Phase 5 cabin polish — door, floor, interior crate, double-render fix
Make the demo cabin readable as a real building so the rendering pattern is solid before Phase 6+ adds more building types. Demo seed (world.gd._seed_phase5_demo_buildings): - 8×6 stone cabin at (44, 23) — 23 walls (perimeter minus door slot) + 1 door (south wall centre at (47, 28)) + 24 wood-floor designations for the interior. ConstructionProvider picks them all up; pawns build the whole thing. - One pre-built crate inside at (50, 24) so the interior reads as a furnished room on first frame. - Two external stockpile-target crates unchanged at (17, 60) / (18, 60). Door visual rewrite (door.gd): - Was the old 16×24 bottom-anchored shape that encroached on the cell above. Now fits strictly within its 16×16 tile, matching the wall's 3/4 band layout (5 px lit lintel + 11 px shaded frame + inset panel + hinge dot). Door and walls now share a top horizon line so they line up visually. Designation gained TOOL_BUILD_DOOR + atlas mapping; world.gd's _on_designation_added now branches on build_door to spawn a Door entity. THE DOUBLE-RENDER BUG (caught by MCP inspection): - World.mark_floor_tile stamps the Floor TileMap with atlas (2, 0) which is *stone-grey* in the placeholder atlas, regardless of material name. - The Floor TileMap layer was visible=true with z_index=1, so it drew ON TOP of the brown Floor entity sprites underneath. - Result before fix: interior tiles looked gray-stone, not wood. - Fix: set Floor TileMap layer visible=false (data-only, same as Wall). Entities own the visual; the TileMap retains tile-level data for Phase 13's room detection + Phase 16's save format. Pattern locked for future building types: 'render at entity level, TileMap layers are data-only'. Phase 13's roof and any future wall materials follow the same template. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
6d04c8229b
commit
96f4982dd3
4 changed files with 69 additions and 26 deletions
|
|
@ -106,25 +106,29 @@ static func from_dict(d: Dictionary) -> Dictionary:
|
|||
# ── render ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
func _draw() -> void:
|
||||
# Door: 16 px wide, 24 px tall, bottom-anchored. Origin at bottom-centre.
|
||||
# (Shorter than the full 32 px wall height — visually reads as a door opening.)
|
||||
# 3/4-perspective door — fits strictly within the tile (16×16) so it
|
||||
# slots cleanly between adjacent walls. Origin (0,0) is at the tile's
|
||||
# bottom-centre. Tile spans local Y: -16 to 0.
|
||||
var alpha: float = 1.0 if _completed else 0.4
|
||||
|
||||
# Matches Wall's 3/4-band layout so doors and walls share a top horizon.
|
||||
var lintel_color := Color(0.55, 0.40, 0.22, alpha) # stone-warmed top lintel
|
||||
var frame_color := Color(0.32, 0.22, 0.10, alpha)
|
||||
var panel_color := Color(0.52, 0.36, 0.18, alpha)
|
||||
var hinge_color := Color(0.20, 0.18, 0.16, alpha)
|
||||
var outline := Color(0.16, 0.10, 0.04, 0.7 * alpha)
|
||||
|
||||
# Door frame (slightly wider than the panel).
|
||||
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), frame_color)
|
||||
|
||||
# Door panel (inset 2 px on each side).
|
||||
draw_rect(Rect2(Vector2(-6.0, -22.0), Vector2(12.0, 20.0)), panel_color)
|
||||
|
||||
# Hinge dot on the left side.
|
||||
draw_circle(Vector2(-6.0, -18.0), 1.5, hinge_color)
|
||||
|
||||
# Outline.
|
||||
draw_rect(Rect2(Vector2(-8.0, -24.0), Vector2(16.0, 24.0)), Color(0.0, 0.0, 0.0, 0.5 * alpha), false, 1.0)
|
||||
# Top lintel band (matches wall top-face height of 5 px so it lines up).
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), lintel_color)
|
||||
# Door frame — fills the front-face band (matches wall front 11 px).
|
||||
draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), frame_color)
|
||||
# Door panel (inset 1 px each side, leaves 2 px frame visible left/right).
|
||||
draw_rect(Rect2(Vector2(-6.0, -10.0), Vector2(12.0, 10.0)), panel_color)
|
||||
# Hinge dot.
|
||||
draw_circle(Vector2(-5.0, -5.0), 1.0, hinge_color)
|
||||
# Top/bottom borders + tile outline.
|
||||
draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 1.0)
|
||||
draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)
|
||||
|
||||
|
||||
# ── internal ───────────────────────────────────────────────────────────────────
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue