rimlike/scenes/world
megaproxy 314c7a70b4 Visual: sprinkle grass+flower decoration overlay (ElvGames bundle)
First visual pass: replaces nothing, adds a decoration TileMapLayer above
Terrain that paints ~8% of cells with random overlay sprites pulled from
FG_Grasslands_Spring.png. Mix of 3 grass-sprout variants, 3 white-with-
colored-center flowers, and 2 scattered-grass-dot patches. ~540 cells
populated on the 80x80 map; deterministic seed so layout is stable.

The bundle's design assumes flat-color terrain + overlay sprites for
visual richness — so this is the cheapest possible win that uses the
art we own. Terrain base, walls, trees, pawns, UI all unchanged.

Implementation lives in world.gd as _build_decoration_tileset() +
_paint_decorations(); the Decoration TileMapLayer is added to
world.tscn at z_index=0 (siblings render in tree order so it draws
between Terrain and Floor). Tileset is built at runtime pointing at
res://art/tiles/FG_Grasslands_Spring.png, mirroring the existing
_build_placeholder_tileset pattern.

Verified MCP runtime: world feels like a meadow now, no perf hit.
Headless boot logs '[world] decoration: painted 541 overlay cells'.

License: ElvGames Humble bundle — commercial use OK with credit (see
docs/art.md). Credit string compilation is still an open audit item.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 14:07:36 +01:00
..
.gitkeep
beauty_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
beauty_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
camera_rig.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
camera_rig.gd.uid
camera_rig.tscn
crate.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
crate.gd.uid
crate.tscn
designation.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
designation.gd.uid
designation.tscn
dirtiness_system.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
dirtiness_system.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
graveyard_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
graveyard_zone.gd.uid Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
indoor_tint_overlay.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
indoor_tint_overlay.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
pathfinder.gd
pathfinder.gd.uid
rain_overlay.gd Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.gd.uid Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
rain_overlay.tscn Phase 12: Seasons + Weather (rolls, rain, storm, wet/cold) 2026-05-11 16:39:34 +01:00
room.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
room_detector.gd.uid Phase 13: Rooms + Auto-roof + Beauty + Dirtiness + Cleaning 2026-05-11 17:19:23 +01:00
selection.gd PC controls: keyboard pan/zoom, Tab cycle, Escape stack, right-click deselect 2026-05-12 12:06:38 +01:00
selection.gd.uid
stockpile_zone.gd Phase 16: Save/load full coverage + autosave + UI 2026-05-11 19:24:59 +01:00
stockpile_zone.gd.uid
stockpile_zone.tscn
storage_destination.gd Phase 14: Death + Corpses + Burial + Cremation 2026-05-11 18:48:15 +01:00
storage_destination.gd.uid
world.gd Visual: sprinkle grass+flower decoration overlay (ElvGames bundle) 2026-05-12 14:07:36 +01:00
world.gd.uid
world.tscn Visual: sprinkle grass+flower decoration overlay (ElvGames bundle) 2026-05-12 14:07:36 +01:00