platformer: illustrated biome cards (real game art on the transition card)#71
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…card) The level cards are no longer a solid tint + sparse text. Each is now a composed scene drawn from the already-loaded atlases (zero new asset files): the level's real Kenney biome backdrop (L1-L5; the dark cavern/keep keep their tint) under a dimming scrim, plus a cast row of real sprites - the chosen hero + a biome foe + a coin + the goal flag - on a ground band. - Art is cloned onto the card via the proven pfTextureSlab throwaway-sprite path (pfCardArtImage), so it is camera-free chrome regardless of the live camera; clones are resized directly (no b2kSheetScale juggling, so the game's sheet scales are never touched). - Every piece is independently optional - a missing sheet or failed slice just drops that layer, and the always-present opaque pfCardShade tint base still guarantees the cover hides the build (worst case: needs tuning, never a broken cover). - The whole stack (tint base + art + title text, tracked in gCardArt) fades out together; each layer carries its resting blend in uCardBaseBlend so the scrim dimming holds through the ramp instead of flashing opaque. Real per-level screenshots were rejected: levels are ~6,400px scrolling worlds (a flat grab is unrepresentative) and it would mean shipping PNGs. Example-side only (no Kit touch). Static gates + audit clean. Needs an OXT pass to confirm the slice-clone art renders and to tune the composition. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks
… stretches) The illustrated-card backdrop stitched two copies of the same biome frame stretched to fixed widths (0-592 and 432-1024); in their overlap each showed a different part of the frame, so they did not line up. Replace them with ONE panel scaled to COVER the card width with its aspect kept (the overflow below the 640 card height is cropped by the window, and the card's ground band hides the cropped foreground). A single image has no join, so a seam is impossible - and the uniform scale means no distortion either. Example-side only. Static gates + audit clean. Needs an OXT pass to confirm. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks
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The single-panel backdrop (and the cast figures) still drew at their natural sliced ~640px size because pfCardArtImage locked lockLoc BEFORE the caller set the rect - but a LiveCode image only scales its content to a custom rect when the rect is set while lockLoc is still false, then locked (the order the proven pfTextureSlab uses). Move the lock to the callers, after each sets its rect, so the backdrop fills the card and the cast figures scale to their target heights. Also centre the backdrop's vertical crop so it shows the focal middle (horizon / hills) rather than only the top sky. Example-side only. Static gates + audit clean. Needs an OXT pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks
SethMorrowSoftware
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Jun 21, 2026
Tie off the merged transition-card / title / illustrated-card work (PR #70 + #71) across the docs: - platformer-polish-plan: §2 status -> SHIPPED & MERGED (transitions, bookends, illustrated cards); tick the §9 DoD "no visible build" + "bookends"; note the docs pass under "Docs current". - Fix the false "recoverable at commit fbc93b2" claim - that commit does not exist in git and there is no Clocktown commit anywhere, so the rollback left no recoverable trace; the as-built record is plan.md + CHANGELOG.md. - README + CLAUDE: describe the new front-end (a boot title screen with character select, biome-illustrated transition cards that mask every level load). Docs only. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks
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What & why
Follow-up to the merged transition card (#70). You asked to make the loading/transition cards "more fun — more than solid colors with sparse text." This makes each level card an illustrated biome scene drawn entirely from the already-loaded atlases (zero new asset files).
Real per-level screenshots were rejected on purpose: the levels are ~6,400px scrolling worlds, so a flat grab is unrepresentative and would mean shipping/maintaining 7 PNGs in a deliberately asset-light repo. Using the real biome art + a sprite cast gets the "preview of this world" feeling better, for free.
What's on a card now
bgart the level uses) filling the card under a dimming scrim so the title text reads. The dark cavern/keep (L6/L7, which build backdrops procedurally) keep their composed tint.How (defensive by design)
pfTextureSlabthrowaway-sprite path (pfCardArtImage), so it's camera-free chrome regardless of the live camera. Clones are resized directly — nob2kSheetScalejuggling, so the game's sheet scales are never touched (avoids the gotcha-24 footgun).pfCardShadetint base still guarantees the cover hides the build. Worst case is "needs tuning," never a broken cover.gCardArt) fades out together; each layer carries its resting blend inuCardBaseBlend, so the scrim's dimming holds through the fade ramp instead of flashing opaque.Verification
python3 tools/check-livecodescript.py— clean.python3 tools/audit-platformer.py— 0 findings across 7 levels.set the layer of <longid>), notcontrol <longid>.You're my only runtime. Please confirm on the engine:
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https://claude.ai/code/session_01HkN9P6YodA65ZuhDDuuQks
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