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>
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3 changed files with 98 additions and 10 deletions
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art/tiles/FG_Abandoned_Mines.png
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art/tiles/FG_Abandoned_Mines.png
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art/tiles/FG_Abandoned_Mines.png.import
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art/tiles/FG_Abandoned_Mines.png.import
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@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://ba6umi3eb8p65"
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path="res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://art/tiles/FG_Abandoned_Mines.png"
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dest_files=["res://.godot/imported/FG_Abandoned_Mines.png-59627b415a268a4512cae2e47f098866.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -1,7 +1,12 @@
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## Dropped item entity — a single stack of one item type lying on the world floor.
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## Dropped item entity — a single stack of one item type lying on the world floor.
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##
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##
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## Visuals are drawn procedurally via _draw() (Phase 4 placeholder). Real
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## Render model:
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## ElvGames item icons land in Phase 5+.
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## For types in _ITEM_SPRITES (stone, wood, plank, iron_ore, gold, …) a Sprite2D
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## child draws the ElvGames icon. For all other types _draw() falls back to a
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## hue-hashed coloured square — the original Phase 4 placeholder kept around
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## for the long tail of items (cloth, meals, corpses, ash, etc.).
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## Quality border + stack-count badge are always drawn procedurally on top of
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## whichever base layer renders, so the sprite swap is purely additive.
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##
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##
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## Item type constants mirror the 16 filter chips in docs/design.md. They are
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## Item type constants mirror the 16 filter chips in docs/design.md. They are
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## used by StockpileZone filter bitmasks and pawn-carry typing.
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## used by StockpileZone filter bitmasks and pawn-carry typing.
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@ -14,6 +19,19 @@ class_name Item extends Node2D
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const TILE_SIZE_PX: int = 16
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const TILE_SIZE_PX: int = 16
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## ElvGames FG_Abandoned_Mines icons used for the most-spawned item types.
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## Picked in the 2026-05-12 visual pass — see /tmp/item_finals.png for the
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## side-by-side that produced these atlas coords. Other types still fall back
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## to the procedural hue-hashed square in _draw().
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const _MINES_TEX: Texture2D = preload("res://art/tiles/FG_Abandoned_Mines.png")
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const _ITEM_SPRITES: Dictionary = {
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&"stone": {"tex": _MINES_TEX, "coord": Vector2i(5, 33)},
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&"iron_ore": {"tex": _MINES_TEX, "coord": Vector2i(9, 33)},
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&"gold": {"tex": _MINES_TEX, "coord": Vector2i(13, 33)},
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&"wood": {"tex": _MINES_TEX, "coord": Vector2i(20, 13)},
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&"plank": {"tex": _MINES_TEX, "coord": Vector2i(28, 18)},
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}
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# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
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# ── canonical type registry — matches docs/design.md "16 filter chips" ───────
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const TYPE_WOOD: StringName = &"wood" # Wd
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const TYPE_WOOD: StringName = &"wood" # Wd
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@ -94,6 +112,7 @@ func setup(p_type: StringName, p_stack: int, p_tile: Vector2i) -> void:
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tile = p_tile
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tile = p_tile
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position = _tile_to_world(tile)
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position = _tile_to_world(tile)
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visible = not being_carried
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visible = not being_carried
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_build_sprite()
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queue_redraw()
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queue_redraw()
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World.register_item(self)
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World.register_item(self)
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Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
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Audit.log("item", "spawned %s×%d at %s" % [item_type, stack_size, tile])
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@ -105,6 +124,30 @@ func set_being_carried(value: bool) -> void:
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visible = not being_carried
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visible = not being_carried
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## Build the Sprite2D child for item_type, if a tileset icon is registered.
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## Idempotent: re-running drops the previous sprite first. Types without an
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## entry in _ITEM_SPRITES render via the procedural fallback in _draw().
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func _build_sprite() -> void:
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var prev := get_node_or_null("Sprite")
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if prev != null:
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prev.queue_free()
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var data = _ITEM_SPRITES.get(item_type)
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if data == null:
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return
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var sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = data["tex"]
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sprite.region_enabled = true
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var coord: Vector2i = data["coord"]
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sprite.region_rect = Rect2(coord.x * TILE_SIZE_PX, coord.y * TILE_SIZE_PX, TILE_SIZE_PX, TILE_SIZE_PX)
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sprite.centered = true
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# Item position is the tile centre — Sprite2D centred at (0, 0) fills the
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# 16×16 cell exactly. No bottom-anchoring offset (items are flat on the floor).
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sprite.offset = Vector2.ZERO
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sprite.z_index = 0
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add_child(sprite)
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# ── save / load ───────────────────────────────────────────────────────────────
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# ── save / load ───────────────────────────────────────────────────────────────
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func to_dict() -> Dictionary:
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func to_dict() -> Dictionary:
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@ -134,17 +177,22 @@ static func from_dict(d: Dictionary) -> Dictionary:
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# ── render ────────────────────────────────────────────────────────────────────
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# ── render ────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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func _draw() -> void:
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# 12×12 coloured square centered on the tile; colour hashed from item_type.
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# Two render paths: types in _ITEM_SPRITES are painted by the Sprite2D child
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var hue := float(item_type.hash() % 360) / 360.0
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# (built in setup()) — _draw() then only adds the quality border + stack
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var fill := Color.from_hsv(hue, 0.6, 0.85)
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# count badge on top. Other types still use the procedural hue square so
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var half: int = 6
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# stockpile filtering remains visually unique while we expand the sprite set.
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var has_sprite: bool = _ITEM_SPRITES.has(item_type)
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var half: int = 6 if not has_sprite else 8 # border hugs the 16×16 sprite
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var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
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var square := Rect2(Vector2(-half, -half), Vector2(half * 2, half * 2))
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draw_rect(square, fill)
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if not has_sprite:
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draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
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var hue := float(item_type.hash() % 360) / 360.0
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var fill := Color.from_hsv(hue, 0.6, 0.85)
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draw_rect(square, fill)
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draw_rect(square, Color(0.0, 0.0, 0.0, 0.75), false, 1.0)
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# Quality border — drawn over the dark outline, colour per quality tier.
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# Quality border — drawn over the dark outline (or sprite), colour per quality tier.
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# NORMAL has no extra border (base outline is sufficient).
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# NORMAL has no extra border.
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match quality:
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match quality:
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Quality.SHODDY:
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Quality.SHODDY:
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draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
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draw_rect(square, Color(0.40, 0.40, 0.40), false, 1.0)
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