Visual pass 2: tree + rock + stone wall sprite swaps
Replaces three procedural _draw() entities with bundle sprites: - Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using FG_Tree_Spring.png (64x80, 4 variants picked deterministically from tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy rises into the cell above; y_sort_enabled so canopies tuck behind pawns south of the trunk. Chop-progress notch overlay retained. - Rock: was draw_colored_polygon hex. Now Sprite2D reading from the existing FG_Grasslands_Spring.png decoration atlas at three eyeballed coords (2 gray boulders, 1 brown rock pile). Variant deterministic per tile. Mine-progress crack overlay retained. - Stone wall: was procedural top-band + front-band + mortar lines. Now Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill. Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0, matching the procedural draw box exactly. Ghost state via modulate.a. Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would need crop+rescale). Asset additions: - art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack) - FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles from earlier passes; this commit just consumes them from new sites. Headless boots clean, runtime verified: trees look like chunky pixel-art trees with root flare, rocks read as real boulders, cabin walls show proper brick texture. License: all ElvGames Humble bundle — commercial OK with credit. Credit-string compilation still open. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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5 changed files with 145 additions and 51 deletions
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@ -27,14 +27,41 @@ var mine_progress: int = 0
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# Preloaded scene for spawned stone items.
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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## Rock sprite atlas — re-uses the Grasslands tileset (already imported for the
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## decoration overlay). The three coords below were eyeballed from the
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## /tmp/rocks_review.png probe in the 2026-05-12 visual pass: two gray boulders
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## and one brown rock for variety.
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const _ROCK_TEX: Texture2D = preload("res://art/tiles/FG_Grasslands_Spring.png")
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const _ROCK_VARIANT_COORDS: Array[Vector2i] = [
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Vector2i(24, 7), # gray boulder A
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Vector2i(28, 7), # gray boulder B
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Vector2i(12, 13), # brown rock pile
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]
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# ── lifecycle ─────────────────────────────────────────────────────────────────
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func _ready() -> void:
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position = _tile_to_world(tile)
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_build_sprite()
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World.register_rock(self)
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## Adds a Sprite2D child with one of the rock variants. Variant chosen
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## deterministically from the tile coord so the same tile renders the same
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## rock across boots and load/save.
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func _build_sprite() -> void:
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = _ROCK_TEX
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sprite.region_enabled = true
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var coord: Vector2i = _ROCK_VARIANT_COORDS[(tile.x * 31 + tile.y * 17) % _ROCK_VARIANT_COORDS.size()]
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sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
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sprite.centered = true
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sprite.offset = Vector2.ZERO # 16×16 tile, sits centered on the tile
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add_child(sprite)
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func _exit_tree() -> void:
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World.unregister_rock(self)
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@ -99,35 +126,8 @@ static func from_dict(d: Dictionary) -> Dictionary:
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Angular cluster of 3–4 triangles in a dark-grey / light-grey palette.
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var c1 := Color(0.55, 0.55, 0.50) # light face
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var c2 := Color(0.38, 0.38, 0.36) # shadow face
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# Main body polygon (roughly an irregular hex).
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var body := PackedVector2Array([
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Vector2(-5.0, 3.0),
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Vector2(-6.0, -1.0),
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Vector2(-2.0, -6.0),
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Vector2(3.0, -5.0),
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Vector2(6.0, 0.0),
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Vector2(4.0, 4.0),
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])
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draw_colored_polygon(body, c1)
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# Shadow face on the bottom-right triangle to give depth.
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var shadow := PackedVector2Array([
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Vector2(3.0, -5.0),
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Vector2(6.0, 0.0),
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Vector2(4.0, 4.0),
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Vector2(-5.0, 3.0),
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])
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draw_colored_polygon(shadow, c2)
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# Outline.
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draw_polyline(body, Color(0.0, 0.0, 0.0, 0.5), 1.0)
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draw_line(body[5], body[0], Color(0.0, 0.0, 0.0, 0.5), 1.0)
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# Mine-progress crack: a dark jagged line on the face when partially mined.
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# Rock body comes from the Sprite2D child (see _build_sprite).
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# This _draw renders only the mine-progress crack overlaid on the sprite.
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if mine_progress > 0:
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var ratio := float(mine_progress) / float(MINE_TICKS)
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var crack_len := ratio * 5.0
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