Phase 5 visual polish: real 3/4 walls, bigger cabin, subtle grass
User feedback after first visual inspection: 'walls looked really thick and there was hardly any inside space'. Five targeted fixes: 1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the wall was a 16w×32h bottom-anchored rect that rose UP into the cell above (which encroached on the cabin interior whenever the wall faced south). New layout: 16×16 fitting strictly inside its own tile, with a lit-top 5px band + shaded-front 11px band + mortar lines + outline. Reads as 'a wall standing up' without overlapping adjacent cells. Same shape for stone and wood materials (different palettes). 2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells (closet) to 24 cells (actual room). 3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect that dominated at 3×+ zoom. Tile boundary still readable when looking carefully; doesn't dominate the visual. 4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived only on the Wall TileMap layer (set to visible=false in the Phase 5 rendering pivot) — so it was an invisible path obstacle. Cleaner to not seed it at all now that walls render at entity level. 5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30 tiles wide which is the 'comfortable inspection' level. MCP-verified visually: the cabin now reads as a proper 8×6 stone room with raised 3/4 walls and a real 24-cell interior. Subtle grass field. The 'commit to 3/4 perspective' rendering decision is now actually visible (was conceptual-only before). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 48 additions and 36 deletions
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@ -117,50 +117,53 @@ static func from_dict(d: Dictionary) -> Dictionary:
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Wall is drawn as a bottom-anchored 16×32 rect occupying the lower portion
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# of the virtual sprite area. The origin (0, 0) of _draw() sits at position,
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# which is at the tile's bottom-centre (tile_y * 16 + 16).
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# Drawing upward: Y goes from 0 to -32 in local space.
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# 3/4-perspective wall rendering — fits WITHIN the wall's own tile so it
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# never encroaches on adjacent floor/interior tiles. Two-band look:
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# Top band (lit) = the wall's "top surface" (looking down at it)
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# Bottom band (dark) = the wall's "front face" (looking at the side)
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#
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# Origin (0, 0) is at the tile's bottom-centre. Tile spans local Y: -16 to 0.
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# We draw entirely within that 16×16 box.
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var alpha: float = 1.0 if _completed else 0.4
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if wall_material == MATERIAL_STONE:
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_draw_stone_wall(alpha)
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else:
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# Fallback: render as wood until art assets are wired in Phase 6+.
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_draw_wood_wall(alpha)
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func _draw_stone_wall(alpha: float) -> void:
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var base := Color(0.55, 0.55, 0.50, alpha)
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var mortar := Color(0.40, 0.40, 0.38, alpha)
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# Main body: 16 px wide, 32 px tall, origin at bottom-centre.
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draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
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# Mortar / horizontal stone-course lines (4 lines spaced 8 px apart).
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for i in range(1, 5):
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var y: float = -8.0 * float(i)
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draw_line(Vector2(-8.0, y), Vector2(8.0, y), mortar, 1.0)
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var top_face := Color(0.65, 0.65, 0.60, alpha) # lit top surface
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var front_face := Color(0.42, 0.42, 0.38, alpha) # shaded front
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var mortar := Color(0.28, 0.28, 0.25, alpha)
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var outline := Color(0.18, 0.18, 0.16, 0.7 * alpha)
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# Top face — thin lit strip at upper-third of the tile.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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# Front face — main wall body, lower two-thirds.
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Mortar lines on the front face only.
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draw_line(Vector2(-8.0, -7.0), Vector2(8.0, -7.0), mortar, 1.0)
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draw_line(Vector2(-8.0, -3.0), Vector2(8.0, -3.0), mortar, 1.0)
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# Border between top and front (gives the depth illusion).
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.20, 0.18, alpha), 1.0)
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# Outline.
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draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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func _draw_wood_wall(alpha: float) -> void:
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var base := Color(0.55, 0.40, 0.22, alpha)
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var plank := Color(0.45, 0.32, 0.16, alpha)
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var top_face := Color(0.62, 0.45, 0.25, alpha)
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var front_face := Color(0.42, 0.30, 0.16, alpha)
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var plank := Color(0.30, 0.20, 0.10, alpha)
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var outline := Color(0.16, 0.10, 0.04, 0.7 * alpha)
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draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), base)
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# Vertical plank lines.
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
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draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
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# Vertical plank seams on the front face.
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for x_offset in [-3.0, 2.0]:
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draw_line(
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Vector2(x_offset, -32.0),
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Vector2(x_offset, 0.0),
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plank, 1.0
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)
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draw_rect(Rect2(Vector2(-8.0, -32.0), Vector2(16.0, 32.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
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draw_line(Vector2(x_offset, -11.0), Vector2(x_offset, 0.0), plank, 1.0)
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draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 1.0)
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draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
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# ── internal ───────────────────────────────────────────────────────────────────
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@ -22,8 +22,10 @@ var _centre_tween: Tween = null
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func _ready() -> void:
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position_smoothing_enabled = false
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# Start at the mid-range of the zoom band
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target_zoom = 1.0
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# Phase 5 visual polish: default 2.5× — at 1× the world feels sparse on phone
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# and pawns become 6-pixel dots; 2.5× shows ~30 tiles wide which is the
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# "comfortable inspection" zoom level.
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target_zoom = 2.5
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zoom = Vector2(target_zoom, target_zoom)
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@ -67,7 +67,11 @@ func _ready() -> void:
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for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
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layer.tile_set = tileset
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_paint_terrain()
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_paint_sample_walls()
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# Phase 5: removed _paint_sample_walls() — the old 8×8 stone ring rendered
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# only on the (now-hidden) Wall TileMap layer. With the rendering pivot
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# to entity-based walls, that ring was invisible to the player but still
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# blocked pathing. Removing it cleans the world view; the Phase 5 cabin
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# is now the only player-visible structure.
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_apply_camera_bounds()
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pathfinder.setup(MAP_SIZE_TILES)
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@ -130,7 +134,10 @@ func _build_placeholder_tileset() -> TileSet:
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]
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for i in palette.size():
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var base: Color = palette[i]
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var border: Color = base.darkened(0.15)
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# Subtle border — was darkened(0.15) which made grass look like graph paper.
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# darkened(0.04) keeps the tile boundary readable when squinting but doesn't
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# dominate the visual.
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var border: Color = base.darkened(0.04)
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for px in TILE_SIZE_PX:
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for py in TILE_SIZE_PX:
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var on_border := (
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@ -213,10 +220,10 @@ func _seed_phase5_demo_buildings() -> void:
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# player-driven designation UI; for now the player sees the construction
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# loop without needing to paint anything.
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#
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# Layout: ~5×4 wall ring at (45, 25), with an open door slot.
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var origin := Vector2i(45, 25)
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var w := 5
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var h := 4
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# Layout: 8×6 wall ring at (44, 23) — interior 6×4 = 24 cells of real room.
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var origin := Vector2i(44, 23)
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var w := 8
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var h := 6
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for x in w:
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EventBus.designation_added.emit(origin + Vector2i(x, 0), Designation.TOOL_BUILD_WALL)
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EventBus.designation_added.emit(origin + Vector2i(x, h - 1), Designation.TOOL_BUILD_WALL)
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