Implement Phase 19 updates and user/editor verification

- Updated architectural specifications for Phase 19 scenery, backgrounds, and surface finishes to reflect implementation status and user verification results.
- Revised UI/UX specifications for background ground and wall color, plain background, and starter scene composition to indicate successful implementation and verification.
- Enhanced scenery controller and sandbox stage scripts to improve eraser functionality and user interactions.
- Adjusted test cases to align with the latest changes in scenery and background implementations, ensuring all checks pass successfully.
- Added new buttons for wall area erasure in the scenery capture bar and updated layout handling for better user experience.
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2026-10-22 17:02:39 -04:00
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# Phase 19 — Scenery, Backgrounds, and Vector Surface Finishes
> **Status:** The original Phase 19 implementation, including Stage-relative asset sizing and the selected-artwork depth inspector, is integrated; automated and render-capable checks pass. The camera-aware Sky details addendum below is accepted design work awaiting implementation and user/editor verification. See the [Phase 19 handoff](phase_19_handoff.md) for continuation context and verification entry points.
> **Status (2026-10-22):** Phase 19 implementation and user/editor verification are complete. The user verified the integrated Sky, starter compositions, surface finishes, Plain Background, Scenery artwork, and furniture behavior in the editor, including Plain Background save/reopen. The Phase 19 scenery suite passes **706 checks with 0 failures**. Stage-wide Undo/Redo remains deferred. The later [Plain Background addendum](phase_19_plain_background.md) adds Plain Background and renames the original neutral-Sky Blank Scene choice **Open Sky**; see the [Phase 19 handoff](phase_19_handoff.md) for the verification record.
> **Audience:** UI/UX, architecture, implementation, and art contributors.
> **Purpose:** Define the child experience and the content required for indoor and outdoor sets. Rendering, file contracts, and GDScript APIs belong in later specifications.
@@ -113,20 +113,20 @@ Excluded from Phase 19: a new Scenery Editor or `.scenery` file; child-authored
## Asset production manifest
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.
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. The complete manifest now records production integration, automated verification, and user/editor visual verification completed on 2026-10-22. The user also verified Plain Background save/reopen; this does not claim a manual save/reopen check for every manifest item. 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.
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.
### Adaptive Sky themes
The **Integrated** statuses below describe the original Sky artwork and picker. Camera-aware detail behavior is accepted in the addendum above and remains to be implemented and verified.
The **Verified** statuses below describe the production Sky artwork and picker, including the camera-aware detail behavior. The user completed editor visual verification on 2026-10-22.
| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| `sky_clear_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Living Room; picker | Scene-wide; camera-aware details; 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. |
| `sky_cloudy_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Town Street; picker | Scene-wide; camera-aware details; 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. |
| `sky_sunset` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide; camera-aware details; 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. |
| `sky_starry_night` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide; camera-aware details; 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. |
| `sky_clear_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Living Room; picker | Scene-wide; camera-aware details; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `sky_cloudy_day` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Town Street; picker | Scene-wide; camera-aware details; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `sky_sunset` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide; camera-aware details; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `sky_starry_night` | Adaptive vector Sky theme; not `.prop` | N/A; Sky | Picker | Scene-wide; camera-aware details; none | Verified | 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/editor visual verification completed 2026-10-22. |
### Repeatable vector surface finishes
@@ -134,16 +134,16 @@ These are finish definitions and previews, not ordinary Props. Ground finishes c
| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `finish_wall_paint` | Vector wall finish | N/A; wall panel | Living Room; picker | Inert panel; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_wall_brick` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_wall_wood` | Repeatable vector wall finish | N/A; wall panel | Picker | Inert panel; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_paint` | Vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_brick` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_wood` | Repeatable vector Ground finish | N/A; Ground | Living Room; picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_grass` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_dirt` | Repeatable vector Ground finish | N/A; Ground | Picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_sidewalk` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
| `finish_ground_asphalt` | Repeatable vector Ground finish | N/A; Ground | Town Street; picker | Solid, walkable Ground | Verified | 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/editor visual verification completed 2026-10-22. |
### Reusable Scenery artwork
@@ -151,17 +151,17 @@ Each item below is a `.prop` vector artwork asset offered through Scenery. Its S
| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `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. |
| `art_city_skyline` | Vector `.prop` cutout | Buildings; Far | Town Street ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_storefront` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_town_house` | Vector `.prop` cutout | Buildings; Near | Town Street ×1 or more | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_tree` | Vector `.prop` cutout | Nature; Near | Town Street ×2 or more | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_window_frame` | Vector `.prop` cutout | Walls, Buildings; Near | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_fireplace_mantel` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_wall_clock` | Vector `.prop` cutout | Walls, Objects; Near | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_bookshelf` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_framed_picture` | Vector `.prop` cutout | Objects, Walls; Near | Living Room ×1 or more | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_potted_plant` | Vector `.prop` cutout | Nature, Objects; Near | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
| `art_rug` | Vector `.prop` cutout | Objects; On the floor | Living Room ×1 | Inert; none | Verified | 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/editor visual verification completed 2026-10-22. |
### Interactive furniture Props
@@ -169,9 +169,9 @@ These are `.prop` assets placed through Props in Living Room. Their authored sha
| Stable ID | Class / final format | Tags / default layer | Starter use | Behavior / collision | Status | Source / rights | Visual acceptance | Final location / definition | Validation evidence |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| `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. |
| `prop_couch` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Verified | 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/editor visual verification completed 2026-10-22. |
| `prop_armchair` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, appropriately character-blocking; valid collision | Verified | 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/editor visual verification completed 2026-10-22. |
| `prop_coffee_table` | Vector `.prop` furniture | Objects; Prop depth per placement | Living Room ×1 | Still, can support small props; valid collision | Verified | 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/editor visual verification completed 2026-10-22. |
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.
@@ -198,9 +198,9 @@ Existing built-in crate and ball artwork may be used in Town Street if an intera
- 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
## Specification decisions recorded
These are design and architecture tasks for the specification stage, not unresolved user choices about Phase 19's product goal:
The following design questions were resolved in the linked UI/UX and architecture specifications and verified with the integrated Phase 19 behavior:
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 its gradient fixed and its details gently camera-aware as described in the addendum, and how will wall and Ground finishes keep repeatable pattern scale and alignment through resizing, drag painting, and zoom?