type-two
d903dd57ca
Tier 1: classes, themes, pirates/ghouls, score, vibe states, touch
...
- 4 Gauntlet classes (stat tweaks + tint) with title-screen select (keys 1-4 or tap)
- Level themes cycle shop/fair/club: per-theme tilesets (9 idle sprites wired) and
weighted enemy spawn tables
- Record Pirate (steals pickups, flees to its bin; kill = loot back + gold bonus)
and Crate Ghoul (3 HP tank)
- Gold records ('R' tiles + pirate drops), score (kills/gold/clears), local top-5
high-score table with initials on the title screen
- Vibe states: peak time = faster vinyl, burning out = slower + red vignette
- "Selector shot the espresso" (vinyl destroys food) + new announcer lines
- Mobile: Scale.FIT canvas, twin-stick touch (left = move, right = fire), HORN button
All mechanics regression-tested in browser via engine stepping.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 16:58:25 +10:00
type-two
8341bed22f
Sharpen sprites: TILE 32->48, higher-res textures + unsharp pass
...
Regenerate textures at 48px (chars/walls), 96px floor, with an UnsharpMask to
counter the LANCZOS softening. Bump TILE to 48 so the whole world scales up and
sprites render bigger/crisper; scale movement + range constants x1.5 to keep the
same tiles-per-second feel, and collision bodies to 34px. Mechanics reverified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:52:08 +10:00
type-two
9a42e0eaf8
Step 7: wire FLUX sprites into the game
...
Chroma-key magenta -> alpha, autocrop, downscale (assets/process_sprites.py ->
public/sprites/). GameScene loads image textures instead of drawing primitives:
tiled darkened floor, crate walls, digger/poser/nerd/sound-guy/booth/pickup
sprites. Bodies sized under the 32px sprites so corridors still fit. Mechanics
verified unchanged (combat, trainspot, level flow).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:39:40 +10:00