Add new test file for phase 19 scenery with unique identifier
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# Phase 19 handoff
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Phase 19 is in progress on the local branch `feature/phase-19-scenery`. This is a continuation note for the next work session/computer; the detailed product, UI, and architecture contracts remain in the linked documents below. The branch is local and must be pushed after the reviewed changes are committed before another computer can fetch it.
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## Current state
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The integrated feature lets children choose a Sky, place and edit inert Scenery artwork and wall panels, paint Ground finishes, use editable starter scenes, and save/reopen the result. Scenery artwork can be placed Far, Near, or On the floor and resized independently. The Prop Editor has a stickman-relative size guide and reversible size presets for authoring art at a useful scale. Missing artwork remains visible and repairable.
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Recent reported editor issues were addressed during Phase 19 iteration, including scene loading, grid snapping/placement previews, starter-scene thumbnails, artwork cursor alignment, wall-panel erasing and tile rendering, and scenery size/depth controls. Treat those fixes as needing a focused regression pass on the next machine; the user has not completed overall Phase 19 testing. The selected-artwork depth inspector was the latest specifically approved piece.
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Stage-wide Undo/Redo is deliberately out of scope and recorded as technical debt for a separate phase. No new scene save workflow was requested; the current ordinary scene and Prop save flows remain authoritative.
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## Start here
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- [Phase 19 product plan](phase_19_scenery_backgrounds_surface_finishes.md) — child flow, feature scope, content manifest, acceptance criteria, and remaining user checks.
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- [Phase 19 architecture and implementation spec](../specs/phase_19_scenery_backgrounds_surface_finishes.md) — runtime/file contracts, Stage-relative sizing amendment, implementation details, and verification expectations.
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- [Phase 19 UI/UX spec](../specs/phase_19_scenery_backgrounds_ui_ux.md) — child-facing interaction and reusable UI guidance.
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- [Selected Scenery artwork depth spec](../specs/phase_19_selected_artwork_depth_inspector.md) — Far/Near/On the floor inspector behavior.
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- [Stage panel UI system](../specs/stage_panel_ui_system.md) — shared in-stage inspector components and visual conventions.
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- [Technical debt log](../architecture/tech_debt_and_optimizations.md) — includes deferred Stage Undo/Redo.
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## Verification entry point
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Run the focused Phase 19 suite with Godot 4.7.1 from the repository root:
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```powershell
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& "C:\Godot4\Godot_v4.7.1-stable_win64_console.exe" --headless --path . --script res://tests/test_phase19_scenery.gd
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```
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Also run affected compatibility suites when changing shared Stage, Prop, or asset-browser code: `tests/test_phase10_prop_integration.gd`, `tests/test_phase17a_prop_roles.gd`, `tests/test_phase7_palette.gd`, plus the relevant Prop Editor and scene-I/O tests. Headless success is not the final acceptance gate: open the Sandbox Stage in the GUI, exercise the plan's focused scenarios, and inspect the actual rendering. Keep Phase 19 marked in progress until the user's overall editor verification is complete.
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## Handoff hygiene
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Commit the implementation, production `.prop` assets and `.scene` starters, specifications, handoff/plan/debt updates, test source and required `.uid` metadata, plus relevant regression-test updates. Do not include generated test captures/logs or `tests/godot_test_user_data/` unless a later task explicitly promotes selected evidence into maintained documentation. Review the complete diff before staging; this working tree intentionally remains unstaged and uncommitted for that review.
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# Phase 19 — Scenery, Backgrounds, and Vector Surface Finishes
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> **Status:** Accepted product/design brief. Technical specifications and implementation remain to be developed through the spec-pipeline.
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> **Status:** Phase 19 implementation, including Stage-relative asset sizing and the selected-artwork depth inspector, is integrated; automated and render-capable checks pass. Full user/editor verification remains pending. See the [Phase 19 handoff](phase_19_handoff.md) for continuation context and verification entry points.
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> **Audience:** UI/UX, architecture, implementation, and art contributors.
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> **Purpose:** Define the child experience and the content required for indoor and outdoor sets. Rendering, file contracts, and GDScript APIs belong in later specifications.
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@@ -81,7 +81,7 @@ Sky
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Every Scenery tier is visual only. Its depth never grants collision, support, pickup, Use spots, or event participation. An On the floor rug is visible above a wood Ground finish without covering furniture or the character's feet.
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**Edit Scenery** exposes the scenery pieces for selection. A clear outline and large handles let the child move and resize art, change its depth, or erase it; a wall panel also exposes Finish and Color. Broad panels must not steal clicks or box selections from characters, Ground, and Props in ordinary EDIT. Within Edit Scenery, a cutout in front of a panel should be easy to choose, and the panel must still be reachable through its exposed area, edge, or an overlapping-items choice. Sky remains in its own chooser. A visible Cancel closes a placement or sizing gesture before commit, and leaving Edit Scenery returns to ordinary selection. Selection and focus cannot rely on color alone.
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**Edit Scenery** exposes the scenery pieces for selection. A clear outline and large handles let the child move and resize art, change its depth, or erase it; a wall panel also exposes Finish and Color. Broad panels must not steal clicks or box selections from characters, Ground, and Props in ordinary EDIT. Within Edit Scenery, a cutout in front of a panel should be easy to choose, and the panel must still be reachable through its exposed area, edge, or an overlapping-items choice. A selected wall panel also offers **Erase wall area**: drag a rectangle to remove that area from one or more wall panels while keeping the surrounding pieces and their finish. This is a manual visual cutout; it does not create glass, collision, or doorway behavior. Each released cut is immediate; Cancel/Escape/right-click discard only the current drag, and Stage Undo remains deferred to its own future phase. Sky remains in its own chooser. Placement and group-resize previews have visible Cancel actions. A single-piece move or resize previews during its direct-manipulation gesture and commits on release; while the gesture is active it can be canceled through the capture bar (touch), Escape, or right-click. There is no second Keep confirmation. Leaving Edit Scenery returns to ordinary selection. Selection and focus cannot rely on color alone.
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### Finish Ground and play
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@@ -93,13 +93,13 @@ In **PLAY**, edit handles and placement ghosts disappear. Sky and Scenery stay s
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## Included scope and exclusions
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Included in Phase 19: one fixed scene-wide Sky preset; four initial Sky designs; finite editable wall panels; inert `.prop` Scenery placements with Far, Near, and On the floor depth; built-in multi-select browse tags; Ground-only visual finishes; editable Blank/Town Street/Living Room New Scene choices; Scenery-safe selection; scene save/reopen and legacy defaults; and the built-in vector content listed below.
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Included in Phase 19: one fixed scene-wide Sky preset; four initial Sky designs; finite editable wall panels with manually erasable rectangular openings; inert `.prop` Scenery placements with Far, Near, and On the floor depth; built-in multi-select browse tags; Ground-only visual finishes; editable Blank/Town Street/Living Room New Scene choices; Scenery-safe selection; scene save/reopen and legacy defaults; built-in vector content listed below; and a stage-relative size-authoring guide/workflow shared by Props and Scenery artwork, with single Scenery artwork placements resizable independently in Edit Scenery. The new authoring convention does not silently rescale existing assets or saved placements.
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Excluded from Phase 19: a new Scenery Editor or `.scenery` file; child-authored repeatable finish patterns or reusable whole-Sky themes; animated weather, parallax, or directed Sky transitions; whole-scene filters such as sepia or black-and-white; functional doors or scene travel; automatic window cutouts or glass; Ramp/Step finishes or terrain redesign; inserting a starter into an existing scene; user-authored reusable set templates; and functional stairs or multi-level travel. [Multi-level walkable scenes](../ideas/feature_backlog.md) and [whole-scene visual filters](../ideas/feature_backlog.md) are separate future ideas, not Phase 19 work.
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## Asset production manifest
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This is the authoritative content checklist for the two starters and the shared pickers. The initial status of **every** row is **Needed**. Progress through **Needed → Concept ready → Art approved → Final vector ready → Integrated → Verified**. A raster sketch may reach **Concept ready**; it is not a final `.prop`, Sky theme, or repeatable vector finish. Final cutouts must be repo-native vector/`.prop` artwork, and Sky/finish visuals must remain crisp through Stage zoom. Art contributors may use raster concept images as reference, then produce final assets in coordination with implementation.
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This is the authoritative content checklist for the two starters and the shared pickers. The initial status of every row was **Needed**. Progress through **Needed → Concept ready → Art approved → Final vector ready → Integrated → Verified**. Following user approval on 2026-10-15, the approved `.prop` vectors, Sky themes, and finishes are integrated into the production Stage, shared picker, and starter scenes. Evidence below records the current Phase 2 checks; final user/editor verification remains pending. A raster sketch may reach **Concept ready**; it is not a final `.prop`, Sky theme, or repeatable vector finish. Final cutouts must be repo-native vector/`.prop` artwork, and Sky/finish visuals must remain crisp through Stage zoom. Art contributors may use raster concept images as reference, then produce final assets in coordination with implementation.
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In the tables, **TBD** in Source/rights means the creator, reference provenance, and license or permission still need recording. **TBD** in Final location and Evidence means those fields must be filled as content is produced. For each row, validation evidence should include a thumbnail or Sky/finish preview, the asset in the Stage at normal and zoomed views, and save/reopen of its starter use where applicable. Stable IDs identify deliverables; they are not prescribed file names or runtime contracts.
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@@ -107,10 +107,10 @@ In the tables, **TBD** in Source/rights means the creator, reference provenance,
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| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| `sky_clear_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Living Room; picker | Scene-wide, static; none | Needed | TBD | Appealing blue depth and varied light cloud/sun detail; window gap reads clearly; no edge on pan. | TBD | TBD |
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| `sky_cloudy_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Town Street; picker | Scene-wide, static; none | Needed | TBD | Layered, varied clouds leave town silhouettes readable; no obvious tile or edge. | TBD | TBD |
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| `sky_sunset` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide, static; none | Needed | TBD | Warm atmospheric color and sun/cloud composition remain distinct from Clear Day without tinting scene objects. | TBD | TBD |
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| `sky_starry_night` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide, static; none | Needed | TBD | Dark graduated sky, varied stars, and moon remain legible while foreground contrast survives. | TBD | TBD |
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| `sky_clear_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Living Room; picker | Scene-wide, static; none | Integrated | Original vector concept | Appealing blue depth and varied light cloud/sun detail; window gap reads clearly; no edge on pan. | `scripts/stage/scenery/stage_sky_view.gd` | Production card and Living Room Stage render inspected: `tests/phase19_visual_background_gallery.png`, `tests/phase19_visual_living_room.png`; user pan/zoom check pending. |
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| `sky_cloudy_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Town Street; picker | Scene-wide, static; none | Integrated | Original vector concept | Layered, varied clouds leave town silhouettes readable; no obvious tile or edge. | `scripts/stage/scenery/stage_sky_view.gd` | Production card and Town Street Stage render inspected: `tests/phase19_visual_background_gallery.png`, `tests/phase19_visual_town_street.png`; user pan/zoom check pending. |
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| `sky_sunset` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide, static; none | Integrated | Original vector concept | Warm atmospheric color and sun/cloud composition remain distinct from Clear Day without tinting scene objects. | `scripts/stage/scenery/stage_sky_view.gd` | Production card and Stage render inspected: `tests/phase19_visual_background_gallery.png`, `tests/phase19_visual_finishes_and_repair.png`; user pan/zoom check pending. |
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| `sky_starry_night` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide, static; none | Integrated | Original vector concept | Dark graduated sky, varied stars, and moon remain legible while foreground contrast survives. | `scripts/stage/scenery/stage_sky_view.gd` | Distinct production gallery preview inspected: `tests/phase19_visual_background_gallery.png`; full Stage user check pending. |
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### Repeatable vector surface finishes
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@@ -118,16 +118,16 @@ These are finish definitions and previews, not ordinary Props. Ground finishes c
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| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| `finish_wall_paint` | Vector wall finish | N/A; wall panel | Living Room; picker | Inert panel; none | Needed | TBD | Smooth green room wall and other chosen colors without seams at panel edges. | TBD | TBD |
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| `finish_wall_brick` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Needed | TBD | Bricks keep coherent size and joins as panel is resized. | TBD | TBD |
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| `finish_wall_wood` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Needed | TBD | Boards read as wood at common Stage zoom and do not stretch with the panel. | TBD | TBD |
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| `finish_ground_paint` | Vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Needed | TBD | Plain color is clean and visually distinct from wall-only backdrop. | TBD | TBD |
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| `finish_ground_brick` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Needed | TBD | Neighboring pieces form a continuous brick surface. | TBD | TBD |
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| `finish_ground_wood` | Repeatable vector Ground finish | N/A; Ground | Living Room; picker | Solid, walkable Ground | Needed | TBD | Wood plank floor reads continuously beneath rug and furniture. | TBD | TBD |
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| `finish_ground_grass` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Needed | TBD | Grassy surface is readable and not noisy behind feet. | TBD | TBD |
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| `finish_ground_dirt` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Needed | TBD | Earthy surface remains distinct from Grass at thumbnail and Stage size. | TBD | TBD |
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| `finish_ground_sidewalk` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Needed | TBD | Light concrete sidewalk forms a broad, aligned run beneath shops. | TBD | TBD |
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| `finish_ground_asphalt` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Needed | TBD | Darker road contrasts with sidewalk while preserving visible character edges. | TBD | TBD |
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| `finish_wall_paint` | Vector wall finish | N/A; wall panel | Living Room; picker | Inert panel; none | Integrated | Original vector concept | Smooth green room wall and other chosen colors without seams at panel edges. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production gallery preview and Living Room render inspected: `tests/phase19_visual_background_gallery.png`, `tests/phase19_visual_living_room.png`; user resize check pending. |
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| `finish_wall_brick` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Integrated | Original vector concept; user image used as inspiration for v2 | Bricks keep coherent size and joins as panel is resized. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production gallery preview and Stage wall render inspected: `tests/phase19_visual_background_gallery.png`, `tests/phase19_visual_finishes_and_repair.png`; user resize check pending. |
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| `finish_wall_wood` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Integrated | Original vector concept | Boards read as wood at common Stage zoom and do not stretch with the panel. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production gallery preview inspected: `tests/phase19_visual_background_gallery.png`; user resize check pending. |
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| `finish_ground_paint` | Vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Integrated | Original vector concept | Plain color is clean and visually distinct from wall-only backdrop. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production Ground renderer is integrated with Stage; Phase 19 runtime suite passed; user visual check pending. |
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| `finish_ground_brick` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Integrated | Original vector concept | Neighboring pieces form a continuous brick surface. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production Ground renderer is integrated with Stage; Phase 19 runtime suite passed; user tiling check pending. |
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| `finish_ground_wood` | Repeatable vector Ground finish | N/A; Ground | Living Room; picker | Solid, walkable Ground | Integrated | Original vector concept | Wood plank floor reads continuously beneath rug and furniture. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production Living Room scene and Ground renderer integrated; Phase 19 runtime suite passed; user visual check pending. |
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| `finish_ground_grass` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Integrated | Original vector concept | Grassy surface is readable and not noisy behind feet. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production Ground render inspected: `tests/phase19_visual_finishes_and_repair.png`; runtime suite passed; user visual check pending. |
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| `finish_ground_dirt` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Integrated | Original vector concept | Earthy surface remains distinct from Grass at thumbnail and Stage size. | `scripts/stage/scenery/stage_surface_renderer.gd` | Production Ground renderer is integrated with Stage; Phase 19 runtime suite passed; user visual check pending. |
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| `finish_ground_sidewalk` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Integrated | Original vector concept | Light concrete sidewalk forms a broad, aligned run beneath shops. | `scripts/stage/scenery/stage_surface_renderer.gd` | Town Street starter load and runtime suite passed; user visual/tiling check pending. |
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| `finish_ground_asphalt` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Integrated | Original vector concept | Darker road contrasts with sidewalk while preserving visible character edges. | `scripts/stage/scenery/stage_surface_renderer.gd` | Town Street starter load and runtime suite passed; user visual/tiling check pending. |
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### Reusable Scenery artwork
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@@ -135,17 +135,17 @@ Each item below is a `.prop` vector artwork asset offered through Scenery. Its S
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| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| `art_city_skyline` | Vector `.prop` cutout | Buildings; Far | Town Street ×1 | Inert; none | Needed | TBD | Long, muted overlapping building silhouette reads as distant and leaves cloud sky visible. | TBD | TBD |
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| `art_storefront` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Needed | TBD | Colorful, readable shop front contrasts with skyline; repeat use does not look like one flat strip. | TBD | TBD |
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| `art_town_house` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Needed | TBD | House silhouette and palette differ clearly from storefront at normal zoom. | TBD | TBD |
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| `art_tree` | Vector `.prop` cutout | Nature; Near | Town Street ×2 or more | Inert; none | Needed | TBD | Friendly, readable crown/trunk; repeated copies tolerate size and position variation. | TBD | TBD |
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| `art_window_frame` | Vector `.prop` cutout | Walls, Buildings; Near | Living Room ×1 | Inert; none | Needed | TBD | Frame is transparent at its center and aligns over the wall-panel gap to reveal actual Sky. | TBD | TBD |
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| `art_fireplace_mantel` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Needed | TBD | Fireplace and mantel read clearly as decoration without suggesting this asset itself blocks movement. | TBD | TBD |
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| `art_wall_clock` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Needed | TBD | Clock reads at room scale without tiny illegible markings. | TBD | TBD |
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| `art_bookshelf` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 | Inert; none | Needed | TBD | Shelf, books, and plant details remain legible without dense tracing. | TBD | TBD |
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| `art_framed_picture` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 or more | Inert; none | Needed | TBD | Clear frame and image contrast on green paint; reuse can vary size/position. | TBD | TBD |
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| `art_potted_plant` | Vector `.prop` cutout | Nature, Objects; Near | Living Room ×1 | Inert; none | Needed | TBD | Leaf and pot shapes remain distinct from wall and furniture. | TBD | TBD |
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| `art_rug` | Vector `.prop` cutout | Objects; On the floor | Living Room ×1 | Inert; none | Needed | TBD | Visible over Wood Ground and below furniture/feet; border survives zoom. | TBD | TBD |
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| `art_city_skyline` | Vector `.prop` cutout | Buildings; Far | Town Street ×1 | Inert; none | Integrated | Original vector art | Long, muted overlapping building silhouette reads as distant and leaves cloud sky visible. | `content/props/art_city_skyline-v1.prop` | Town Street production Stage render inspected: `tests/phase19_visual_town_street.png`; save/reopen suite passed; user zoom check pending. |
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| `art_storefront` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Integrated | Original vector art | Colorful, readable shop front contrasts with skyline; repeat use does not look like one flat strip. | `content/props/art_storefront-v1.prop` | Town Street production Stage render inspected: `tests/phase19_visual_town_street.png`; save/reopen suite passed; user zoom/repeat check pending. |
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| `art_town_house` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Integrated | Original vector art | House silhouette and palette differ clearly from storefront at normal zoom. | `content/props/art_town_house-v1.prop` | Town Street production Stage render inspected: `tests/phase19_visual_town_street.png`; save/reopen suite passed; user zoom check pending. |
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| `art_tree` | Vector `.prop` cutout | Nature; Near | Town Street ×2 or more | Inert; none | Integrated | Original vector art; user image used as inspiration for v2 | Friendly, readable crown/trunk; repeated copies tolerate size and position variation. | `content/props/art_tree-v2.prop` | Revised v2 tree inspected in Town Street and repair view: `tests/phase19_visual_town_street.png`, `tests/phase19_visual_finishes_and_repair.png`; user zoom/repeat check pending. |
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| `art_window_frame` | Vector `.prop` cutout | Walls, Buildings; Near | Living Room ×1 | Inert; none | Integrated | Original vector art | Frame is transparent at its center and aligns over the wall-panel gap to reveal actual Sky. | `content/props/art_window_frame-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; save/reopen suite passed; user window alignment check pending. |
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| `art_fireplace_mantel` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Integrated | Original vector art | Fireplace and mantel read clearly as decoration without suggesting this asset itself blocks movement. | `content/props/art_fireplace_mantel-v2.prop` | Revised v2 fireplace inspected in Living Room: `tests/phase19_visual_living_room.png`; user zoom check pending. |
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| `art_wall_clock` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Integrated | Original vector art | Clock reads at room scale without tiny illegible markings. | `content/props/art_wall_clock-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; user zoom check pending. |
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| `art_bookshelf` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 | Inert; none | Integrated | Original vector art | Shelf, books, and plant details remain legible without dense tracing. | `content/props/art_bookshelf-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; user zoom check pending. |
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| `art_framed_picture` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 or more | Inert; none | Integrated | Original vector art | Clear frame and image contrast on green paint; reuse can vary size/position. | `content/props/art_framed_picture-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; user reuse/zoom check pending. |
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| `art_potted_plant` | Vector `.prop` cutout | Nature, Objects; Near | Living Room ×1 | Inert; none | Integrated | Original vector art | Leaf and pot shapes remain distinct from wall and furniture. | `content/props/art_potted_plant-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; user zoom check pending. |
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| `art_rug` | Vector `.prop` cutout | Objects; On the floor | Living Room ×1 | Inert; none | Integrated | Original vector art | Visible over Wood Ground and below furniture/feet; border survives zoom. | `content/props/art_rug-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; starter runtime suite passed; user depth/zoom check pending. |
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### Interactive furniture Props
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@@ -153,11 +153,11 @@ These are `.prop` assets placed through Props in Living Room. Their authored sha
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| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
|
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| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
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| `prop_couch` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Needed | TBD | Comfortable couch silhouette sized for stickman and room; no implied Sit action. | TBD | TBD |
|
||||
| `prop_armchair` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Needed | TBD | Distinct chair silhouette, matching couch style and character scale. | TBD | TBD |
|
||||
| `prop_coffee_table` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, can support small props; valid collision | Needed | TBD | Tabletop/support reads clearly and leaves rug visible. | TBD | TBD |
|
||||
| `prop_couch` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Integrated | Original vector art | Comfortable couch silhouette sized for stickman and room; no implied Sit action. | `content/props/prop_couch-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; prop integration regression available; user collision/scale check pending. |
|
||||
| `prop_armchair` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Integrated | Original vector art | Distinct chair silhouette, matching couch style and character scale. | `content/props/prop_armchair-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; prop integration regression available; user collision/scale check pending. |
|
||||
| `prop_coffee_table` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, can support small props; valid collision | Integrated | Original vector art | Tabletop/support reads clearly and leaves rug visible. | `content/props/prop_coffee_table-v1.prop` | Living Room production render inspected: `tests/phase19_visual_living_room.png`; prop integration regression available; user support/scale check pending. |
|
||||
|
||||
Existing built-in crate and ball artwork may be used in Town Street if an interactive object benefits that starter; no new interactive town asset is required to achieve its visual reference. The artist should establish a coherent cartoon style and scale against the live stickman. Far art is quieter than Near art; outlines and silhouettes must remain clear at selector-thumbnail size and normal Stage zoom. Avoid excessive vector point counts, hard-to-read microdetail, and busy contrast behind character faces or speech bubbles. The source/rights field must distinguish original art, licensed sources, and generated raster concepts. Reference art is not automatically licensed final content.
|
||||
Existing built-in crate and ball artwork may be used in Town Street if an interactive object benefits that starter; no new interactive town asset is required to achieve its visual reference. The artist should establish a coherent cartoon style and author each asset at its intended Stage size relative to the standard approximately 940-world-unit standing stickman. Infer ordinary dimensions from a recognizable object's name and use, and record approximate intended bounds in stickman units (height, plus width when useful) with a scale-check preview; ask only when the intended use makes size genuinely ambiguous. Far art is quieter than Near art; outlines and silhouettes must remain clear at selector-thumbnail size and normal Stage zoom. Avoid excessive vector point counts, hard-to-read microdetail, and busy contrast behind character faces or speech bubbles. The source/rights field must distinguish original art, licensed sources, and generated raster concepts. Reference art is not automatically licensed final content.
|
||||
|
||||
## Success criteria
|
||||
|
||||
@@ -165,10 +165,11 @@ Existing built-in crate and ball artwork may be used in Town Street if an intera
|
||||
2. A child can create Living Room from New Scene, see the actual selected Sky through its window gap, change the Sky without tinting the room, restyle the wall or Wood Ground, move the rug and furniture independently, and save/reopen the revised set.
|
||||
3. A child can place one `.prop` drawing through Scenery and through Props and understand that the two copies behave differently. The Scenery copy never blocks, supports, moves, is picked up or used, or triggers an event in PLAY.
|
||||
4. Far skyline, Near buildings/trees, Ground, On the floor rug, and Props preserve their intended order through pan, zoom, PLAY, stop, and reload. Character and speech readability survives the four Sky styles and common finishes.
|
||||
5. Ordinary EDIT selection still reaches foreground characters, Props, and Ground over broad panels. Edit Scenery makes every cutout and panel discoverable and correctable; placement and resize can be canceled before commit. Labels, icons, outlines, and focus reveal state without depending on color alone.
|
||||
5. Ordinary EDIT selection still reaches foreground characters, Props, and Ground over broad panels. Edit Scenery makes every cutout and panel discoverable and correctable; placement and an active resize gesture can be canceled before commit, while a single-piece resize commits on release and group resize retains Keep/Cancel. Labels, icons, outlines, and focus reveal state without depending on color alone.
|
||||
6. Wall panel and Ground finish choices preview correctly; wall patterns do not stretch as panels resize, and adjacent Ground pieces do not show distracting pattern restarts. Changing a palette finish does not repaint existing pieces; a selected piece can be changed deliberately.
|
||||
7. Older `.scene` documents retain their prior neutral background and Ground appearance when opened. Older untagged `.prop` assets remain visible in All artwork, and a missing referenced Scenery asset yields a visible recovery cue rather than silently removing the child's placement.
|
||||
8. Every required manifest item reaches **Verified**, with source/rights and final location recorded. A raster concept alone cannot satisfy a final vector content requirement.
|
||||
9. New and revised `.prop` artwork is authored at its intended Stage size relative to the standard approximately 940-world-unit standing stickman, avoiding a mandatory resize on ordinary placement. The Prop Editor's Size for Stage guide is visible over artwork and above a floor/contact cue. Loading performs no automatic normalization; deliberate asset overwrites retain the usual live-reference behavior and existing Save workflow, without new copy/version prompts. Individual Scenery pieces resize independently, preserve proportions, and save/reopen at the committed scale.
|
||||
|
||||
## Current project context, risks, and dependencies
|
||||
|
||||
@@ -178,12 +179,13 @@ Existing built-in crate and ball artwork may be used in Town Street if an intera
|
||||
- Stage selection currently uses World-object bounds and an overlapping-object chooser. Large wall panels and floor art can otherwise catch almost every click or box selection. A dedicated, forgiving Scenery edit flow and predictable hit order are product requirements. The approved [Stage panel UI system](../specs/stage_panel_ui_system.md) supplies the in-stage inspector visual contract; adapt it for selected Scenery/Ground controls where it fits.
|
||||
- Finite panels, tiled vector finishes, and detailed Sky motifs must stay crisp and performant across Stage zoom and camera pan. Ground pieces need aligned world-scale patterns. The Town Street and Living Room references should guide composition and mood, not be treated as final licensed assets.
|
||||
- The two starters require the manifest content as real deliverables. Missing art, inconsistent scale, or raster-only placeholders would leave a child with a visually incomplete feature even if the controls work.
|
||||
- Stage-relative authoring scale must account for both tall and wide props/artwork without forcing every asset to one generic height. The stickman comparison guides intent; the artist records an approximate scale, and the Prop Editor provides reversible correction. Loading does not normalize existing assets. Deliberately saving revised geometry over a live reference updates that drawing in referencing scenes; the user chose to retain the existing Save workflow because scenes are not yet in production.
|
||||
|
||||
## Remaining questions for the spec-pipeline
|
||||
|
||||
These are design and architecture tasks for the specification stage, not unresolved user choices about Phase 19's product goal:
|
||||
|
||||
1. What exact UI presents Backgrounds, Artwork tags, placement layer, Ground finish, and Edit Scenery without crowding the existing Stage palette? Define keyboard, touch, narrow-viewport, dismissal, and undo/cancel behavior using the established Stage panel patterns.
|
||||
1. What exact UI presents Backgrounds, Artwork tags, placement layer, Ground finish, and Edit Scenery without crowding the existing Stage palette? Define keyboard, touch, narrow-viewport, dismissal, and cancellation behavior using the established Stage panel patterns; Stage Undo remains out of scope for Phase 19 and is tracked separately.
|
||||
2. How will an adaptive Sky fill unbounded camera views while keeping motifs stable and detailed, and how will wall and Ground finishes keep repeatable pattern scale and alignment through resizing, drag painting, and zoom?
|
||||
3. What saved scene and optional `.prop` tag fields, validation, migration defaults, missing-art recovery, and starter creation flow preserve existing documents and the same artwork's independent Scenery/Prop placements?
|
||||
4. How will selected panels, cutouts, rugs, Ground, and ordinary objects remain reachable where bounds overlap, including the window gap and a room-sized wall?
|
||||
|
||||
Reference in New Issue
Block a user