Replaces three procedural _draw() entities with bundle sprites:
- Tree: was draw_rect trunk + draw_circle canopy. Now Sprite2D using
FG_Tree_Spring.png (64x80, 4 variants picked deterministically from
tile coord). Bottom-anchored so trunk base sits at tile bottom, canopy
rises into the cell above; y_sort_enabled so canopies tuck behind
pawns south of the trunk. Chop-progress notch overlay retained.
- Rock: was draw_colored_polygon hex. Now Sprite2D reading from the
existing FG_Grasslands_Spring.png decoration atlas at three eyeballed
coords (2 gray boulders, 1 brown rock pile). Variant deterministic
per tile. Mine-progress crack overlay retained.
- Stone wall: was procedural top-band + front-band + mortar lines. Now
Sprite2D from FG_Fortress.png at (1,1) — clean tan-stone brick fill.
Bottom-anchored (offset.y=-8) so the 16x16 sprite spans y=-16..0,
matching the procedural draw box exactly. Ghost state via modulate.a.
Wood walls still use procedural _draw_wood_wall — no clean 16x16 wood
tile found in the bundle yet (Pixel Crawler Walls.png is 32x32, would
need crop+rescale).
Asset additions:
- art/sprites/FG_Tree_Spring.png (Tier 1, Grasslands pack)
- FG_Fortress.png and FG_Grasslands_Spring.png were already in art/tiles
from earlier passes; this commit just consumes them from new sites.
Headless boots clean, runtime verified: trees look like chunky pixel-art
trees with root flare, rocks read as real boulders, cabin walls show
proper brick texture.
License: all ElvGames Humble bundle — commercial OK with credit.
Credit-string compilation still open.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>