From ab4d62889bd2ac70606a3e09c29f111be33058a4 Mon Sep 17 00:00:00 2001 From: megaproxy Date: Sat, 16 May 2026 15:38:45 +0100 Subject: [PATCH] Procedural shapes for unmapped item types (no more magenta squares) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Items without an atlas entry were rendering as a hue-hashed coloured square — bread/grain/vegetable hashed to pink-magenta, indistinguish- able from a missing-texture placeholder. Added _draw_item_shape() dispatcher with category-appropriate silhouettes for: bread (brown loaf), grain (wheat stalks), vegetable (root with leaves), flour (cream sack), meal (wooden bowl with steam), meat (red steak with marbling), cloth (blue pleated bolt), medicine (white phial with red cross), tool (hammer), weapon (sword), armor (helmet), stone_block (pale brick), copper_ore (copper chunks), silver (silver nuggets), ash (grey pile with smoke). Hue-hashed fallback retained for safety but should be unreachable now that every ALL_TYPES entry is handled by either _ITEM_SPRITES or _draw_item_shape. --- scenes/entities/item.gd | 189 ++++++++++++++++++++++++++++++++++++++-- 1 file changed, 181 insertions(+), 8 deletions(-) diff --git a/scenes/entities/item.gd b/scenes/entities/item.gd index e54cdce..0ae136d 100644 --- a/scenes/entities/item.gd +++ b/scenes/entities/item.gd @@ -176,20 +176,193 @@ static func from_dict(d: Dictionary) -> Dictionary: # ── render ──────────────────────────────────────────────────────────────────── +## Procedural shape per item type. All shapes draw inside a -6..+6 box so the +## quality border (half=6) wraps the result. Returns true if the type was +## handled; false sends the caller to the hue-hashed fallback. +## +## Shape language is loose silhouette + a category-appropriate colour: bread = +## brown loaf, grain = wheat-amber stalks, vegetable = green disc, meal = bowl, +## etc. Better than rendering 18 different magenta-pink squares; later art pass +## can lift these to atlas crops where the bundle has a fitting icon. +func _draw_item_shape(t: StringName) -> bool: + var dark := Color(0.10, 0.07, 0.05, 0.85) # shared outline + match t: + TYPE_BREAD: + # Two stacked brown loaves with a slash on the upper crust. + var crust := Color(0.62, 0.40, 0.18) + var glaze := Color(0.82, 0.58, 0.30) + draw_rect(Rect2(-6.0, -1.0, 12.0, 5.0), crust) + draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), glaze) + draw_line(Vector2(-3.0, -4.0), Vector2(0.0, -2.0), dark, 1.0) + draw_line(Vector2(0.0, -4.0), Vector2(3.0, -2.0), dark, 1.0) + draw_rect(Rect2(-6.0, -5.0, 12.0, 9.0), dark, false, 1.0) + return true + TYPE_GRAIN: + # Three vertical wheat stalks tied in the middle. + var stalk := Color(0.85, 0.70, 0.20) + var tie := Color(0.55, 0.35, 0.10) + draw_rect(Rect2(-4.0, -6.0, 1.5, 12.0), stalk) + draw_rect(Rect2(-0.75, -6.0, 1.5, 12.0), stalk) + draw_rect(Rect2(2.5, -6.0, 1.5, 12.0), stalk) + # Grain heads (small dots near top). + draw_circle(Vector2(-3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25)) + draw_circle(Vector2(0.0, -5.5), 1.2, Color(0.95, 0.78, 0.25)) + draw_circle(Vector2(3.2, -5.0), 1.2, Color(0.95, 0.78, 0.25)) + draw_rect(Rect2(-5.0, 0.0, 10.0, 2.0), tie) + return true + TYPE_FLOUR: + # Cream-white sack with a darker drawstring at the neck. + var sack := Color(0.93, 0.90, 0.78) + var shadow := Color(0.78, 0.74, 0.60) + draw_rect(Rect2(-5.0, -3.0, 10.0, 8.0), sack) + draw_rect(Rect2(3.0, -3.0, 2.0, 8.0), shadow) + draw_rect(Rect2(-4.0, -5.0, 8.0, 2.0), Color(0.45, 0.30, 0.10)) # drawstring band + draw_circle(Vector2(0.0, -5.5), 1.0, sack) # gathered top puff + draw_rect(Rect2(-5.0, -6.0, 10.0, 11.0), dark, false, 1.0) + return true + TYPE_VEGETABLE: + # Green-leafed root vegetable (think turnip). + var leaf := Color(0.25, 0.65, 0.20) + var root := Color(0.92, 0.88, 0.70) + draw_circle(Vector2(0.0, 1.0), 5.0, root) + draw_arc(Vector2(0.0, 1.0), 5.0, 0.0, TAU, 16, dark, 1.0) + # Leaves + draw_rect(Rect2(-3.0, -5.0, 2.0, 3.0), leaf) + draw_rect(Rect2(-1.0, -6.0, 2.0, 4.0), leaf) + draw_rect(Rect2( 1.0, -5.0, 2.0, 3.0), leaf) + return true + TYPE_MEAL: + # Wooden bowl with a steamy meal heap. + var bowl := Color(0.50, 0.30, 0.12) + var bowl_rim := Color(0.30, 0.18, 0.08) + var food := Color(0.85, 0.55, 0.20) + # Bowl as a half-disc. + draw_circle(Vector2(0.0, 1.0), 6.0, bowl) + draw_rect(Rect2(-6.0, -5.0, 12.0, 6.0), Color(0, 0, 0, 0)) # cover top half (no-op, rely on z) + draw_arc(Vector2(0.0, 1.0), 6.0, 0.0, PI, 16, bowl_rim, 1.0) + draw_line(Vector2(-6.0, 1.0), Vector2(6.0, 1.0), bowl_rim, 1.0) + # Food mound on top. + draw_circle(Vector2(0.0, 0.0), 3.5, food) + # Two steam wisps. + draw_line(Vector2(-2.0, -5.0), Vector2(-1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0) + draw_line(Vector2(2.0, -5.0), Vector2(1.0, -3.0), Color(0.9, 0.9, 0.9, 0.7), 1.0) + return true + TYPE_MEAT: + # Raw red steak with a pale fat marbling line. + var meat := Color(0.78, 0.20, 0.20) + var fat := Color(0.95, 0.85, 0.70) + draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), meat) + draw_line(Vector2(-5.0, 0.0), Vector2(5.0, 0.5), fat, 1.0) + draw_rect(Rect2(-5.0, -3.0, 10.0, 7.0), dark, false, 1.0) + return true + TYPE_CLOTH: + # Folded cloth bolt — light blue with horizontal pleats. + var cloth := Color(0.50, 0.65, 0.85) + var pleat := Color(0.32, 0.42, 0.58) + draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), cloth) + draw_line(Vector2(-5.0, -1.5), Vector2(5.0, -1.5), pleat, 1.0) + draw_line(Vector2(-5.0, 1.5), Vector2(5.0, 1.5), pleat, 1.0) + draw_rect(Rect2(-5.0, -4.0, 10.0, 8.0), dark, false, 1.0) + return true + TYPE_MEDICINE: + # White phial with a red cross — medieval-ish but reads instantly. + var phial := Color(0.95, 0.95, 0.95) + var cross := Color(0.80, 0.15, 0.15) + draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), phial) + draw_rect(Rect2(-1.0, -3.0, 2.0, 6.0), cross) + draw_rect(Rect2(-3.0, -1.0, 6.0, 2.0), cross) + draw_rect(Rect2(-4.0, -5.0, 8.0, 10.0), dark, false, 1.0) + return true + TYPE_TOOL: + # Brown-handled hammer. + var handle := Color(0.50, 0.30, 0.12) + var head := Color(0.45, 0.45, 0.48) + draw_rect(Rect2(-1.0, -2.0, 2.0, 8.0), handle) + draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), head) + draw_rect(Rect2(-5.0, -5.0, 10.0, 4.0), dark, false, 1.0) + return true + TYPE_WEAPON: + # Sword: triangular blade + brown grip + crossguard. + var blade := Color(0.78, 0.80, 0.85) + var guard := Color(0.45, 0.30, 0.10) + # Blade (pointing up) + var pts: PackedVector2Array = PackedVector2Array([Vector2(0.0, -6.0), Vector2(2.5, 1.0), Vector2(-2.5, 1.0)]) + draw_colored_polygon(pts, blade) + # Crossguard + draw_rect(Rect2(-4.0, 1.0, 8.0, 2.0), guard) + # Grip + draw_rect(Rect2(-1.0, 3.0, 2.0, 3.0), guard) + return true + TYPE_ARMOR: + # Helmet silhouette — rounded grey dome with a nose-guard slit. + var steel := Color(0.65, 0.65, 0.70) + var visor := Color(0.20, 0.20, 0.25) + draw_circle(Vector2(0.0, 0.0), 5.5, steel) + draw_rect(Rect2(-1.0, -2.0, 2.0, 4.0), visor) + draw_rect(Rect2(-6.0, 4.0, 12.0, 2.0), steel) + draw_arc(Vector2(0.0, 0.0), 5.5, 0.0, TAU, 16, dark, 1.0) + return true + TYPE_STONE_BLOCK: + # Cleaned-up stone brick: pale grey rect with a chiseled corner. + var stone := Color(0.62, 0.60, 0.58) + var stone_hi := Color(0.78, 0.76, 0.72) + draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), stone) + draw_rect(Rect2(-6.0, -4.0, 12.0, 2.0), stone_hi) + draw_line(Vector2(-6.0, 0.0), Vector2(6.0, 0.0), Color(0.42, 0.40, 0.38), 1.0) + draw_rect(Rect2(-6.0, -4.0, 12.0, 8.0), dark, false, 1.0) + return true + TYPE_COPPER_ORE: + # Copper chunks — warm brown with bright highlights. + var copper := Color(0.65, 0.35, 0.18) + var hi := Color(0.92, 0.55, 0.20) + draw_circle(Vector2(-2.0, 1.0), 3.5, copper) + draw_circle(Vector2(2.0, -1.0), 2.8, copper) + draw_circle(Vector2(-2.0, 1.0), 1.5, hi) + draw_circle(Vector2(2.0, -1.0), 1.0, hi) + return true + TYPE_SILVER: + # Silver nugget — cool grey with a white highlight. + var silver := Color(0.78, 0.80, 0.85) + var hi := Color(0.98, 0.98, 1.00) + draw_circle(Vector2(-2.0, 1.0), 3.5, silver) + draw_circle(Vector2(2.0, -1.0), 2.8, silver) + draw_circle(Vector2(-2.0, 0.5), 1.2, hi) + return true + TYPE_ASH: + # Grey pile with faint smoke wisps. + var ash := Color(0.55, 0.55, 0.55) + var ash_hi := Color(0.78, 0.78, 0.78) + # Heap (low triangle) + var pts: PackedVector2Array = PackedVector2Array([Vector2(-6.0, 4.0), Vector2(6.0, 4.0), Vector2(0.0, -2.0)]) + draw_colored_polygon(pts, ash) + draw_line(Vector2(-3.0, 1.0), Vector2(3.0, 1.0), ash_hi, 1.0) + # Smoke wisps + draw_line(Vector2(-1.0, -3.0), Vector2(0.0, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0) + draw_line(Vector2(1.5, -3.0), Vector2(2.5, -5.0), Color(0.85, 0.85, 0.85, 0.6), 1.0) + return true + _: + return false + + func _draw() -> void: - # 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. + # Three render paths: + # 1. Atlas sprite (_ITEM_SPRITES): a Sprite2D child paints the icon; + # _draw() adds quality border + stack badge on top. + # 2. Procedural shape (_draw_item_shape returns true): bread/grain/ + # vegetable/meal/flour/meat/cloth/medicine/etc. get a recognisable + # silhouette in their category colour. + # 3. Unknown fallback: hue-hashed coloured square. Should be unreachable + # once every ALL_TYPES entry is handled above — kept for safety. 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)) 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) + if not _draw_item_shape(item_type): + 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 (or sprite), colour per quality tier. # NORMAL has no extra border.