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fix(underground): the cellar reads – floors, door, pillars, motion - #235
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…er keys, the guide on his row, moving rooms From Alexander's playtest of the Hidden Garden's underground (25 Oct): - collision.ts edgeWalls: a row is closed where a chunk has no neighbour, so walking off the cellar's left end no longer falls out of the map. - Prologue: the guide gets his own row's walk lines (prologueGuide guideLines); given the rooms below too, he followed the hero into the cellar and walked through its air – the second Dexter. - rooms.ts: a door you come near is lit warm and shows the up key, dim until you stand in it; a ladder's foot and top show the key that climbs it. A bigger keycap. Still wordless. - ambient.ts: lamp markers flicker with dust in their light, drip markers drop from the ceiling to the floor under them and splash.
…s, its door; pillars in front hidden_garden_proof.py MEASURED where the trace disagreed with the painting: the upper ledge is one floor behind every pillar (it had a gap under one), the ladders run from the ledge to the floor (one climbed into the ceiling girder, one was 80 px beside its paint), the stairs door is on the painted door (it sat on a ladder and read as a purple box), the notes lie on crates; the drain's second painted ladder climbs. A new layer, 06-pillars: the cellar's steel columns are drawn over the hero and hold still (split_layers, export, atmosphere). AMBIENT: lantern and drip markers for the cellar, the drain and the reflection hall. docs/09 records the rules; game/verification/underground has the in-game captures.
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…de on his row The ladder clip already alternates the arms (frame 2 reaches with the left), and the rung-step mirroring turned the poncho's THD into DHT (Alexander's second playtest, 25 Oct). The debug overlay drew the guide at the floor nearest the hero, so underground his label seemed to follow the hero down: it now uses his own y.
…the wall top, behind the ledge Measured: the cellar's ledge steps down 15 px under the middle arch (he stood on air there); the drain's top "floor" was the top of its back wall under the water ceiling (he hovered at the pillar) – gone, its ladders trimmed to the floors they join, the string note on the ledge below. Where a ladder passes through the cellar's ledge, the ledge's face is drawn over the climber (06-pillars). The reflection hall's Dexter waits on its floor in view of the way in, beckoning toward the tear.
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Second playtest (same preview URL, redeployed):
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Alexander checked the preview (25 Oct): the underground plays right. Ready to merge on his word; merging closes #234. |
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What and why
Alexander's playtest of the underground (#234): walking around the cellar didn't make sense. This PR makes it match its painting and shows what can be used.
The cellar, measured from its painting (
hidden_garden_proof.pyMEASURED):Pillars in front:
06-pillarssits at z 6, so it's drawn over the hero like06-near, but it doesn't sway.In the game:
collision.tsedgeWallscloses it. That stops you walking out of the map.guideLines). He used to follow you down and walk in the cellar's air, which was the second Dexter. The cellar's own sighting stays: he waves from an arch and is gone when you come close.stage/ambient.ts):lampanddripmarkers in the zone script, in all three rooms.Issue
Closes #234 once Alexander has checked it on this PR's preview.
Verification
pytest scripts: 167 passed.npm test: 364 passed, including new tests for the edge walls, the door and ladder hints, the guide's row and the ambient model.tscis clean.hidden_garden_proof.py: every surface reachable and leavable.split_layers.py --checkrebuilds the cellar exactly with the new layer.collision_check.py --surfaces: 0 problems.check_docs.pyis clean.