diff --git a/art/tiles/FG_Abandoned_Mines.png b/art/tiles/FG_Abandoned_Mines.png new file mode 100644 index 0000000..6106332 Binary files /dev/null and b/art/tiles/FG_Abandoned_Mines.png differ diff --git a/art/tiles/FG_Abandoned_Mines.png.import b/art/tiles/FG_Abandoned_Mines.png.import new file mode 100644 index 0000000..06ffef9 --- /dev/null +++ b/art/tiles/FG_Abandoned_Mines.png.import @@ -0,0 +1,40 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://ba6umi3eb8p65" +path="res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://art/tiles/FG_Abandoned_Mines.png" +dest_files=["res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.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/item.gd b/scenes/entities/item.gd index f9443cf..e54cdce 100644 --- a/scenes/entities/item.gd +++ b/scenes/entities/item.gd @@ -1,7 +1,12 @@ ## Dropped item entity — a single stack of one item type lying on the world floor. ## -## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real -## ElvGames item icons land in Phase 5+. +## Render model: +## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D +## child draws the ElvGames icon. For all other types _draw() falls back to a +## hue-hashed coloured square — the original Phase 4 placeholder kept around +## for the long tail of items (cloth, meals, corpses, ash, etc.). +## Quality border + stack-count badge are always drawn procedurally on top of +## whichever base layer renders, so the sprite swap is purely additive. ## ## Item type constants mirror the 16 filter chips in docs/design.md. They are ## used by StockpileZone filter bitmasks and pawn-carry typing. @@ -14,6 +19,19 @@ class_name Item extends Node2D const TILE_SIZE_PX: int = 16 +## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types. +## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the +## side-by-side that produced these atlas coords. Other types still fall back +## to the procedural hue-hashed square in _draw(). +const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png") +const _ITEM_SPRITES: Dictionary = { + &"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)}, + &"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)}, + &"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)}, + &"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)}, + &"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)}, +} + # ── canonical type registry — matches docs/design.md "16 filter chips" ─────── const TYPE_WOOD: StringName = &"wood" # Wd @@ -94,6 +112,7 @@ func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void: tile = p_tile position = _tile_to_world(tile) visible = not being_carried + _build_sprite() queue_redraw() World.register_item(self) Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile]) @@ -105,6 +124,30 @@ func set_being_carried(value: bool) -> void: visible = not being_carried +## Build the Sprite2D child for item_type, if a tileset icon is registered. +## Idempotent: re-running drops the previous sprite first. Types without an +## entry in _ITEM_SPRITES render via the procedural fallback in _draw(). +func _build_sprite() -> void: + var prev := get_node_or_null("Sprite") + if prev != null: + prev.queue_free() + var data = _ITEM_SPRITES.get(item_type) + if data == null: + return + var sprite := Sprite2D.new() + sprite.name = "Sprite" + sprite.texture = data["tex"] + sprite.region_enabled = true + var coord: Vector2i = data["coord"] + sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX) + sprite.centered = true + # Item position is the tile centre — Sprite2D centred at (0, 0) fills the + # 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor). + sprite.offset = Vector2.ZERO + sprite.z_index = 0 + add_child(sprite) + + # ── save / load ─────────────────────────────────────────────────────────────── func to_dict() -> Dictionary: @@ -134,17 +177,22 @@ static func from_dict(d: Dictionary) -> Dictionary: # ── render ──────────────────────────────────────────────────────────────────── func _draw() -> void: - # 12×12 coloured square centered on the tile; colour hashed from item_type. - var hue := float(item_type.hash() % 360) / 360.0 - var fill := Color.from_hsv(hue, 0.6, 0.85) - var half: int = 6 + # Two render paths: types in _ITEM_SPRITES are painted by the Sprite2D child + # (built in setup()) — _draw() then only adds the quality border + stack + # count badge on top. Other types still use the procedural hue square so + # stockpile filtering remains visually unique while we expand the sprite set. + var has_sprite: bool = _ITEM_SPRITES.has(item_type) + var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2)) - draw_rect(square, fill) - draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0) + if not has_sprite: + var hue := float(item_type.hash() % 360) / 360.0 + var fill := Color.from_hsv(hue, 0.6, 0.85) + draw_rect(square, fill) + draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0) - # Quality border — drawn over the dark outline, colour per quality tier. - # NORMAL has no extra border (base outline is sufficient). + # Quality border — drawn over the dark outline (or sprite), colour per quality tier. + # NORMAL has no extra border. match quality: Quality.SHODDY: draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)