6.0 KiB
Spritesheets to make
The game runs fine without any art (it bakes placeholder patterns), but these
are the sheets it will pick up automatically the moment the PNG files exist.
No code changes needed — the paths and frame numbers below come straight from
src/config/*.json, so if you rearrange anything, update the JSON to match.
Format rules (all sheets)
- PNG, laid out as a horizontal strip of square frames, left to right.
- Frame size is 192×192 px (set by
textureSizeinwalls.jsonfor the wall sheet and byTEX_SIZEinsrc/engine/registry.jsfor the rest; everything is baked to 192×192 internally, so larger source frames just get downscaled). framein the config JSON is the 0-based index into the strip.- The view renders at 960×600 (1:1 with the display canvas), so wall textures are seen at roughly full detail at one cell's distance. Draw with neutral, flat lighting — the engine adds its own directional shade (east/west faces darker) and distance dimming.
- Different entries may point at different files; each unique path is loaded once. A sheet that is missing, or too narrow for a requested frame, falls back to the placeholder for that entry only.
1. assets/textures/walls.png — wall textures
5 frames → 960×192 px. Opaque (no transparency; these fill the whole wall).
| Frame | Pixels | Wall (walls.json) |
Placeholder it replaces |
|---|---|---|---|
| 0 | 0–191 | id 1 — Gray Brick | gray #9a9a9a brick courses |
| 1 | 192–383 | id 2 — Blue Stone | blue #4a6fa5 pattern |
| 2 | 384–575 | id 3 — Red Brick | red #a5503f pattern |
| 3 | 576–767 | id 4 — Wood | brown #8a6a3a planks |
| 4 | 768–959 | id 5 — Door | gold #c8a838 pattern |
Notes:
- One texture covers one full grid cell (all four faces use the same image; the engine un-mirrors back faces so text/asymmetric details stay readable).
- Make the texture tileable left-to-right if you want long runs of the same wall type to look continuous.
2. assets/textures/overlays.png — wall overlays
3 frames → 576×192 px. Transparent background required — these are alpha-composited over the wall texture, so every transparent pixel shows the wall behind.
| Frame | Pixels | Overlay (overlays.json) |
Intended look |
|---|---|---|---|
| 0 | 0–191 | painting1 — Portrait |
framed picture, centered |
| 1 | 192–383 | banner — Banner |
hanging cloth banner |
| 2 | 384–575 | vines — Vines |
creeping foliage over the wall |
Notes:
- The 192×192 frame maps to the entire wall face; leave generous transparent margins (the placeholder uses ~30 px) so it reads as an object on the wall.
- One overlay per wall cell, shown on all faces of that block.
3. assets/sprites/items.png — decorative items
3 frames → 576×192 px. Transparent background required — rendered as floor-anchored billboards that always face the player.
| Frame | Pixels | Item (items.json) |
In-game height (scale) |
Blocks? |
|---|---|---|---|---|
| 0 | 0–191 | plant — Potted Plant |
0.6 × wall height | yes |
| 1 | 192–383 | lamp — Floor Lamp |
0.8 × wall height | yes |
| 2 | 384–575 | rubble — Rubble |
0.4 × wall height | no |
Notes:
- Fill the frame with the object (touching the bottom edge) — the engine
handles sizing via
scaleand anchors the frame's bottom to the floor, so empty space at the bottom of the frame makes the item float.
4. assets/sprites/enemies.png — enemies
3 frames → 576×192 px. Transparent background required — full-wall-height billboards.
| Frame | Pixels | Enemy (enemies.json) |
Stats to suggest visually |
|---|---|---|---|
| 0 | 0–191 | guard |
baseline: 50 hp, average speed |
| 1 | 192–383 | heavy |
tanky: 120 hp, slow — bulkier build |
| 2 | 384–575 | scout |
fragile: 25 hp, fast — lighter build |
Notes:
- One static frame per enemy for now (no walk/attack animation support yet — when that lands, these will likely grow into multi-frame strips, which is why keeping each enemy's frames contiguous is a good habit).
- Enemies are drawn at full wall height and stand on the floor; like items, have the feet touch the bottom edge of the frame.
- The hurt flash is generated automatically (white-tinted copy) — you don't need to draw one.
Not needed (yet)
- Pickups (ammo, health, treasure) and the exit currently always use
their built-in generated diamond markers — there's no
texturefield for them in a config file yet. If you want art for those too, say so and the same pattern can be extended to them. - Floors/ceilings are flat colors (
FLOOR_COLOR/CEILING_COLORinsrc/engine/constants.js); textured floors are a separate engine feature. - Weapon/hands on the HUD is a gray rectangle stub (
HudScene).
Adding more content later
New wall/overlay/item/enemy = one new 192×192 frame appended to the relevant
strip + one JSON entry in src/config/ pointing at its frame index. Nothing
else. You can also start a fresh PNG per entry if you prefer — the texture
path is per-entry, not global.
Changing resolution later
Frame size and render resolution are independent knobs: TEX_SIZE in
src/engine/registry.js (+ textureSize in walls.json) for textures,
RENDER_WIDTH/RENDER_HEIGHT in src/engine/constants.js for the view.
Existing art keeps working after a change — frames are scaled at bake time —
but redraw at the new size for full sharpness.