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face attribution + +The 36 card faces in this folder are rendered from **Vector Playing Cards** by +**Chris Aguilar** (`totalnonsense.com/open-source-vector-playing-cards/`, +originally `code.google.com/p/vector-playing-cards/`). + +- **Licence:** LGPL-3.0 +- **Attribution is a requirement of the licence** and must appear in the shipped + game — a credits screen, an about box, or the store listing description. +- The unmodified vector sources are kept in [`art-src/cards`](../../../art-src/cards) + so the LGPL obligation to make the source form available is met, and so the + sprites can be regenerated: `npm run build:art`. + +The court cards (J, Q, K) come from the set's alternate variants, which carry the +proper court illustrations; the plain variants are only a large suit pip. + +Everything else in `assets/art` — the card back, the table surface, the panels +and the buttons — was authored for this project in +[`scripts/build-art.mjs`](../../../scripts/build-art.mjs) and carries no third +party licence. + +## Note for whoever ships this + +LGPL-3.0 is a copyleft licence. It is usable in a closed-source game as long as +the licensed part stays separable and replaceable and its source is available — +which is why the SVGs are in the repository rather than deleted after the build. +If that is not acceptable for this product, the 36 faces are the only thing that +has to be replaced; nothing in the code depends on their appearance, only on the +file names, which follow `_of_.png` (see `Card.assetName`). diff --git a/assets/art/cards/ATTRIBUTION.md.meta b/assets/art/cards/ATTRIBUTION.md.meta new file mode 100644 index 0000000..c685ab0 --- /dev/null +++ b/assets/art/cards/ATTRIBUTION.md.meta @@ -0,0 +1,11 @@ +{ + "ver": "1.0.1", + "importer": "text", + "imported": true, + "uuid": "f4cee03d-5eb5-4791-b3c3-f82ec86da849", + "files": [ + ".json" + ], + "subMetas": {}, + "userData": {} +} diff --git a/assets/art/cards/ace_of_clubs.png b/assets/art/cards/ace_of_clubs.png new file mode 100644 index 0000000..072f189 Binary files /dev/null and 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"meshType": 0, + "vertices": { + "rawPosition": [ + -270, + -480, + 0, + 270, + -480, + 0, + -270, + 480, + 0, + 270, + 480, + 0 + ], + "indexes": [ + 0, + 1, + 2, + 2, + 1, + 3 + ], + "uv": [ + 0, + 960, + 540, + 960, + 0, + 0, + 540, + 0 + ], + "nuv": [ + 0, + 0, + 1, + 0, + 0, + 1, + 1, + 1 + ], + "minPos": [ + -270, + -480, + 0 + ], + "maxPos": [ + 270, + 480, + 0 + ] + }, + "isUuid": true, + "imageUuidOrDatabaseUri": "d5553c08-e820-46af-a832-40d807724dfb@6c48a", + "atlasUuid": "", + "trimType": "none" + }, + "ver": "1.0.12", + "imported": true, + "files": [ + ".json" + ], + "subMetas": {} + } + }, + "userData": { + "type": "sprite-frame", + "fixAlphaTransparencyArtifacts": false, + "hasAlpha": true, + "redirect": "d5553c08-e820-46af-a832-40d807724dfb@6c48a" + } +} diff --git a/docs/PLAN.md b/docs/PLAN.md index a5f65d8..3933651 100644 --- a/docs/PLAN.md +++ b/docs/PLAN.md @@ -57,11 +57,11 @@ progress. The Cocos layer only renders state and turns taps into actions. - [x] Versioning + tolerant load (unknown or missing sections do not break a load) - [x] Tests for save/load round-trip and corrupted-payload recovery -### M4 — Art pipeline `[ ]` -- [ ] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget -- [ ] Author the missing pieces: card back, table background, UI panels/buttons -- [ ] Import into `assets/art/`, configure sprite frames and atlasing -- [ ] Remove consumed source art from `local/`, record attribution/licence +### M4 — Art pipeline `[x]` +- [x] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget +- [x] Author the missing pieces: card back, table background, UI panels/buttons +- [x] Import into `assets/art/`, configure sprite frames and atlasing +- [x] Remove consumed source art from `local/`, record attribution/licence ### M5 — Scenes and bootstrap `[ ]` - [ ] `loader` scene: module initialisation, then transition to `lobby` diff --git a/docs/TECHNICAL.md b/docs/TECHNICAL.md index d6ddb0a..de4fcfd 100644 --- a/docs/TECHNICAL.md +++ b/docs/TECHNICAL.md @@ -41,8 +41,8 @@ assets/ card.prefab one playing card, face or back ... art/ - cards/ 36 faces + back, atlased - ui/ panels, buttons, table surface + cards/ 36 faces + back, packed into cards.pac (2048²) + ui/ table surface, nine-slice panels and buttons scripts/ core/ PURE TS — no engine imports cards/ Suit, Rank, Card, Deck @@ -62,8 +62,10 @@ tests/ core/ vitest specs against assets/scripts/core support/ position fixtures and the state invariant checker tools/ measuring tools, not part of the suite +art-src/cards/ vector sources for the card faces (LGPL, kept) docs/ specs, this file, plan, decisions local/ scratch art storage; contents get consumed +scripts/ build and check tools run through npm extensions/cocos-code-mode/ editor tool server ``` @@ -155,6 +157,35 @@ Scripts and other text assets are written to disk directly and picked up by the editor's asset watcher. Scenes and prefabs are authored through the tools — never by hand-editing the `.scene`/`.prefab` JSON. +### Art + +```bash +npm run build:art +``` + +Regenerates every sprite in `assets/art` from source. Card faces are rasterised +from the vectors in `art-src/cards`; the card back, table and UI chrome are +authored as SVG inside [`scripts/build-art.mjs`](../scripts/build-art.mjs) and +rasterised from there, so a colour or radius is changed in one readable place +rather than in a binary. + +Fixed numbers the layout depends on: + +| | | +|---|---| +| Card sprite | 220 × 320 px | +| Nine-slice border | 40 px on 120 × 120 tiles | +| Table background | 540 × 960, drawn at 2× | + +Card sprite frames have trimming switched off, because layout maths assumes +every card rect is exactly 220 × 320. Card faces are named `_of_`, +matching `Card.assetName` — that string is the only contract between the rules +core and the art. + +Licence: the faces are LGPL-3.0 and attribution is mandatory. See +[`assets/art/cards/ATTRIBUTION.md`](../assets/art/cards/ATTRIBUTION.md), which +also explains what would have to change to drop the dependency. + ### Builds Web: `web-mobile` template. Mobile: ASTC textures per [ART.md](ART.md), PNG for diff --git a/package.json b/package.json index f8228cc..f8ede53 100644 --- a/package.json +++ b/package.json @@ -17,6 +17,7 @@ "test:watch": "vitest", "typecheck": "tsc -p tsconfig.test.json", "check:core-purity": "node scripts/check-core-purity.mjs", - "stats:bot": "vitest run --config vitest.stats.mts" + "stats:bot": "vitest run --config vitest.stats.mts", + "build:art": "node scripts/build-art.mjs" } } diff --git a/scripts/build-art.mjs b/scripts/build-art.mjs new file mode 100644 index 0000000..49fe005 --- /dev/null +++ b/scripts/build-art.mjs @@ -0,0 +1,219 @@ +// Builds every sprite the game ships from its sources, so the art in +// assets/art is reproducible rather than hand-placed. +// +// node scripts/build-art.mjs +// +// Card faces are rendered from the vector sources in art-src/cards (see +// assets/art/cards/ATTRIBUTION.md). Everything else — the card back, the table, +// the UI chrome — is drawn here as SVG and rasterised, which keeps it tweakable +// in one place instead of scattered across binary files. +// +// Sizes follow docs/ART.md: the screen is 1080 design units wide, so nothing is +// authored larger than it will ever be drawn. +import { mkdirSync, readdirSync } from 'node:fs'; +import { join } from 'node:path'; +import sharp from 'sharp'; + +const CARD_SRC = 'art-src/cards'; +const CARDS_OUT = 'assets/art/cards'; +const UI_OUT = 'assets/art/ui'; + +/** Card sprite size. 37 of these pack into a single 2048² atlas with room to spare. */ +export const CARD_W = 220; +export const CARD_H = 320; + +const INK = '#141414'; +const FELT_DARK = '#0b3c22'; +const FELT_LIGHT = '#1b7a48'; + +// --------------------------------------------------------------------------- +// Drawings +// --------------------------------------------------------------------------- + +/** + * The back of a card. Matches the silhouette of the faces — same rounded + * rectangle, same dark hairline — so a face-down card sits in a fan without + * looking like a different object. + */ +function cardBack() { + const inset = 11; + const w = CARD_W; + const h = CARD_H; + return ` + + + + + + + + + + + + + + + + + + + + + + + + + +`; +} + +/** + * The table. Authored at half the design resolution and drawn at 2× — it is a + * soft gradient with no detail to lose, and that saves three quarters of the + * texture memory for no visible difference. + */ +function tableBackground() { + const w = 540; + const h = 960; + return ` + + + + + + + + + + + + + + + +`; +} + +/** Outline of a place where a card can go. Drawn under the table slots. */ +function cardSlot() { + return ` + +`; +} + +/** Nine-slice border used by every tile below, and by the sprites in the scene. */ +export const NINE_SLICE_BORDER = 40; + +/** + * A nine-slice tile: 120×120 with a 40px border, so only the flat middle 40×40 + * is ever stretched and a button scales to any size without distorting its + * corners. Nothing with detail may cross into that middle band — the gloss + * below stops just short of it for exactly that reason. + */ +function nineSlice({ fill, stroke, strokeWidth = 4, radius = 34, highlight = null, fillOpacity = 1 }) { + const size = 120; + const gradient = typeof fill === 'object' + ? ` + + + ` + : ''; + const paint = typeof fill === 'object' ? 'url(#f)' : fill; + const gloss = highlight + ? `` + : ''; + + return ` + ${gradient} + + ${gloss} +`; +} + +const DRAWINGS = { + [`${CARDS_OUT}/card_back.png`]: cardBack(), + [`${UI_OUT}/table_bg.png`]: tableBackground(), + [`${UI_OUT}/card_slot.png`]: cardSlot(), + [`${UI_OUT}/panel.png`]: nineSlice({ + fill: '#062718', fillOpacity: 0.88, stroke: '#2f7a52', strokeWidth: 4, radius: 34, + }), + [`${UI_OUT}/panel_light.png`]: nineSlice({ + fill: '#ffffff', fillOpacity: 0.12, stroke: '#ffffff', strokeWidth: 3, radius: 30, + }), + [`${UI_OUT}/button.png`]: nineSlice({ + fill: { from: '#f4c245', to: '#c98a0e' }, stroke: '#7d5406', strokeWidth: 5, + radius: 34, highlight: '#ffffff', + }), + [`${UI_OUT}/button_pressed.png`]: nineSlice({ + fill: { from: '#c99a20', to: '#a06d08' }, stroke: '#6a4605', strokeWidth: 5, radius: 34, + }), + [`${UI_OUT}/button_disabled.png`]: nineSlice({ + fill: { from: '#6d6d6d', to: '#4a4a4a' }, stroke: '#333333', strokeWidth: 5, radius: 34, + }), + [`${UI_OUT}/button_quiet.png`]: nineSlice({ + fill: '#0d3624', fillOpacity: 0.9, stroke: '#3f8f63', strokeWidth: 4, radius: 34, + }), +}; + +// --------------------------------------------------------------------------- +// Build +// --------------------------------------------------------------------------- + +async function buildCardFaces() { + const sources = readdirSync(CARD_SRC).filter((f) => f.endsWith('.svg')); + if (sources.length !== 36) { + throw new Error(`Expected 36 card sources in ${CARD_SRC}, found ${sources.length}`); + } + + for (const file of sources) { + // A high density makes librsvg rasterise from the vectors at full size + // before the resize, instead of scaling up a small bitmap. + await sharp(join(CARD_SRC, file), { density: 600 }) + .resize(CARD_W, CARD_H, { fit: 'fill' }) + .png({ compressionLevel: 9 }) + .toFile(join(CARDS_OUT, file.replace(/\.svg$/, '.png'))); + } + return sources.length; +} + +async function buildDrawings() { + for (const [target, svg] of Object.entries(DRAWINGS)) { + // Rasterise well above the final size and scale back down, so the + // rounded corners and hairlines come out properly anti-aliased. The + // authored size is taken from the SVG itself. + const width = Number(/width="(\d+)"/.exec(svg)[1]); + const height = Number(/height="(\d+)"/.exec(svg)[1]); + + await sharp(Buffer.from(svg), { density: 72 * 4 }) + .resize(width, height, { fit: 'fill' }) + .png({ compressionLevel: 9 }) + .toFile(target); + } + return Object.keys(DRAWINGS).length; +} + +async function main() { + mkdirSync(CARDS_OUT, { recursive: true }); + mkdirSync(UI_OUT, { recursive: true }); + + const faces = await buildCardFaces(); + const drawings = await buildDrawings(); + + console.log(`${faces} card faces -> ${CARDS_OUT}`); + console.log(`${drawings} generated sprites`); +} + +main().catch((error) => { + console.error(error); + process.exit(1); +});