Rock: replace cluster-piece tiles with standalone single-tile boulders
The earlier coords (24,7), (28,7), (12,13) in FG_Grasslands_Spring.png are autotile interior pieces — clipping their 16×16 windows produces sprites that visibly continue beyond the tile edge, betraying the autotile cluster they were cut from. Replace with six clean single-tile boulders from the rock band (x=16..29 at y=3 and y=5). Each has a green margin on all four edges, so they read as proper standalone rocks. Two color families (brown + gray) × three sizes (round / peaked / squat) gives more visual variety than before too. Multi-tile big-boulder formations at (22..23, 3..4) brown and (30..31, 3..4) gray are noted in the comment for a future BigRock entity. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -28,14 +28,23 @@ var mine_progress: int = 0
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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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## decoration overlay). These coords pick standalone single-tile boulders from
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## the rock band (x=16..29, y=3 and y=5) — chosen because each has a clean
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## green margin on all four sides, so they read as separate small rocks rather
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## than chunks of a tiled cluster. The earlier (24,7)/(28,7)/(12,13) coords
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## were autotile interior pieces; replaced 2026-05-12 after the user flagged
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## the obvious tile-cluster artifacts on small rocks.
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##
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## Multi-tile cluster formations live at (22..23, 3..4) brown and (30..31, 3..4)
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## gray — those are reserved for the upcoming BigRock entity (2×2 boulder).
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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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Vector2i(16, 3), # brown round, medium
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Vector2i(20, 3), # brown peaked, smaller
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Vector2i(16, 5), # brown squat, low
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Vector2i(24, 3), # gray round, medium
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Vector2i(28, 3), # gray peaked, smaller
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Vector2i(24, 5), # gray squat, low
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]
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