The maze performs: doors swing, walls die loudly, homes wear their colors
Entertainment polish for the instant replay, all through one wizard's eyes. Doors now slide open along their own edge — Wolf3D style — when anyone steps through in a reel, hold for the crossing, and swing shut; the raycaster takes a per-edge openness map and doors carry their texture with them, leaving a sliver of jamb at the far post. A wall that dies bursts into stone and shakes the camera, then leaves a mound of rubble at the fallen edge for the rest of the reel (a tenth paintable sprite, drawn opaque — debris, not light). Jammed locks seethe: a rusty pulse across the wood, keyed off the view's own door states. Walking THROUGH a wall shimmers on both faces and washes the walker's own screen stone-gray. And every home base wears its owner's emblem on the flagstones — a near-white paintable overlay tinted by wizard color per cell in the floor cast. Testing surfaced a real ghost: a body standing near a far warp mouth also rendered at its virtual position, which can overlap real corridors — the depth buffer alone cannot clip it. Every column now remembers whether its ray bent, and a sprite draws only where its warp side matches the column's; projectile legs carry the same flag. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -39,11 +39,22 @@ all nine are shown side by side at `/?tokens` under "The conjurations."
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| `hit.png` | impact | damage landing on someone you can see; punches, claws |
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| `shimmer.png` | impact | teleports, warps, illusions, minds touched — the general "magic happened here" glimmer, violet by tradition |
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| `shield.png` | impact | an attack fully stopped; absorbed spells |
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| `rubble.png` | prop | a destroyed wall's remains: bursts on the kill, then stands as a mound at the fallen edge for the rest of the reel. Unlike the others this is drawn OPAQUE (normal compositing) — paint it as solid debris, not light |
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Projectiles hold their size in flight (about a third of a wizard's
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height). Impacts start small and swell to roughly double while fading —
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so an impact painted as a ring or burst reads especially well.
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What the sprites do NOT need to carry: screen-wide flashes when YOU are
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hit (red), healed (green), or teleported (violet), and the camera shake —
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those are renderer effects, not images.
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hit (red), healed (green), or teleported (violet), the camera shake, the
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door slide (doors animate by sliding `door.png` along its own edge — no
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separate art), and the jammed-lock seethe (a pulsing rust glow the
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renderer lays over the door) — those are renderer effects, not images.
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## One more paintable surface: the home tile
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`public/textures/home.png` is a floor overlay for home-base cells,
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drawn over the flagstones and TINTED by the owning wizard's color at
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draw time. Paint it near-white/neutral with transparency wherever the
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plain floor should show through; the tint does the rest. Square, any
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size, same as the other textures.
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