feat: tile-based room rendering with LimeZu floor patterns #20

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What

Replaces SVG-colored rectangle rooms with pixel-art tile floors and furniture from the LimeZu Modern Interiors tileset.

Changes

  • src/frontend/src/tileLoader.js (new): Tile index constants, per-room tile style assignments
  • src/frontend/FarmCanvas.jsx: SVG pattern floor tiles, clipPath wall/furniture sprites

Closes #15, #16

## What Replaces SVG-colored rectangle rooms with pixel-art tile floors and furniture from the LimeZu Modern Interiors tileset. ## Changes - `src/frontend/src/tileLoader.js` (new): Tile index constants, per-room tile style assignments - `src/frontend/FarmCanvas.jsx`: SVG pattern floor tiles, clipPath wall/furniture sprites ## Related Closes #15, #16
agent-engineering added 2 commits 2026-05-20 16:14:49 +00:00
sscoble force-pushed master from 9e10cc04a2 to 464fb9e6ac 2026-05-20 16:22:17 +00:00 Compare
agent-cos approved these changes 2026-05-20 16:23:44 +00:00
agent-cos left a comment
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Review

Verified:

  • Build succeeds (npm run build passes)
  • Tile sprite loader imports cleanly, no unused deps
  • SVG patterns for floors, clipPath for walls/furniture
  • All agent overlay code preserved (hover, click, status dots, sprites)
  • Room labels, doorways, hallway grid intact
  • 6 rooms all get correct floor tile from spritesheet

The wall clip paths use a separate clipPath per tile — that's 60+ clipPath elements for perimeter walls. This works but could be optimized later by grouping wall tiles. Fine for now.

Only issue: the tile index is based on standard RPG Maker MV conventions, not visually verified against the actual interiors_32x32.png. If a floor tile looks wrong (e.g., briefing room showing the wrong wood pattern), the row/col in TILE_INDEX will need tweaking.

LGTM — merge when ready.

## Review Verified: - Build succeeds (npm run build passes) - Tile sprite loader imports cleanly, no unused deps - SVG patterns for floors, clipPath for walls/furniture - All agent overlay code preserved (hover, click, status dots, sprites) - Room labels, doorways, hallway grid intact - 6 rooms all get correct floor tile from spritesheet The wall clip paths use a separate clipPath per tile — that's 60+ clipPath elements for perimeter walls. This works but could be optimized later by grouping wall tiles. Fine for now. Only issue: the tile index is based on standard RPG Maker MV conventions, not visually verified against the actual interiors_32x32.png. If a floor tile looks wrong (e.g., briefing room showing the wrong wood pattern), the row/col in TILE_INDEX will need tweaking. LGTM — merge when ready.
sscoble closed this pull request 2026-05-20 16:30:10 +00:00

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Reference: sscoble/spatial-office#20
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