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>
This commit is contained in:
megaproxy 2026-05-15 19:19:29 +01:00
parent 531b907012
commit c78962a432

View file

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