rimlike/scenes/entities
megaproxy c78962a432 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>
2026-05-15 19:19:29 +01:00
..
.gitkeep
bed.gd Bed sprite — replace FG_Interior atlas with procedural top-down view 2026-05-15 19:19:29 +01:00
bed.gd.uid
bed.tscn
big_rock.gd Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
big_rock.gd.uid Bed: replace procedural draw with 1×2 vertical bundle sprite 2026-05-12 14:49:05 +01:00
big_rock.tscn Add BigRock: 2×2 mineable boulder with full mining/path/save support 2026-05-12 14:34:24 +01:00
corpse.gd
corpse.gd.uid
corpse.tscn
cremation_pyre.gd
cremation_pyre.gd.uid
crop.gd
crop.gd.uid
crop.tscn
door.gd Door sprite — swap castle gate for 1-tile FG_Village cabin door 2026-05-12 16:11:05 +01:00
door.gd.uid
door.tscn
floor.gd Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
floor.gd.uid
floor.tscn
grave_marker.gd
grave_marker.gd.uid
grave_slot.gd
grave_slot.gd.uid
item.gd Item sprites — swap procedural draw for tileset icons 2026-05-12 15:43:24 +01:00
item.gd.uid
item.tscn
rock.gd Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
rock.gd.uid
rock.tscn
torch.gd Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
torch.gd.uid
torch.tscn
tree.gd Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
tree.gd.uid
tree.tscn
wall.gd Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
wall.gd.uid
wall.tscn
wolf.gd
wolf.gd.uid
wolf.tscn
workbench.gd Bug-triage patch — fix torch builds, idle-pawn traps, floor render order 2026-05-15 13:58:15 +01:00
workbench.gd.uid
workbench.tscn