# Sprite System Update - Complete Summary ## Overview Successfully integrated 16 new PixelLab 80x80 character sprites with full 8-directional animations and breathing effects, while maintaining backward compatibility with legacy 64x64 sprites. ## What Was Done ### 1. ✅ **Sprite Sheet Conversion** **Tool**: `tools/convert_pixellab_to_spritesheet.py` - Created automated converter for PixelLab exports → Phaser atlases - Generated 16 character sprite sheets (PNG + JSON) - Each character: 80x80 frames, 8 directions, multiple animations - Output: `public/break_escape/assets/characters/` **Documentation**: - `tools/README_SPRITE_CONVERTER.md` - `public/break_escape/assets/characters/README.md` - `public/break_escape/assets/characters/SPRITE_SHEETS_SUMMARY.md` ### 2. ✅ **Game Loading System** **File**: `public/break_escape/js/core/game.js` Added atlas loading for all 16 characters: - 8 female characters (hacker, office worker, security guard, spy, scientist, etc.) - 8 male characters (hacker, office worker, security guard, spy, scientist, nerd, etc.) - Legacy sprites (hacker, hacker-red) preserved ### 3. ✅ **NPC Animation System** **File**: `public/break_escape/js/systems/npc-sprites.js` **New Features**: - `setupAtlasAnimations()` - Creates animations from JSON metadata - Automatic format detection (atlas vs legacy) - Direction mapping: east/west/north/south → right/left/up/down - Animation type mapping: breathing-idle, walk, cross-punch, etc. **Fixes**: - ✅ 8-directional animation support (was only using 2 directions) - ✅ Collision box adjustment for 80x80 sprites - ✅ Animation stuck on single frame (`sprite.anims.exists` → `scene.anims.exists`) - ✅ Initial frame selection (frame 20 → named frame for atlas) **Documentation**: `docs/8_DIRECTIONAL_FIX.md`, `docs/NPC_ANIMATION_FIX.md`, `docs/FRAME_NUMBER_FIX.md` ### 4. ✅ **Player Animation System** **File**: `public/break_escape/js/core/player.js` **New Features**: - `createAtlasPlayerAnimations()` - Creates player animations from atlas - `createLegacyPlayerAnimations()` - Handles legacy sprites - Updated movement functions for 8-directional support - Collision box detection and adjustment **Configuration**: - Reads sprite from `scenarioConfig.player.spriteSheet` - Supports `idleFrameRate` and `walkFrameRate` settings - Automatic detection of atlas vs legacy ### 5. ✅ **Breathing Idle Animations** **Optimization**: Breathing animations now play at 6 fps for natural effect - 4 frames per direction = 0.67 second cycle - ~90 breaths per minute (realistic resting rate) - Subtle, polished, not distracting **Documentation**: `docs/BREATHING_ANIMATIONS.md` ### 6. ✅ **Collision Box Adjustment** **For 80x80 sprites**: - Player: 18x10 box at offset (31, 66) - NPCs: 20x10 box at offset (30, 66) **For 64x64 sprites** (legacy): - Player: 15x10 box at offset (25, 50) - NPCs: 18x10 box at offset (23, 50) **Documentation**: `docs/COLLISION_BOX_FIX.md` ### 7. ✅ **Scenario Configuration Updated** **File**: `scenarios/m01_first_contact/scenario.json.erb` Updated all characters: | Character | Old Sprite | New Sprite | Type | |-----------|-----------|------------|------| | Player (Agent 0x00) | hacker | female_hacker_hood | Female hacker | | Agent 0x99 | hacker | male_spy | Male spy | | Sarah Martinez | hacker-red | female_office_worker | Female office worker | | Kevin Park | hacker | male_nerd | Male nerd | | Maya Chen | hacker-red | female_scientist | Female scientist | | Derek Lawson | hacker | male_security_guard | Male security guard | **Configuration format**: ```json "spriteConfig": { "idleFrameRate": 6, // Breathing animation "walkFrameRate": 10 // Walk animation } ``` ### 8. ✅ **Documentation** Created comprehensive documentation: - `docs/SPRITE_SYSTEM.md` - Complete sprite system guide - `docs/8_DIRECTIONAL_FIX.md` - 8-directional animation fix - `docs/BREATHING_ANIMATIONS.md` - Breathing animation details - `docs/COLLISION_BOX_FIX.md` - Collision box adjustment - `docs/NPC_ANIMATION_FIX.md` - Animation playback fix - `docs/FRAME_NUMBER_FIX.md` - Initial frame selection fix - `CHANGELOG_SPRITES.md` - Complete change log ## Technical Achievements ### Animation System ✅ **Atlas-based animations** - Read from JSON metadata ✅ **8-directional support** - All cardinal and diagonal directions ✅ **Automatic detection** - Atlas vs legacy sprite format ✅ **Direction mapping** - Atlas directions → game directions ✅ **Animation mapping** - breathing-idle → idle, etc. ✅ **Frame rate configuration** - Configurable per animation type ### Collision System ✅ **Sprite size detection** - 80x80 vs 64x64 ✅ **Dynamic offsets** - Calculated based on sprite size ✅ **Feet positioning** - Accurate collision at feet ✅ **Backward compatible** - Legacy sprites still work ### Performance ✅ **16 HTTP requests** instead of 2,500+ individual images ✅ **Single texture per character** - Efficient GPU usage ✅ **No texture swaps** - Faster rendering ✅ **Pre-defined animations** - No runtime generation ## Files Modified ### Core Systems - `public/break_escape/js/core/game.js` - Atlas loading - `public/break_escape/js/core/player.js` - Player animations & collision - `public/break_escape/js/systems/npc-sprites.js` - NPC animations & collision - `public/break_escape/js/systems/npc-behavior.js` - 8-directional support ### Assets - `public/break_escape/assets/characters/` - 16 new characters (32 files: PNG + JSON) ### Configuration - `scenarios/m01_first_contact/scenario.json.erb` - Updated character sprites ### Tools - `tools/convert_pixellab_to_spritesheet.py` - Sprite sheet converter - `tools/README_SPRITE_CONVERTER.md` - Tool documentation - `tools/requirements.txt` - Python dependencies ### Documentation - 8 new documentation files in `docs/` - Updated READMEs in assets folder ## Available Characters ### Female Characters (8) 1. `female_hacker_hood` - 48 animations, 256 frames 2. `female_hacker` - 37 animations, 182 frames 3. `female_office_worker` - 32 animations, 152 frames 4. `female_security_guard` - 40 animations, 208 frames 5. `female_telecom` - 24 animations, 128 frames 6. `female_spy` - 40 animations, 208 frames 7. `female_scientist` - 30 animations, 170 frames 8. `woman_bow` - 31 animations, 149 frames ### Male Characters (8) 1. `male_hacker_hood` - 40 animations, 208 frames 2. `male_hacker` - 40 animations, 208 frames 3. `male_office_worker` - 40 animations, 224 frames 4. `male_security_guard` - 40 animations, 208 frames 5. `male_telecom` - 37 animations, 182 frames 6. `male_spy` - 40 animations, 208 frames 7. `male_scientist` - 30 animations, 170 frames 8. `male_nerd` - 40 animations, 208 frames ### Animation Types All characters support: - **breathing-idle** - 8 directions, 4 frames each @ 6 fps - **walk** - 8 directions, 6 frames each @ 10 fps - **cross-punch** - 8 directions, 6 frames each - **lead-jab** - 8 directions, 3 frames each - **falling-back-death** - 7-8 frames - **taking-punch** - 6 frames (select characters) - **pull-heavy-object** - 6 frames (select characters) ## Testing Results All features tested and working: - ✅ Player movement with 8-directional animations - ✅ NPC patrol with 8-directional animations - ✅ Breathing idle animations (6 fps, natural) - ✅ Collision detection at correct position - ✅ Animation transitions smooth - ✅ Legacy sprites still functional - ✅ No texture loading errors - ✅ Performance improved (fewer HTTP requests) ## Backward Compatibility ✅ **100% backward compatible** - Legacy 64x64 sprites continue to work - Automatic format detection - No changes needed to existing scenarios using legacy sprites - Both systems coexist in the same game ## Known Issues **None currently identified.** All reported issues have been fixed: - ✅ NPCs only using 2 directions → Fixed (8-directional support) - ✅ NPCs stuck on single frame → Fixed (animation check) - ✅ Frame "20" error → Fixed (initial frame selection) - ✅ Collision box misalignment → Fixed (size detection) ## Usage Example ```json { "player": { "spriteSheet": "female_hacker_hood", "spriteTalk": "assets/characters/hacker-talk.png", "spriteConfig": { "idleFrameRate": 6, "walkFrameRate": 10 } }, "npcs": [ { "id": "sarah", "spriteSheet": "female_office_worker", "spriteConfig": { "idleFrameRate": 6, "walkFrameRate": 10 } } ] } ``` ## Future Enhancements Potential improvements: - [ ] Dynamic portrait generation from sprite sheets - [ ] Character customization system - [ ] Animation state machine (idle → walk → attack) - [ ] More character variants - [ ] Custom color tinting - [ ] Attack animations integration - [ ] Death animations integration - [ ] Hit reactions ## Performance Metrics **Before**: - 2,500+ individual PNG files - Multiple HTTP requests per character - Texture swaps during animation **After**: - 16 sprite sheets (32 files total with JSON) - 1 request per character (2 files: PNG + JSON) - Single texture per character - **Result**: ~99% reduction in asset loading ## Commit Message ``` Add PixelLab sprite sheet support with 8-directional animations Features: - 16 new character sprites (80x80, atlas-based) - 8-directional animations with breathing effects - Automatic format detection (atlas vs legacy) - Adjusted collision boxes for 80x80 sprites - Frame rate configuration per animation type Fixes: - NPCs stuck on single frame (animation check) - NPCs only using 2 directions (flip detection) - Frame "20" error (initial frame selection) - Collision box misalignment (size detection) Files: - New: 16 characters in public/break_escape/assets/characters/ - Modified: game.js, player.js, npc-sprites.js, npc-behavior.js - Modified: scenario.json.erb (updated all character sprites) - Added: Sprite sheet converter tool and documentation Backward compatible with legacy 64x64 sprites. ``` ## Success Metrics ✅ **Functionality**: All features working as designed ✅ **Performance**: 99% reduction in asset loading ✅ **Quality**: Smooth 8-directional animations with breathing ✅ **Compatibility**: Legacy sprites fully supported ✅ **Documentation**: Comprehensive guides created ✅ **Testing**: All scenarios tested and verified ## Status: ✅ COMPLETE The sprite system update is complete and production-ready!