Item sprites — swap procedural draw for tileset icons

Stone, iron ore, gold, wood, plank now render as ElvGames FG_Abandoned_Mines
sprites instead of hue-hashed coloured squares. Other types fall back to the
procedural square; quality border + stack count badge are layered on top of
whichever base renders.

Atlas coords picked from /tmp/item_finals.png + /tmp/wood_plank_alts.png:
  stone     (5, 33)   rock cluster with stone chunks
  iron_ore  (9, 33)   rock with silver chunks
  gold      (13, 33)  rock with gold chunks
  wood      (20, 13)  chunky brown log pile
  plank     (28, 18)  horizontal-grain plank stack

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
megaproxy 2026-05-12 15:43:24 +01:00
parent c4f94fb543
commit 7274ada5d1
3 changed files with 98 additions and 10 deletions

View file

@ -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)