mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-21 11:18:08 +00:00
- 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.
308 lines
10 KiB
Markdown
308 lines
10 KiB
Markdown
# Sprite System Update - Complete Summary
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## Overview
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Successfully integrated 16 new PixelLab 80x80 character sprites with full 8-directional animations and breathing effects, while maintaining backward compatibility with legacy 64x64 sprites.
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## What Was Done
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### 1. ✅ **Sprite Sheet Conversion**
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**Tool**: `tools/convert_pixellab_to_spritesheet.py`
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- Created automated converter for PixelLab exports → Phaser atlases
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- Generated 16 character sprite sheets (PNG + JSON)
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- Each character: 80x80 frames, 8 directions, multiple animations
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- Output: `public/break_escape/assets/characters/`
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**Documentation**:
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- `tools/README_SPRITE_CONVERTER.md`
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- `public/break_escape/assets/characters/README.md`
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- `public/break_escape/assets/characters/SPRITE_SHEETS_SUMMARY.md`
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### 2. ✅ **Game Loading System**
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**File**: `public/break_escape/js/core/game.js`
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Added atlas loading for all 16 characters:
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- 8 female characters (hacker, office worker, security guard, spy, scientist, etc.)
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- 8 male characters (hacker, office worker, security guard, spy, scientist, nerd, etc.)
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- Legacy sprites (hacker, hacker-red) preserved
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### 3. ✅ **NPC Animation System**
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**File**: `public/break_escape/js/systems/npc-sprites.js`
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**New Features**:
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- `setupAtlasAnimations()` - Creates animations from JSON metadata
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- Automatic format detection (atlas vs legacy)
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- Direction mapping: east/west/north/south → right/left/up/down
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- Animation type mapping: breathing-idle, walk, cross-punch, etc.
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**Fixes**:
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- ✅ 8-directional animation support (was only using 2 directions)
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- ✅ Collision box adjustment for 80x80 sprites
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- ✅ Animation stuck on single frame (`sprite.anims.exists` → `scene.anims.exists`)
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- ✅ Initial frame selection (frame 20 → named frame for atlas)
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**Documentation**: `docs/8_DIRECTIONAL_FIX.md`, `docs/NPC_ANIMATION_FIX.md`, `docs/FRAME_NUMBER_FIX.md`
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### 4. ✅ **Player Animation System**
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**File**: `public/break_escape/js/core/player.js`
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**New Features**:
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- `createAtlasPlayerAnimations()` - Creates player animations from atlas
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- `createLegacyPlayerAnimations()` - Handles legacy sprites
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- Updated movement functions for 8-directional support
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- Collision box detection and adjustment
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**Configuration**:
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- Reads sprite from `scenarioConfig.player.spriteSheet`
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- Supports `idleFrameRate` and `walkFrameRate` settings
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- Automatic detection of atlas vs legacy
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### 5. ✅ **Breathing Idle Animations**
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**Optimization**: Breathing animations now play at 6 fps for natural effect
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- 4 frames per direction = 0.67 second cycle
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- ~90 breaths per minute (realistic resting rate)
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- Subtle, polished, not distracting
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**Documentation**: `docs/BREATHING_ANIMATIONS.md`
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### 6. ✅ **Collision Box Adjustment**
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**For 80x80 sprites**:
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- Player: 18x10 box at offset (31, 66)
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- NPCs: 20x10 box at offset (30, 66)
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**For 64x64 sprites** (legacy):
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- Player: 15x10 box at offset (25, 50)
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- NPCs: 18x10 box at offset (23, 50)
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**Documentation**: `docs/COLLISION_BOX_FIX.md`
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### 7. ✅ **Scenario Configuration Updated**
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**File**: `scenarios/m01_first_contact/scenario.json.erb`
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Updated all characters:
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| Character | Old Sprite | New Sprite | Type |
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|-----------|-----------|------------|------|
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| Player (Agent 0x00) | hacker | female_hacker_hood | Female hacker |
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| Agent 0x99 | hacker | male_spy | Male spy |
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| Sarah Martinez | hacker-red | female_office_worker | Female office worker |
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| Kevin Park | hacker | male_nerd | Male nerd |
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| Maya Chen | hacker-red | female_scientist | Female scientist |
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| Derek Lawson | hacker | male_security_guard | Male security guard |
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**Configuration format**:
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```json
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"spriteConfig": {
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"idleFrameRate": 6, // Breathing animation
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"walkFrameRate": 10 // Walk animation
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}
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```
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### 8. ✅ **Documentation**
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Created comprehensive documentation:
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- `docs/SPRITE_SYSTEM.md` - Complete sprite system guide
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- `docs/8_DIRECTIONAL_FIX.md` - 8-directional animation fix
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- `docs/BREATHING_ANIMATIONS.md` - Breathing animation details
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- `docs/COLLISION_BOX_FIX.md` - Collision box adjustment
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- `docs/NPC_ANIMATION_FIX.md` - Animation playback fix
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- `docs/FRAME_NUMBER_FIX.md` - Initial frame selection fix
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- `CHANGELOG_SPRITES.md` - Complete change log
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## Technical Achievements
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### Animation System
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✅ **Atlas-based animations** - Read from JSON metadata
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✅ **8-directional support** - All cardinal and diagonal directions
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✅ **Automatic detection** - Atlas vs legacy sprite format
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✅ **Direction mapping** - Atlas directions → game directions
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✅ **Animation mapping** - breathing-idle → idle, etc.
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✅ **Frame rate configuration** - Configurable per animation type
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### Collision System
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✅ **Sprite size detection** - 80x80 vs 64x64
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✅ **Dynamic offsets** - Calculated based on sprite size
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✅ **Feet positioning** - Accurate collision at feet
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✅ **Backward compatible** - Legacy sprites still work
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### Performance
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✅ **16 HTTP requests** instead of 2,500+ individual images
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✅ **Single texture per character** - Efficient GPU usage
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✅ **No texture swaps** - Faster rendering
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✅ **Pre-defined animations** - No runtime generation
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## Files Modified
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### Core Systems
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- `public/break_escape/js/core/game.js` - Atlas loading
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- `public/break_escape/js/core/player.js` - Player animations & collision
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- `public/break_escape/js/systems/npc-sprites.js` - NPC animations & collision
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- `public/break_escape/js/systems/npc-behavior.js` - 8-directional support
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### Assets
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- `public/break_escape/assets/characters/` - 16 new characters (32 files: PNG + JSON)
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### Configuration
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- `scenarios/m01_first_contact/scenario.json.erb` - Updated character sprites
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### Tools
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- `tools/convert_pixellab_to_spritesheet.py` - Sprite sheet converter
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- `tools/README_SPRITE_CONVERTER.md` - Tool documentation
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- `tools/requirements.txt` - Python dependencies
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### Documentation
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- 8 new documentation files in `docs/`
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- Updated READMEs in assets folder
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## Available Characters
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### Female Characters (8)
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1. `female_hacker_hood` - 48 animations, 256 frames
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2. `female_hacker` - 37 animations, 182 frames
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3. `female_office_worker` - 32 animations, 152 frames
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4. `female_security_guard` - 40 animations, 208 frames
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5. `female_telecom` - 24 animations, 128 frames
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6. `female_spy` - 40 animations, 208 frames
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7. `female_scientist` - 30 animations, 170 frames
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8. `woman_bow` - 31 animations, 149 frames
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### Male Characters (8)
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1. `male_hacker_hood` - 40 animations, 208 frames
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2. `male_hacker` - 40 animations, 208 frames
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3. `male_office_worker` - 40 animations, 224 frames
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4. `male_security_guard` - 40 animations, 208 frames
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5. `male_telecom` - 37 animations, 182 frames
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6. `male_spy` - 40 animations, 208 frames
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7. `male_scientist` - 30 animations, 170 frames
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8. `male_nerd` - 40 animations, 208 frames
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### Animation Types
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All characters support:
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- **breathing-idle** - 8 directions, 4 frames each @ 6 fps
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- **walk** - 8 directions, 6 frames each @ 10 fps
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- **cross-punch** - 8 directions, 6 frames each
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- **lead-jab** - 8 directions, 3 frames each
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- **falling-back-death** - 7-8 frames
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- **taking-punch** - 6 frames (select characters)
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- **pull-heavy-object** - 6 frames (select characters)
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## Testing Results
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All features tested and working:
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- ✅ Player movement with 8-directional animations
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- ✅ NPC patrol with 8-directional animations
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- ✅ Breathing idle animations (6 fps, natural)
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- ✅ Collision detection at correct position
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- ✅ Animation transitions smooth
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- ✅ Legacy sprites still functional
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- ✅ No texture loading errors
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- ✅ Performance improved (fewer HTTP requests)
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## Backward Compatibility
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✅ **100% backward compatible**
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- Legacy 64x64 sprites continue to work
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- Automatic format detection
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- No changes needed to existing scenarios using legacy sprites
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- Both systems coexist in the same game
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## Known Issues
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**None currently identified.**
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All reported issues have been fixed:
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- ✅ NPCs only using 2 directions → Fixed (8-directional support)
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- ✅ NPCs stuck on single frame → Fixed (animation check)
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- ✅ Frame "20" error → Fixed (initial frame selection)
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- ✅ Collision box misalignment → Fixed (size detection)
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## Usage Example
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```json
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{
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"player": {
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"spriteSheet": "female_hacker_hood",
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"spriteTalk": "assets/characters/hacker-talk.png",
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"spriteConfig": {
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"idleFrameRate": 6,
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"walkFrameRate": 10
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}
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},
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"npcs": [
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{
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"id": "sarah",
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"spriteSheet": "female_office_worker",
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"spriteConfig": {
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"idleFrameRate": 6,
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"walkFrameRate": 10
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}
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}
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]
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}
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```
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## Future Enhancements
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Potential improvements:
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- [ ] Dynamic portrait generation from sprite sheets
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- [ ] Character customization system
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- [ ] Animation state machine (idle → walk → attack)
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- [ ] More character variants
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- [ ] Custom color tinting
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- [ ] Attack animations integration
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- [ ] Death animations integration
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- [ ] Hit reactions
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## Performance Metrics
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**Before**:
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- 2,500+ individual PNG files
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- Multiple HTTP requests per character
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- Texture swaps during animation
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**After**:
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- 16 sprite sheets (32 files total with JSON)
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- 1 request per character (2 files: PNG + JSON)
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- Single texture per character
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- **Result**: ~99% reduction in asset loading
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## Commit Message
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```
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Add PixelLab sprite sheet support with 8-directional animations
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Features:
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- 16 new character sprites (80x80, atlas-based)
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- 8-directional animations with breathing effects
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- Automatic format detection (atlas vs legacy)
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- Adjusted collision boxes for 80x80 sprites
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- Frame rate configuration per animation type
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Fixes:
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- NPCs stuck on single frame (animation check)
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- NPCs only using 2 directions (flip detection)
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- Frame "20" error (initial frame selection)
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- Collision box misalignment (size detection)
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Files:
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- New: 16 characters in public/break_escape/assets/characters/
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- Modified: game.js, player.js, npc-sprites.js, npc-behavior.js
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- Modified: scenario.json.erb (updated all character sprites)
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- Added: Sprite sheet converter tool and documentation
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Backward compatible with legacy 64x64 sprites.
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```
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## Success Metrics
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✅ **Functionality**: All features working as designed
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✅ **Performance**: 99% reduction in asset loading
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✅ **Quality**: Smooth 8-directional animations with breathing
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✅ **Compatibility**: Legacy sprites fully supported
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✅ **Documentation**: Comprehensive guides created
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✅ **Testing**: All scenarios tested and verified
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## Status: ✅ COMPLETE
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The sprite system update is complete and production-ready!
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