Files
urm03/scenes/burster.tscn
T
vh 5ba185f775 feat: wire _ph placeholder sprites into actors (mech, grunt, burster, slug, scrap)
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.
2026-08-14 22:39:03 -07:00

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[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scripts/grunt.gd" id="1"]
[sub_resource type="CircleShape2D" id="body"]
radius = 11.0
[node name="Burster" type="CharacterBody2D"]
collision_layer = 4
collision_mask = 7
script = ExtResource("1")
speed = 45.0
hp = 5.0
contact_damage = 3.0
body_radius = 11.0
base_color = Color(0.6, 0.4, 0.25, 1)
salvage_value = 3
sprite_path = "res://assets/sprites_ph/burster_ph.png"
self_heat_rate = 0.5
detonation_damage = 2.5
detonation_mech_damage = 15.0
detonation_radius = 80.0
[node name="Collision" type="CollisionShape2D" parent="."]
shape = SubResource("body")