update 2d shiny sprites and shiny animation

This commit is contained in:
DramaticShape
2026-08-08 18:51:01 -04:00
parent c05c2cebd9
commit 9ddb940bc8
14 changed files with 1448 additions and 98 deletions
+75 -5
View File
@@ -906,11 +906,13 @@ return {
-- two flanks -- see `prop` below.
wall = { 2, 3, 4, 5, 6, 16, 18, 19, 20, 21, 22, 40, 41,
76, 77, 92, 93, 94, 95 },
-- the counters, half a cell high: top band (8) with the nurse's
-- tray (10), front face (24/25, the game's counterTiles), left end
-- cap (56) and the Cable Club's light sections (90/91). 8px is
-- one clean band, so the drawn front panel stands up and the
-- counter top stays on top; at 12 they read as wall stubs
-- the counters, half a cell high: top band (8) and the one cell of
-- it that carries the push bell (10, lifted off as a figure below --
-- the pin stays as the degradation path), front face (24/25, the
-- game's counterTiles), left end cap (56) and the Cable Club's light
-- sections (90/91). 8px is one clean band, so the drawn front panel
-- stands up and the counter top stays on top; at 12 they read as
-- wall stubs
counter = { 8, 10, 24, 25, 56, 90, 91,
-- and the lounge couch's SEAT column with the man
-- sitting on it. Same half-cell box: its bottom row
@@ -1035,6 +1037,74 @@ return {
-- on the arm. The background corners around his head and the
-- cushion wedge under his legs are the only pixels given back.
figures = {
-- THE PUSH BELL on the reception counter. One tile, $0A, drawn in
-- the counter's TOP tile row at cell (3,2) -- the same cell in all
-- eleven Centers and nowhere else on this id (scan: 11 hits, all
-- tile (7,4)). Every other counter cell in the game runs 8 over
-- 24/25; this one runs 8/10 over 24/25, and 10 is 8 with the bell
-- painted into its east half.
--
-- It could not be a class pin: a pin resolves a whole 8x8 tile, and
-- the tile is three quarters counter top. Pinned with the counter
-- (which is what it was) the bell was just ink lying on the
-- surface -- and lying on it TWICE, because the counter's one top
-- row had to cover a 16px-deep plot and the mesher repeated it (see
-- the half-cell rule in ChunkMesher: fixed, and the two stacked
-- bells were what showed it).
--
-- So it is lifted off by mask, exactly like the Marts' till, and
-- `under` puts plain 8 back -- the counter top the artist drew for
-- every other cell of the same run, so nothing is synthesized and
-- the surface closes up seamlessly.
--
-- Unlike the till it is NOT an extrusion of its drawing. Seven
-- pixels by six of ¾-view dome state a round object and nothing
-- else usable: every reading that turns six rows into geometry
-- invents more than it measures. So the solid is AUTHORED (see
-- TileShape's `model`) -- a 5x3 puck with its corners taken off,
-- one voxel proud of the counter, with a single button voxel at
-- its centre. `pixels` stays as the segmentation: it is what says
-- where on the tile the bell is, and the model centres on it.
--
-- COLOUR is still not authored. Each layer names the texel its
-- faces wear, and all four come off tile 8 -- the counter's own
-- plain top, whose first rows are one flat shade each: row 0 its
-- black back edge, row 1 its white highlight, row 5 its light
-- band. So the puck's sides are the desk's own light shade, its
-- top the desk's own white, and the button's sides the desk's own
-- black, and all four follow every palette bake with it.
--
-- It stands at the FRONT of the counter cell: a service bell is on
-- the customer's side of the desk, and this is the only object in
-- the profile whose depth its drawing does not state. `inset` 2
-- backs it off the counter's own front lip -- flush read as balanced
-- on the edge; this is the number to move to slide it either way.
{
w = 1,
inset = 2,
tiles = { 10 },
under = { 8 },
model = {
{ plan = { "0xxx0",
"xxxxx",
"0xxx0" },
top = { 8, 1 }, side = { 8, 5 } },
{ plan = { "00000",
"00x00",
"00000" },
top = { 8, 1 }, side = { 8, 0 } },
},
pixels = {
"........",
"........",
"...XXX..",
"..XXXXX.",
".XXXXXXX",
".XXXXXXX",
"..XXXXX.",
"...XXX..",
},
},
{
w = 3,
tiles = { 36, 37, 57,