Files
BreakEscape/SPRITE_SYSTEM_UPDATE_COMPLETE.md
Z. Cliffe Schreuders fb6e9b603c Enhance character sprite loading and animation handling
- Updated the game to support new character sprite atlases for both male and female characters, allowing for a wider variety of NPC designs.
- Improved player sprite initialization to dynamically select between atlas-based and legacy sprites, enhancing flexibility in character representation.
- Refined collision box settings based on sprite type, ensuring accurate physics interactions for both atlas (80x80) and legacy (64x64) sprites.
- Enhanced NPC behavior to utilize atlas animations, allowing for more fluid and diverse animations based on available frames.

Files modified:
- game.js: Added new character atlases and updated sprite loading logic.
- player.js: Improved player sprite handling and collision box adjustments.
- npc-behavior.js: Updated animation handling for NPCs to support atlas-based animations.
- npc-sprites.js: Enhanced NPC sprite creation to accommodate atlas detection and initial frame selection.
- scenario.json.erb: Updated player and NPC configurations to utilize new sprite sheets and animation settings.
- m01_npc_sarah.ink: Revised dialogue options to include new interactions related to NPCs.
2026-02-11 00:18:21 +00:00

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Markdown

# 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!