Bed sprite — replace FG_Interior atlas with procedural top-down view
The old FG_Interior atlas coords (32,22)/(35,22)/(38,22) were misidentified in the 2026-05-12 visual pass — they're actually side-on chairs with cushions, not beds. Player reported the sprite is confusing and they can't tell where the bed actually is. New 1×2 procedural draw at the bed entity's anchor (foot tile, anchor at bottom; sprite spans local Y -32..0): * Wood frame outline (dark + light pass for depth) * White pillow at the head with subtle underside shadow * Saturated coloured blanket — three variants (warm tan / cool blue / rose) picked by deterministic hash from tile, so the same bed stays the same colour across boots and saves. Saturation tuned to survive the cabin's torch-lit CanvasModulate warm tint. * Sheet fold + foot board accent at the foot tile for top-down depth cue * Medical cross overlay sits on the pillow region (preserved from the prior atlas-era position, retargeted to the procedural coords). Drops _BED_TEX / _BED_VARIANT_COORDS / _BED_TILE_W/H constants and _build_sprite() helper. setup() now just snaps position and queue_redraws — no Sprite2D child to manage. Existing saves load cleanly: any legacy "Sprite" child from a pre-procedural save is queue_free'd in setup(). Verified visually: three cabin beds render with distinct colours (tan / pink-medical / blue). Each silhouette clearly reads as "bed" at the default zoom. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1 changed files with 51 additions and 62 deletions
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@ -48,16 +48,24 @@ const SLEEP_MOOD_BY_QUALITY: Array[int] = [-8, -2, 0, 5, 8]
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## The sprite spans the bed's tile + the tile immediately south. The southern
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## tile stays walkable in the pathfinder — pawns can pass through the visual
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## foot of the bed — matching the Phase 4 "rocks are walkable" simplification.
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const _BED_TEX: Texture2D = preload("res://art/tiles/FG_Interior.png")
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const _BED_TILE_W: int = 16
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const _BED_TILE_H: int = 32 # 2 tiles tall — head row + body row
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## Atlas top-left coords (x, y) for each variant. Picked by deterministic hash
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## from the bed's tile so the same bed renders the same colour each session.
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const _BED_VARIANT_COORDS: Array[Vector2i] = [
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Vector2i(32, 22), # brown bed (warm wood frame)
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Vector2i(35, 22), # blue bed (cool quilt)
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Vector2i(38, 22), # pink bed (rosy quilt)
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## Bed body is now drawn procedurally (top-down view, 16×32, anchored at the
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## foot). Earlier passes used FG_Interior atlas coords but the available bed
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## sprites were either side-on chairs (32,22)/(35,22)/(38,22 — actually
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## chair-with-cushion, mislabelled in the 2026-05-12 visual pass) or 3-tile-
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## wide doubles. A clear top-down single is easier to read at a glance.
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##
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## Colour variant is picked by deterministic hash from tile so the same bed
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## stays the same colour across sessions.
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const _BED_VARIANT_BLANKET: Array[Color] = [
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Color(0.85, 0.50, 0.25, 1.0), # warm tan / wool — saturated to survive torch tint
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Color(0.25, 0.45, 0.85, 1.0), # cool blue — saturated
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Color(0.85, 0.35, 0.55, 1.0), # rose — saturated
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]
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const _BED_FRAME_DARK: Color = Color(0.30, 0.20, 0.12, 1.0)
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const _BED_FRAME_LIGHT: Color = Color(0.55, 0.38, 0.22, 1.0)
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const _BED_PILLOW: Color = Color(0.94, 0.94, 0.90, 1.0)
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const _BED_PILLOW_SHADE: Color = Color(0.78, 0.78, 0.74, 1.0)
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const _BED_SHEET_SHADE: Color = Color(0.0, 0.0, 0.0, 0.18)
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# ── exports ───────────────────────────────────────────────────────────────────
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@ -115,58 +123,20 @@ func _exit_tree() -> void:
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## One-shot initialiser. Call after add_child() so _ready() has fired.
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## Builds the bed sprite here (not _ready) because _ready fires before the
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## caller passes in the real tile — building the sprite earlier would just
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## attach it to the (0,0) default position.
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func setup(p_tile: Vector2i) -> void:
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tile = p_tile
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position = Vector2(
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tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
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tile.y * TILE_SIZE_PX + TILE_SIZE_PX
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)
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# Y-sort so a pawn standing south of the bed (in the foot tile) draws over
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# the bed sprite, while a pawn sleeping IN the bed (same tile) layers under
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# the procedural medical-cross overlay. World scene has y_sort_enabled = true.
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# Y-sort so a pawn standing south of the bed (foot tile) draws over the
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# bed, while a pawn sleeping in the head tile draws under any overlay.
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y_sort_enabled = true
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_build_sprite()
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queue_redraw()
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## Adds a 16×32 Sprite2D child painted with one of the bed variants. Variant
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## chosen deterministically from the tile so the same bed renders the same
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## colour across boots and load/save. The sprite is centred vertically on the
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## border between the bed tile and the tile below, so the head shows in the
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## bed's tile and the body extends visually into the southern tile.
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func _build_sprite() -> void:
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# Idempotency: if a sprite was added on an earlier setup call, drop it.
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# Drop the legacy Sprite2D child if a save from before procedural rendering
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# left one around.
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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 sprite := Sprite2D.new()
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sprite.name = "Sprite"
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sprite.texture = _BED_TEX
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sprite.region_enabled = true
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var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_COORDS.size()
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var coord: Vector2i = _BED_VARIANT_COORDS[idx]
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sprite.region_rect = Rect2(
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coord.x * TILE_SIZE_PX,
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coord.y * TILE_SIZE_PX,
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_BED_TILE_W,
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_BED_TILE_H,
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)
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sprite.centered = true
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# Node position.y already sits at the bottom of the bed tile (top of the
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# foot tile). A centred 16×32 sprite at offset (0, 0) then spans y -16..+16,
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# covering bed-tile + foot-tile vertically. No extra offset needed.
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sprite.offset = Vector2.ZERO
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# Sprite stays z=0; procedural _draw overlay (cross + ghost) renders on top
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# of the parent Node2D via its own _draw(), which fires after children.
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sprite.z_index = 0
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# Ghost state — translucent until built. Solidified in _complete().
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sprite.modulate.a = 1.0 if _completed else 0.4
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add_child(sprite)
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# ── BuildJob interface (matches Wall / Crate / Workbench shape) ───────────────
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## True while the bed still needs construction work.
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@ -267,18 +237,37 @@ func from_dict(d: Dictionary) -> void:
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# ── render ─────────────────────────────────────────────────────────────────────
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func _draw() -> void:
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# Bed body / pillow now come from the Sprite2D child (see _build_sprite()).
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# This _draw renders only the small red medical-cross overlay over the
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# pillow region of the sprite. Sprite handles ghost alpha via modulate.a.
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if not is_medical:
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return
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# Top-down bed view, anchor at the foot's bottom-centre.
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# Local Y spans -32..0: -32..-16 = head/pillow tile, -16..0 = body/foot tile.
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# Local X spans -8..+8 (16 px wide, 1 tile).
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var alpha: float = 1.0 if _completed else 0.4
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var cross := Color(0.85, 0.10, 0.10, alpha)
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# Pillow on the FG_Interior bed sprite sits roughly at local-y -12..-8 inside
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# the head tile. Drop a small + centred there so the player can tell medical
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# beds apart at a glance.
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draw_rect(Rect2(Vector2(-3.0, -11.0), Vector2(6.0, 2.0)), cross) # horizontal bar
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draw_rect(Rect2(Vector2(-1.0, -13.0), Vector2(2.0, 6.0)), cross) # vertical bar
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var idx: int = (tile.x * 31 + tile.y * 17) % _BED_VARIANT_BLANKET.size()
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var blanket: Color = _BED_VARIANT_BLANKET[idx]
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blanket.a = alpha
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var frame_dark := Color(_BED_FRAME_DARK.r, _BED_FRAME_DARK.g, _BED_FRAME_DARK.b, alpha)
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var frame_light := Color(_BED_FRAME_LIGHT.r, _BED_FRAME_LIGHT.g, _BED_FRAME_LIGHT.b, alpha)
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var pillow := Color(_BED_PILLOW.r, _BED_PILLOW.g, _BED_PILLOW.b, alpha)
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var pillow_shade := Color(_BED_PILLOW_SHADE.r, _BED_PILLOW_SHADE.g, _BED_PILLOW_SHADE.b, alpha)
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# Outer wood frame (dark) — 16×32 base.
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draw_rect(Rect2(Vector2(-8, -32), Vector2(16, 32)), frame_dark)
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# Inner frame highlight (lighter wood) — 1px inside the dark frame.
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draw_rect(Rect2(Vector2(-7, -31), Vector2(14, 30)), frame_light)
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# Mattress / blanket — fills the inner area, leaves 2px wood rim on each side.
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draw_rect(Rect2(Vector2(-6, -28), Vector2(12, 26)), blanket)
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# Pillow at the head — wide rect with shadowed underside for depth.
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draw_rect(Rect2(Vector2(-5, -28), Vector2(10, 6)), pillow)
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draw_rect(Rect2(Vector2(-5, -23), Vector2(10, 1)), pillow_shade)
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# Blanket fold near the foot — a thin lighter band suggests sheet edge.
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draw_rect(Rect2(Vector2(-6, -6), Vector2(12, 2)), _BED_PILLOW)
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# Wood foot board accent — 2px dark band at the very bottom of the body tile.
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draw_rect(Rect2(Vector2(-7, -3), Vector2(14, 2)), frame_dark)
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# Medical-bed marker — red cross over the pillow.
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if is_medical:
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var cross := Color(0.85, 0.10, 0.10, alpha)
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draw_rect(Rect2(Vector2(-3, -26), Vector2(6, 2)), cross)
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draw_rect(Rect2(Vector2(-1, -28), Vector2(2, 6)), cross)
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# ── internal ──────────────────────────────────────────────────────────────────
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