graphics for demo game

This commit is contained in:
2026-05-25 19:55:18 +02:00
parent df7219677e
commit f0b86871f6
10 changed files with 114 additions and 28 deletions
+83 -6
View File
@@ -268,12 +268,14 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
w := c.def.W
h := c.def.H
if w == 0 {
w = 14
w = 24
}
if h == 0 {
h = 26
h = 56
}
if c.def.Sprite != "" {
// Try the real sprite first. Only fall through to the stylized
// placeholder when no actual art is on disk.
if c.def.Sprite != "" && !g.loaded.isPlaceholder(c.def.Sprite) {
img := g.loaded.image(g.AssetManager, c.def.Sprite)
sw, sh := img.Bounds().Dx(), img.Bounds().Dy()
if sw > 0 && sh > 0 {
@@ -284,9 +286,84 @@ func drawCharacter(dst *ebiten.Image, g *Game, c *runtimeChar) {
return
}
}
col := color.RGBA{200, 200, 200, 255}
// Touch the asset cache so isPlaceholder is populated for later frames.
if c.def.Sprite != "" {
_ = g.loaded.image(g.AssetManager, c.def.Sprite)
}
x := c.pos.X - w/2
y := c.pos.Y - h
bodyCol := color.RGBA{200, 200, 200, 255}
if rgba, ok := c.def.SpeechColor.(color.RGBA); ok {
col = rgba
bodyCol = rgba
}
if w > h {
drawQuadrupedPlaceholder(dst, x, y, w, h, bodyCol)
} else {
drawHumanoidPlaceholder(dst, x, y, w, h, bodyCol)
}
vector.DrawFilledRect(dst, float32(c.pos.X-w/2), float32(c.pos.Y-h), float32(w), float32(h), col, false)
}
func drawHumanoidPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
pants := color.RGBA{40, 50, 90, 255}
skin := color.RGBA{245, 200, 155, 255}
outline := color.RGBA{20, 20, 30, 255}
headR := h * 0.14
headCY := y + headR + 1
// pants / legs — two narrow strips
pantsTop := y + h*0.62
pantsH := h - (pantsTop - y) - 1
legW := w * 0.36
vector.DrawFilledRect(dst, float32(x+w*0.08), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
vector.DrawFilledRect(dst, float32(x+w*0.56), float32(pantsTop), float32(legW), float32(pantsH), pants, false)
// torso — full-width rect, shirt color
torsoTop := headCY + headR
torsoH := pantsTop - torsoTop
vector.DrawFilledRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), body, false)
vector.StrokeRect(dst, float32(x), float32(torsoTop), float32(w), float32(torsoH), 1, outline, false)
// head — circle in skin tone
vector.DrawFilledCircle(dst, float32(x+w/2), float32(headCY), float32(headR), skin, true)
// feet — short dark blobs at the very bottom
footH := 2.0
vector.DrawFilledRect(dst, float32(x+w*0.05), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-footH), float32(legW+2), float32(footH), outline, false)
}
func drawQuadrupedPlaceholder(dst *ebiten.Image, x, y, w, h float64, body color.RGBA) {
outline := color.RGBA{20, 20, 30, 255}
dark := color.RGBA{
R: body.R / 2, G: body.G / 2, B: body.B / 2, A: 255,
}
// body
bodyY := y + h*0.30
bodyH := h * 0.65
vector.DrawFilledRect(dst, float32(x), float32(bodyY), float32(w*0.78), float32(bodyH), body, false)
// head — circle on the right
headR := h * 0.30
headCX := x + w - headR
headCY := y + h*0.50
vector.DrawFilledCircle(dst, float32(headCX), float32(headCY), float32(headR), body, true)
// ears — two triangles approximated as small rects
earW := w * 0.07
earH := h * 0.30
vector.DrawFilledRect(dst, float32(headCX-headR*0.7), float32(y), float32(earW), float32(earH), body, false)
vector.DrawFilledRect(dst, float32(headCX+headR*0.4), float32(y), float32(earW), float32(earH), body, false)
// eye — dark dot
vector.DrawFilledCircle(dst, float32(headCX+headR*0.25), float32(headCY-1), 1.2, outline, true)
// tail — small dark line stub on the left
vector.DrawFilledRect(dst, float32(x-w*0.04), float32(bodyY+1), float32(w*0.08), 2, dark, false)
// legs — two short bars at the bottom
legW := w * 0.07
vector.DrawFilledRect(dst, float32(x+w*0.10), float32(y+h-3), float32(legW), 3, dark, false)
vector.DrawFilledRect(dst, float32(x+w*0.55), float32(y+h-3), float32(legW), 3, dark, false)
}