Office stage 2: compose the one-desk corner (t-143) - #55
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Data-driven composition consuming t-141's frozen sprites byte-identical (no pixel edits, verified via git diff before commit): - hub/public/office-scenes/stage2-corner.json: the scene layout as pure data (world size, wall/floor tiling, seam_y, object placements) — meant to be consumed as-is by stage 3's frame-table renderer, which only swaps the desk-agent object's sprite between idle-anchor.png and typing-0..3.png to animate. - hub/public/office-scenes/stage2-corner.html: a static composition page (canvas + fetch(json), same rendering convention as the discarded t-59 sample) that renders the layout for review/screenshot evidence. Composition decisions: - Back wall (2 tiled rows of wall-cracked.png) meets the floor (1 tiled row of floor-wood.png) at a single clean seam (seam_y=90). - wall-monitor.png mounted on the wall at head height (y=40), clear of the desk group. - The desk unit is typing-0.png used whole: per t-141's own MANIFEST.md note, the typing frames already ship a self-contained agent+chair+desk+CRT illustration, so it is NOT recomposited from the standalone desk-tidy.png/chair.png/crt-monitor.png sprites (that would duplicate furniture already inside the sprite). Bottom-anchored so its bottom edge sits exactly on seam_y — grounded, nothing floats. Known carry-over (not fixed here, frozen sprite): wall-monitor.png ships ~48 semi-transparent key-adjacent edge pixels (a chroma-key cleanliness gap per t-54's judging protocol), visible as a faint colored halo around it in the render. That is a t-141 sprite defect, not a stage-2 composition defect — flagged for the record, pixels not touched here per the stage law.
…nd 3) Acts on moneta's second critic verdict (grounding/scale/seam/mechanical already pass). Layout-only change to stage2-corner.json — sprites stay byte-identical to stage 1, no pixel edits (stage law honored): - Object clustering: the wall-monitor was stranded at x=118 over empty wall, ~25px from the desk, with no relationship to the only workstation. Now mounted directly above/behind the desk (centered x35-48 over the desk's screen half, in the seated agent's forward sightline) so wall element + desk read as ONE furniture cluster — the reference's corkboard-over-workstation grammar. - Framing: the 160x135 world left ~55% empty wall above the desk and a wide empty floor to the right, reading as "a desk adrift in a void." Tightened to 74x94 with balanced negative space: 18px wall margins each side, 14px headroom above the monitor, a 14px floor apron in front of the seam-grounded desk. The corner now reads as one composed workstation framed with intentional space. Not addressed here (out of stage-2 scope): the warm floor-wood vs cool night furniture/wall light-register mismatch is a frozen-sprite (stage-1) divergence moneta escalated to the lead; the stage law forbids editing floor-wood.png's pixels at the composition layer.
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Parked with PR #50 (t-278, boss direction 2026-08-22): office art pivoted to the Game Boy register; see GB-DIRECTION.md in the brain. Stage-2 composition would resume from here if the hi-bit era returns. |
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Understood — closed the hub missions (t-143, t-144) as Generated by Claude Code |
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Stage 2 of the boss re-scope (t-54): composition only, data-driven, no pixel edits to the frozen stage-1 sprites (
git diffagainst the sprite dir is empty). Round 3 clustered the wall-monitor above the workstation and tightened the world to 74×94; see commit113ccceand the t-143 mission log for the round-by-round composition rationale (the round-2 notes that previously filled this description are superseded by round 3).