feat(iso): rich Kenney Isometric Dungeon set + correct facing + ASCII picker

A — RICH ISO. The old iso-dungeon was a 7-tile sliver of Kenney Isometric
Dungeon; wire the full set so town/dungeon are RICH and interchangeable:
- Real architecture: full stoneWall, stoneWallWindow (actual window),
  stoneWallDoorOpen (real door), archway, wood column, stairs.
- Distinct furniture per kind: table -> tableShortChairs (table+chairs),
  keg/barrel -> real barrel, crate -> woodenCrate, shelf -> woodenCrates,
  chest -> chestClosed (added to the floor+prop compositor). No more
  everything-is-a-chest.

Facing (was 90 deg off, twice): verified against live movement the sprites are
angled CLOCKWISE from NE (0=NE,2=SE,4=SW,6=NW), so up->Male_0, right->Male_2,
down->Male_4, left->Male_6. Now the run anim points the way you actually move.

ASCII picker no-op: ASCII draws glyphs and consumes no tile pack, so
projForMode(ascii)=null and the packbar hides for it (it only ever made sense
for Tiled/Iso).

Suite 58/419 green.
This commit is contained in:
jwinterm
2026-07-11 14:53:24 -04:00
parent ccaff7d29c
commit be8594282b
16 changed files with 39 additions and 27 deletions
+9 -6
View File
@@ -95,7 +95,9 @@ describe('render pack visual resolver', () => {
const RK = loadRenderKit();
expect(RK.isoAssets.tiles.floor).toContain('planks_S.png');
expect(RK.isoAssets.tiles.floor).not.toContain('stone_S.png');
expect(RK.isoAssets.tiles.wall).toContain('stoneWallHalf_S.png');
expect(RK.isoAssets.tiles.wall).toContain('stoneWall_S.png'); // full wall from the rich set
expect(RK.isoAssets.tiles.window).toContain('stoneWallWindow_S.png'); // real iso window now
expect(RK.isoAssets.tiles.table).toContain('tableShortChairs_S.png'); // distinct furniture art
});
test('iso pack treats imported Male files as directions, not class variants', () => {
@@ -105,11 +107,12 @@ describe('render pack visual resolver', () => {
expect(RK.isoAssets.characters['char-merchant']).toBeUndefined();
expect(RK.isoAssets.characters['char-wizard']).toBeUndefined();
expect(RK.isoAssets.characters['char-goblin']).toBeUndefined();
// 45° renders: 0=NW,2=SW,4=SE,6=NE. Facing follows visual movement (up->NE, down->SW, etc.).
expect(RK.isoAssets.directions.down.idle).toContain('Male_2_Idle0.png');
expect(RK.isoAssets.directions.up.idle).toContain('Male_6_Idle0.png');
expect(RK.isoAssets.directions.left.idle).toContain('Male_0_Idle0.png');
expect(RK.isoAssets.directions.right.idle).toContain('Male_4_Idle0.png');
// Sprites are angled clockwise from NE: 0=NE,2=SE,4=SW,6=NW (verified against live movement).
// Facing follows visual movement (up->NE, down->SW, left->NW, right->SE).
expect(RK.isoAssets.directions.up.idle).toContain('Male_0_Idle0.png');
expect(RK.isoAssets.directions.right.idle).toContain('Male_2_Idle0.png');
expect(RK.isoAssets.directions.down.idle).toContain('Male_4_Idle0.png');
expect(RK.isoAssets.directions.left.idle).toContain('Male_6_Idle0.png');
});
test('projection visuals expose the saved base tint as a render color', () => {