# B30 - Unnamed building ![Unnamed building](img/B30_x6.png) `OVERWORLD` tileset, **6 x 4 cells** (12 x 8 tiles of 8px, 96 x 64 px). Appears **1 time** in the game. Tile ids index `assets/generated/tilesets/overworld.png`, 16 per row. Coordinates are 1-based and local to the building: cell x=1..6, y=1..4; tile column c=1..12, tile row r=1..8. No terrain padding is included - edge rows and columns that were pure ground have been trimmed. ## Symbol grid ``` x1 x2 x3 x4 x5 x6 +-----+-----+-----+-----+-----+-----+ y1 | A B | B B | B B | B B | B B | B C | | A D | D D | D D | D D | D D | D C | +-----+-----+-----+-----+-----+-----+ y2 | A B | B B | B B | B B | B B | B C | | A D | D D | D D | D D | D D | D C | +-----+-----+-----+-----+-----+-----+ y3 | A B | B B | B B | B B | B B | B C | | A D | D D | D D | D D | D D | D C | +-----+-----+-----+-----+-----+-----+ y4 | A D | D D | D D | D D | D D | D C | | E F | F F | F F | F F | F F | F G | +-----+-----+-----+-----+-----+-----+ ``` ## Same grid, raw tile ids ``` x1 x2 x3 x4 x5 x6 +---------+---------+---------+---------+---------+---------+ y1 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+---------+---------+ y2 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+---------+---------+ y3 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 | | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 | +---------+---------+---------+---------+---------+---------+ y4 | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 | | 78 26 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 | +---------+---------+---------+---------+---------+---------+ ``` As a 1-based Lua array, `rows[r][c]`: ```lua local rows = { { 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r1 { 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r2 { 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r3 { 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r4 { 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5 { 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6 { 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r7 { 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r8 } ``` ## Legend _Legend pending._ - `A` = tile 15, used 7x - `B` = tile 10, used 30x - `C` = tile 31, used 7x - `D` = tile 75, used 40x - `E` = tile 78, used 1x - `F` = tile 26, used 10x - `G` = tile 79, used 1x ![distinct tiles](img/B30_atlas.png) ## Collision Cell walkability reads the **bottom-left 8px tile** of each cell (`src/world/Map.lua:6`): ``` y1 SOLID SOLID SOLID SOLID SOLID SOLID y2 SOLID SOLID SOLID SOLID SOLID SOLID y3 SOLID SOLID SOLID SOLID SOLID SOLID y4 SOLID SOLID SOLID SOLID SOLID SOLID ``` Every cell is solid - this building has no door of its own. ## Silhouette 1552 of the 6144 px inside the box are ground outside the black outline, so the 96x64 box is **not** a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row: ``` r1 c1:24px, c12:24px r2 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px r3 c1:24px, c12:24px r4 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px r5 c1:24px, c12:24px r6 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px r7 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px r8 c1:8px, c12:8px ``` ## Where it stands | map | cell (x,y) | door | leads to | | --- | --- | --- | --- | | LAVENDER_TOWN | (12,0) | - | scenery, no entrance |