Terrain, actors, boss and bullets are sprites now, and four sounds play off server events. 548KB total across seven files, out of 3.9GB of source packs. - src/view/art.gd holds every atlas rect and sound path in one table, copied from the 0x72 pack's own tile_list. Scattering coordinates through draw calls would make re-cutting the atlas a hunt, and a wrong rect invisible. - Bullets get one MultiMesh per kind rather than one overall: a MultiMeshInstance2D carries a single texture and each kind needs a different region of the sheet. Four draw calls, no custom shader passing UVs through per-instance data. - src/view/sfx.gd is a 16-voice round-robin pool. Bullet-hell fire rates mean sounds overlap constantly, and identical sounds landing within two frames are collapsed so a ring hitting eight bullets is a bang rather than clipping. Every sound is triggered by a server event, never a local guess, so what you hear matches what happened. Audio was converted, not copied: the pack ships 24-bit/96kHz masters averaging 2MB. Downsampled to 16-bit/44.1kHz mono, silence-trimmed, and the shoot sound hard-capped to 0.30s -- it came out at 2.03s, against a fire cooldown of 0.12s, which would have smeared held fire into noise. tests/unit/test_art.gd checks what cannot be eyeballed here: every atlas rect lands inside its texture, every animation frame of a strip fits (the last frame is what runs off the sheet, not the first), there is a sprite per bullet kind and per enemy visual, and no sound is long enough to stack badly. A wrong atlas coordinate does not error -- it silently draws the wrong pixels. Licence sources recorded in docs/ASSETS.md now that they are known. All four are free versions and four rows still say "confirm at source": free itch packs vary on credit and commercial use, and there is no credits screen yet. 155 tests (was 146). check.sh, test.sh and smoke.sh pass.
This commit is contained in:
@@ -53,6 +53,22 @@ draws whatever it holds. The defence is what the server declines to send.
|
||||
|
||||
---
|
||||
|
||||
## Art and audio · *first pass done*
|
||||
|
||||
Placeholders are gone: terrain, actors and bullets are sprites, and four sounds
|
||||
play off server events. Enough to prove the pipeline, not a finished look.
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Atlas/sound table in one place | done | [src/view/art.gd](../src/view/art.gd) |
|
||||
| Terrain, actors, boss from the 0x72 atlas | done | `WorldView._draw_tile` / `_draw_sprite` |
|
||||
| Animated bullet sprites, one MultiMesh per kind | done | [src/view/bullet_renderer.gd](../src/view/bullet_renderer.gd) |
|
||||
| SFX pool driven by server events | done | [src/view/sfx.gd](../src/view/sfx.gd) |
|
||||
| Rects validated without a display | done | `tests/unit/test_art.gd` |
|
||||
| Impact/death VFX animation | todo | `Art.IMPACT` is loaded and validated but nothing plays it yet |
|
||||
| Directional sprites, hit flashes, screen shake | todo | |
|
||||
| Audio buses and a volume setting | todo | Everything plays on Master at hardcoded dB |
|
||||
|
||||
## Stage 2 — Characters, persistence, levels · *todo, next*
|
||||
|
||||
Depends on nothing in Stage 1 except a place to stand. Blocked only on the
|
||||
|
||||
Reference in New Issue
Block a user