# Pixel Island Summoner Browser-only prototype for a shared pixel-art island. ## Run Open `index.html` in a modern browser. No build step or third-party dependency is required. ## Current prototype scope - Draw pixel assets in the in-browser editor. - Save assets to the local library. - Place static assets and summon dynamic assets onto the island. - Dynamic assets default to right-facing on spawn; left-facing is rendered by mirroring during movement only. - Local voting, hiding, remix/copy edit, and import/export tools are included. ## Phase 1 changes - Asset data is normalized to schema 2+ compatible shape. - Dynamic left-facing pixels are not stored; `faces.left` is represented as `mirror`. - Empty depth/light metadata is omitted or normalized. - Editor tools include Draw, Erase, Fill, Pick, Undo, and Redo. ## Phase 2 changes - Local save uses a compact Phase 2 envelope in `localStorage`. - Pixel planes are bbox-cropped and RLE-compressed when this is smaller than raw cropped data. - Compact asset bundles can be exported separately from world snapshots. - World snapshots contain placements, dynamic summons, and an asset manifest rather than full asset blobs. - Local object/asset mutations append small sync events to `eventLog`. - IndexedDB asset/snapshot cache helpers are included for future server-backed missing-asset fetches. ## Phase 3 changes - Terrain rendering is chunk-cached instead of using one large terrain canvas. - Only terrain chunks intersecting the current viewport are drawn. - Static and dynamic objects outside the viewport margin are culled before sprite generation/sorting. - Dynamic runtime updates are stepped at 15 Hz and capped per frame to avoid spiral-of-death on slow devices. - Rendering pauses while the browser tab is hidden and resumes on visibility change. - Tile/object lookups use a small spatial index for inspect, erase, and nearby-target searches. - Data tab reports visible terrain chunks for quick performance inspection. ## Phase 4 changes - Editor schema is now 5. - Added Line and Rect tools. Rect supports filled rectangles with Shift; right-click erases line/rect cells. - Added Select tool. Drag to select a rectangular area, then drag the selection or use arrow keys/buttons to move it. - Nudge buttons move the active selection; without a selection they shift the whole drawing. - Added horizontal/vertical flip, palette-colored outline generation, and clear selection. - Added editor PNG export/import. PNG import quantizes the image to the current island palette and current canvas size. - Added keyboard shortcuts: B/E/F/I/L/R/S for tools, Ctrl/Cmd+Z/Y for history, arrows for moving selected pixels, Escape to clear selection. ## Export formats - **Export full JSON**: human-readable full local state. - **Export compact**: compact local state suitable for saving/transferring. - **Export snapshot**: placement state plus asset manifest; requires asset bundles or cache to render fully. - **Export asset bundle**: compact asset blob list for missing-asset transfer. ## Phase 4 follow-up adjustments - PNG import now chooses the editor canvas size from the image size. Square 8/16/32/64 PNGs import at their native size; other sizes are fit into the nearest supported square canvas. - Depth is now three-state: high, normal, and low. High brightens sprite pixels; low darkens them. - Right-clicking the world canvas clears the current map selection instead of moving or placing the selected asset. - Dynamic sprites now pause intermittently instead of walking continuously. - Night rendering is darker. - Object picking now uses sprite-sized, per-opaque-pixel hit testing, so transparent pixels are not clickable. - The CSS font stack now tries `3x5 MT Pixel Font` first. The font file itself is not bundled. ## Phase 5 changes - Editor schema is now 7. - Fixed the Advanced Draw depth controls so `Depth / High / Low / Clear` wrap inside the drawer instead of overflowing to the right. - Added Phase 5 guardrails in the Data tab: - local asset/object volume counters, - duplicate-content count, - orphan placement checks, - terrain compatibility checks, - hidden/report counters. - Added `Validate world` export for pre-server integrity checks. - Added local object reporting from the selection bubble. Reported objects are hidden locally and stored in a local moderation report log. - Added `Export moderation report` for review/debug data. - Added `Clear reports` to clear local report logs without un-hiding already hidden objects. - Added soft local guardrail limits: 160 assets and 220 world objects. Existing objects can still be moved; new saves/placements are blocked when the local cap is reached. ## Phase 5 follow-up changes - Static sprites now anchor closer to the center of their tile instead of the front corner. - Object selection is pixel-accurate: transparent sprite cells no longer select the object, and tile inspection does not select hidden/transparent areas. - Right-clicking the map clears selection silently. - Hidden panel now lists both hidden library assets and hidden map objects. Objects hidden by Report appear there and can be restored with Show again. - Report now opens a reason dialog with Cancel and Report + Hide actions. - Library cards include Place/Move, which makes dynamic human assets easier to reposition. - Default bundled pixel art was replaced with a new set: Hill Cottage, Pine Cluster, Shell Rock, Wave Skiff, Fisher Kid, Moss Cat, Koi Fish, and Cloud Gull. - Added a static Ship role/subtype. Ships can be placed on water, float subtly, and periodically emit ring ripples. - Local storage key was bumped to load the new default set in this prototype build. ## Phase 5 polish - Night lights now draw after the darkness overlay and use fixed bright cores/halos, so lamp pixels visually ignore the night darkening pass. - The sky color now transitions quickly around dawn and dusk. Day and night remain mostly stable instead of drifting continuously. ## Phase 5 Effects - Nearby objects receive a faint surface glow from adjacent light sources. - Light cores are less dazzling, while night ambient darkness is lifted slightly. - Land-moving dynamic sprites emit small terrain-colored step particles. ## Visual FX follow-up - Step particles now vary in hue / saturation / lightness around the terrain color. - Nature assets shed tiny drifting leaf/petal dots. - Coast foam uses two slow-rotating porous bluish-white layers. - Depth now affects phase-aware sprite shading for sun/moon exposure. - Added toggles for lights, particles, and the day-night cycle.