2.2 KiB
Stratego Spritesheet Spec
File: public/assets/images/stratego-pieces.png
Cell size: 140 × 140 px
Layout: 6 columns × 2 rows, row-major (frame = row × 6 + col)
Total frames: 12
Transparency: required — each frame is a single transparent-background
character/emblem that the engine overlays on a coloured piece body it draws with
Phaser Graphics.
How it's used
For every face-up piece the engine draws, in this order:
- A rounded "medallion" body in the owner's colour (red = you, blue = AI) — code.
- This spritesheet frame, scaled to ~78% of the tile, centred on the body.
- The rank number in the upper-left corner (
1–10, orB/F) — code.
So the art only needs to supply the character/emblem for each unit type. Keep the subject roughly centred with a little headroom (the corner number sits over the top-left). Design the art to read on both a red and a blue body — favour light/ neutral fills with dark outlines rather than red or blue dominant colours.
Face-down enemy pieces never use this sheet (the engine draws a generic back), so no "card back" frame is needed here.
Frame table
| Frame | Unit | Rank | Notes |
|---|---|---|---|
| 0 | Flag | — | Objective; immovable. Corner label F. |
| 1 | Spy | 1 | Defeats the Marshal when it attacks. |
| 2 | Scout | 2 | Moves any distance in a line. |
| 3 | Miner | 3 | Defuses Bombs. A pick/shovel reads well. |
| 4 | Sergeant | 4 | |
| 5 | Lieutenant | 5 | |
| 6 | Captain | 6 | |
| 7 | Major | 7 | |
| 8 | Colonel | 8 | |
| 9 | General | 9 | |
| 10 | Marshal | 10 | Highest rank. |
| 11 | Bomb | — | Immovable; destroys any attacker but a Miner. Corner label B. |
Notes
- Until this PNG exists the game is fully playable: the engine falls back to a code-drawn glyph (a flag, a bomb, or the big rank number with the unit name).
- A matching
stratego-pieces.psdsource is expected alongside the PNG, as with the other games' art. - The game-menu icon for Stratego is
iconFrame: 46ingame-icons.png(authored separately, like every other game's icon).