5ba185f775
Operator asked for placeholder sprites for playtest feel. Actors now render the hand-authored pixel maps (tools/aseprite/maps -> assets/ sprites_ph, committed) via code-created Sprite2D — no scene texture UIDs to hand-author. Dynamic feedback preserved: grunt/burster heat tint + hit flash drive sprite.modulate, heat-aura ring stays a _draw overlay; salvage fade drives modulate.a. Arena floor/walls, HUD, and FX stay primitives. CLAUDE.md greybox-art note updated (was 'no sprites'); real art (watercolor scenery + pixel sprites) still later. Smoke gate 3/3 green on nh3-dev headless 4.7.1.
26 lines
633 B
Plaintext
26 lines
633 B
Plaintext
[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://scripts/grunt.gd" id="1"]
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[sub_resource type="CircleShape2D" id="body"]
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radius = 11.0
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[node name="Burster" type="CharacterBody2D"]
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collision_layer = 4
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collision_mask = 7
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script = ExtResource("1")
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speed = 45.0
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hp = 5.0
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contact_damage = 3.0
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body_radius = 11.0
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base_color = Color(0.6, 0.4, 0.25, 1)
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salvage_value = 3
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sprite_path = "res://assets/sprites_ph/burster_ph.png"
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self_heat_rate = 0.5
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detonation_damage = 2.5
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detonation_mech_damage = 15.0
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detonation_radius = 80.0
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[node name="Collision" type="CollisionShape2D" parent="."]
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shape = SubResource("body")
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