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…warning lamp The walls were code-drawn rectangles with hazard stripes. One board (arena-wall), drawn in the game's look from the approved prop sheet: red-and-white crowd-control panels strapped to a rusted pole, a caged lamp that blinks while the arena is closed. make_boards gets "despeckle": the lamp's halo crushed into scattered specks that showed on every backdrop. Checked over purple and white (backdrop_check.py). Refs #72
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Alexander: the beam cut from the maze plate read flat next to the game's volumetric pixel art, and floated with no reason in the world. Two boards in the game's look (arena-platform: a riveted box girder with a grated underside; arena-chain), composed by scripts/arena_platforms.py: each platform hangs on two chains measured up to the underside of the girder over the arena, and the same numbers write the one-way lines. Checked over purple and white. Refs #72
The arena-platform board named tmp/girder-ref.png as an input; tmp/ is not in Git, so check_docs failed in CI. The crop of the maze girder is committed next to the arena plate. Refs #72
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Replaced by #222: the same commits replayed on the current base of the stack (this branch conflicted after the platform fixes were carried up). No force-push. |
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Stack: 6 of 8 (playtest): base #216. Merge bottom-up, only on Alexander's word.
What and why
Alexander: "use image gen 2.5 to create every kind of visual sprite and UI element, aligned with the game's visual direction". Jenny's arena walls were the last code-drawn stand-ins in the slice (rectangles with hazard triangles). They're a sprite now:
arena-wall(gpt-image-2.5-sunburst; image 1 the approved coffee-machine sheet for the look, plus Jenny's sheet and the style master): a barrier column of red-and-white crowd-control panels strapped to a rusted pole, with tyre marks and a caged warning lamp. Two frames, lit and dark. It's 300 px tall in the game, as tall as the walls. The lamp blinks while the arena is closed and fades with the walls when she's beaten. Without the board, the old drawing stays as a fallback.make_boards.py"despeckle": the model drew the lamp's glow as a soft halo, which the crush turned into scattered orange specks on any backdrop. Islands smaller than 12 px are dropped now; the halo attached to the lamp stays.scripts/backdrop_check.py(added in [4/11] feat(stage): platforms in Jenny's arena #215): no key specks, no soft pixels.Issue
Refs #72 (playtest J7, the visible barrier)
Verification
npm test: 335 passed;tscclean.pytest scripts: 116 passed (new:despeckle).check_docsclean.backdrop_check.pyon the board and the exported atlas:key 0, soft 0.rev). Both walls are the new sprite at the gate (x 5431) and the far end (x 6011), standing on her floor at alpha 1.