painted with one of the 4 ElvGames tree variants. +## Variant chosen deterministically from the tile coord so the same tile always +## gets the same tree silhouette across boots and load/save. +func _build_sprite() -> void: + var sprite := Sprite2D.new() + sprite.name = "Sprite" + sprite.texture = _TREE_TEX + sprite.region_enabled = true + var variant: int = (tile.x * 31 + tile.y * 17) % _TREE_VARIANT_COUNT + sprite.region_rect = Rect2(variant * _TREE_VARIANT_W, 0, _TREE_VARIANT_W, _TREE_VARIANT_H) + sprite.centered = true + # Lift the sprite up so its bottom edge sits at the tile's bottom row. + # Sprite center is at offset.y; sprite half-height is _TREE_VARIANT_H/2 = 40. + # We want bottom edge at +8 (tile bottom) → center at 8 - 40 = -32. + sprite.offset = Vector2(0, -32) + # Render behind pawns/items that are at higher z_index; trees live at z=0. + sprite.z_index = 0 + add_child(sprite) + + func _exit_tree() -> void: World.unregister_tree(self) @@ -106,18 +139,8 @@ static func from_dict(d: Dictionary) -> Dictionary: # ── render ──────────────────────────────────────────────────────────────────── func _draw() -> void: - # Brown trunk: small filled rect at centre-bottom (~4 wide × 6 tall). - var trunk_color := Color(0.45, 0.28, 0.12) - draw_rect(Rect2(Vector2(-2.0, 1.0), Vector2(4.0, 6.0)), trunk_color) - - # Green canopy: large filled circle centered near the top. - var canopy_color := Color(0.22, 0.60, 0.18) - draw_circle(Vector2(0.0, -3.0), 7.0, canopy_color) - - # Canopy outline. - draw_arc(Vector2(0.0, -3.0), 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0) - - # Chop-progress wedge: a dark angled line on the trunk when partially chopped. + # Canopy + trunk now come from the Sprite2D child (see _build_sprite). + # This _draw renders only the chop-progress notch overlaid on the trunk. if chop_progress > 0: var ratio := float(chop_progress) / float(CHOP_TICKS) var notch_depth := ratio * 3.0 diff --git a/scenes/entities/wall.gd b/scenes/entities/wall.gd index 4a7b9bf..14fd709 100644 --- a/scenes/entities/wall.gd +++ b/scenes/entities/wall.gd @@ -23,6 +23,13 @@ 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). +const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png") +const _STONE_FILL_COORD: Vector2i = Vector2i(1, 1) + + ## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved ## for the Phase 6+ art-authoring pass. const MATERIAL_STONE: StringName = &"stone" @@ -61,10 +68,35 @@ func setup(p_tile: Vector2i, p_material: StringName) -> void: tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0, tile.y * TILE_SIZE_PX + TILE_SIZE_PX ) + # Stone uses a sprite from FG_Fortress; wood still draws procedurally below + # until we find a 16×16 wood-wall tile that fits the perspective. + if wall_material == MATERIAL_STONE: + _build_stone_sprite() queue_redraw() Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile]) +## Builds the stone-fill Sprite2D child. Bottom-anchored so it sits flush with +## the tile's bottom edge (matching the procedural draw box y=-16..0). +func _build_stone_sprite() -> void: + var sprite := Sprite2D.new() + sprite.name = "Sprite" + sprite.texture = _STONE_TEX + sprite.region_enabled = true + sprite.region_rect = Rect2( + _STONE_FILL_COORD.x * TILE_SIZE_PX, + _STONE_FILL_COORD.y * TILE_SIZE_PX, + TILE_SIZE_PX, + TILE_SIZE_PX, + ) + sprite.centered = true + # Sprite center at y=-8 so 16×16 sprite spans y=-16..0 (matches procedural). + sprite.offset = Vector2(0, -8) + # Ghost state — translucent until built. + sprite.modulate.a = 1.0 if _completed else 0.4 + add_child(sprite) + + ## True while the wall still needs construction work. ## JobRunner's _tick_build checks this to decide when the toil is done. func is_buildable() -> bool: @@ -126,18 +158,11 @@ static func from_dict(d: Dictionary) -> Dictionary: # ── render ───────────────────────────────────────────────────────────────────── func _draw() -> void: - # 3/4-perspective wall rendering — fits WITHIN the wall's own tile so it - # never encroaches on adjacent floor/interior tiles. Two-band look: - # Top band (lit) = the wall's "top surface" (looking down at it) - # Bottom band (dark) = the wall's "front face" (looking at the side) - # - # Origin (0, 0) is at the tile's bottom-centre. Tile spans local Y: -16 to 0. - # We draw entirely within that 16×16 box. + # Stone walls render via the Sprite2D child (see _build_stone_sprite). + # Wood walls still draw procedurally until a wood-wall sprite lands. var alpha: float = 1.0 if _completed else 0.4 - if wall_material == MATERIAL_STONE: - _draw_stone_wall(alpha) - else: + if wall_material == MATERIAL_WOOD: _draw_wood_wall(alpha) @@ -187,5 +212,11 @@ func _complete() -> void: # Stamp the data-layer TileMap so room / roof / save logic sees the wall. World.mark_wall_tile(tile, wall_material) + # Solidify the ghost: sprite (if any) → full opacity; wood _draw rereads alpha. + var sprite: Sprite2D = get_node_or_null("Sprite") + if sprite != null: + sprite.modulate.a = 1.0 + queue_redraw() + queue_redraw() Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])