Commit Graph

6 Commits

Author SHA1 Message Date
root 429523f3b4 feat(map): generate water ponds, stone deposits, and tree resources
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-08 22:43:47 +00:00
root 6f459fa88a feat: add trunk decorations, resize superlatives panel, add LLM plan docs
- Add trunk decoration layer to GameMap and mapGenerator
- Load trunk.png asset in BootScene
- Increase superlatives panel size and font sizes for readability
- Simplify mapGenerator (remove procedural terrain features)
- Add LLM integration planning documents
- Remove stale day-night cycle worktree plans
- Update local Claude settings

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-08 17:09:19 +00:00
root 17621fbd59 feat: switch to LPC tileset with layered autotiling
Replace the 16x16 tileset with LPC Base Assets (32x32 tiles, 1.5x scale).
Uses a 4-layer rendering approach:
- Layer 0: solid grass base (grass.png)
- Layer 1: water transitions (watergrass.png) with LPC autotile edges
- Layer 2: dirt transitions (dirt.png) with LPC autotile edges
- Layer 3: tree canopy decorations (treetop.png)

LPC autotile format: 3x6 grid with inner/outer corners, edges, and fill
tiles. Edge tiles are selected based on 8-neighbor terrain analysis.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 23:40:15 +00:00
root 4a2819695b feat: procedural tilemap with river, ponds, dirt, and trees
Replace colored-rectangle world rendering with a proper tilemap system
using a 16x16 RPG tileset scaled 3x. Server generates terrain via seeded
procedural generation (river, ponds, dirt patches, tree decorations) and
sends it to clients. Client renders 3-layer Phaser tilemap with
8-neighbor autotiling for water/dirt edges.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 22:45:09 +00:00
root fa02a6e93e feat: add findNearestWalkable method to GameMap
Adds a method that searches outward from a center position in Manhattan
distance rings to find the nearest walkable tile within a given radius.
Returns null if no walkable tile is found. Includes 5 tests.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-07 13:35:00 +00:00
andy 30ea2f42c2 feat: add GameMap and A* pathfinding with tests
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-06 18:13:31 -05:00