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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@ -31,14 +31,47 @@ var chop_progress: int = 0
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# Preloaded scene for spawned wood items.
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const ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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## ElvGames Grasslands tree pack — 4 variants laid out left-to-right.
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## Each variant is 64×80 px; trunk base sits in the bottom ~10 rows. We anchor
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## the sprite center 32 px above tile origin so the trunk bottom lands at the
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## tile's bottom edge and the canopy rises into the cells above.
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const _TREE_TEX: Texture2D = preload("res://art/sprites/FG_Tree_Spring.png")
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const _TREE_VARIANT_W: int = 64
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const _TREE_VARIANT_H: int = 80
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const _TREE_VARIANT_COUNT: int = 4
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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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# Y-sort so the canopy draws behind walls/pawns that are visually south of
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# the trunk base. Position.y is the trunk-base row.
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y_sort_enabled = true
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World.register_tree(self)
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## Adds a Sprite2D child painted with one of the 4 ElvGames tree variants.
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## Variant chosen deterministically from the tile coord so the same tile always
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## gets the same tree silhouette 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 = _TREE_TEX
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sprite.region_enabled = true
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var variant: int = (tile.x * 31 + tile.y * 17) % _TREE_VARIANT_COUNT
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sprite.region_rect = Rect2(variant * _TREE_VARIANT_W, 0, _TREE_VARIANT_W, _TREE_VARIANT_H)
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sprite.centered = true
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# Lift the sprite up so its bottom edge sits at the tile's bottom row.
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# Sprite center is at offset.y; sprite half-height is _TREE_VARIANT_H/2 = 40.
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# We want bottom edge at +8 (tile bottom) → center at 8 - 40 = -32.
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sprite.offset = Vector2(0, -32)
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# Render behind pawns/items that are at higher z_index; trees live at z=0.
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sprite.z_index = 0
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add_child(sprite)
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func _exit_tree() -> void:
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World.unregister_tree(self)
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@ -106,18 +139,8 @@ static func from_dict(d: Dictionary) -> Dictionary:
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Brown trunk: small filled rect at centre-bottom (~4 wide × 6 tall).
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var trunk_color := Color(0.45, 0.28, 0.12)
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draw_rect(Rect2(Vector2(-2.0, 1.0), Vector2(4.0, 6.0)), trunk_color)
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# Green canopy: large filled circle centered near the top.
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var canopy_color := Color(0.22, 0.60, 0.18)
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draw_circle(Vector2(0.0, -3.0), 7.0, canopy_color)
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# Canopy outline.
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draw_arc(Vector2(0.0, -3.0), 7.0, 0.0, TAU, 24, Color(0.0, 0.0, 0.0, 0.4), 1.0)
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# Chop-progress wedge: a dark angled line on the trunk when partially chopped.
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# Canopy + trunk now come from the Sprite2D child (see _build_sprite).
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# This _draw renders only the chop-progress notch overlaid on the trunk.
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if chop_progress > 0:
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var ratio := float(chop_progress) / float(CHOP_TICKS)
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var notch_depth := ratio * 3.0
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