Improve spear equipment icon silhouettes

This commit is contained in:
2026-07-10 00:19:27 +09:00
parent db319ea99f
commit 0e1613d1da
5 changed files with 315 additions and 92 deletions

View File

@@ -22,16 +22,19 @@ Generated by `scripts/audit-equipment-icon-quality.mjs`.
- Treasure/common distinction often relies on UI frame color plus a small palette change, not a strong unique silhouette.
- Reused helper silhouettes are the strongest quality risk because several different items collapse to the same shape at 14-22px.
## First Improvement Target
## Completed Improvement Passes
- Target: weapon spear/polearm family
- Item ids: `green-dragon-glaive`, `serpent-spear`, `sky-piercer-halberd`, `iron-spear`, `western-cavalry-spear`
- Reason: These are high-frequency equipment surfaces and several treasure/common weapons share a thin diagonal shaft silhouette; upgrading this group gives the clearest identity gain in sortie prep and equipment swap screens.
- weapon spear/polearm family: `green-dragon-glaive`, `serpent-spear`, `sky-piercer-halberd`, `iron-spear`, `western-cavalry-spear`
- The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads.
## Next Improvement Target
- Target: armor silhouettes
- Item ids: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
- Reason: Armor and robes are readable but still depend on simple triangular torsos and small color accents; this is now the largest remaining shared-equipment silhouette group.
## Follow-Up Targets
- armor silhouettes: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
- Armor and robes are readable but depend on simple triangular torsos and small color accents.
- accessory charms and tokens: `bravery-token`, `mountain-guide-scroll`, `peach-charm`, `war-manual`, `wind-quiver`, `grain-pouch`, `yellow-scarf-charm`
- Accessories are the smallest UI read and several use compact badge-like shapes.
@@ -39,43 +42,44 @@ Generated by `scripts/audit-equipment-icon-quality.mjs`.
| score | signature | slots | ranks | items |
| ---: | --- | --- | --- | --- |
| 15 | `drawSpearIcon` | weapon | common, treasure | `serpent-spear`, `iron-spear`, `western-cavalry-spear` |
| 8 | `drawArmorIcon` | armor | common, treasure | `reinforced-lamellar`, `lamellar-armor` |
| 8 | `drawCharmIcon` | accessory | common, treasure | `peach-charm`, `yellow-scarf-charm` |
| 8 | `drawPolearmIcon` | weapon | treasure | `green-dragon-glaive`, `sky-piercer-halberd` |
| 8 | `drawRobeIcon` | armor | common, treasure | `oath-robe`, `cloth-armor` |
| 6 | `drawAxeIcon` | weapon | common | `leader-axe` |
| 6 | `drawSaberIcon` | weapon | common | `yellow-turban-saber` |
## Full Item Inventory
| item id | slot | rank | draw helpers | calls | primitives | colors | concerns |
| --- | --- | --- | --- | ---: | ---: | ---: | --- |
| `green-dragon-glaive` | weapon | treasure | `drawPolearmIcon` | 1 | 11 | 2 | single helper silhouette<br>low primitive detail |
| `serpent-spear` | weapon | treasure | `drawSpearIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `sky-piercer-halberd` | weapon | treasure | `drawPolearmIcon` | 1 | 11 | 2 | single helper silhouette<br>low primitive detail |
| `twin-oath-blades` | weapon | treasure | `drawSwordIcon`<br>`drawSwordIcon` | 2 | 32 | 3 | none |
| `white-feather-fan` | weapon | treasure | `drawFanIcon` | 1 | 19 | 2 | single helper silhouette |
| `iron-spear` | weapon | common | `drawSpearIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `leader-axe` | weapon | common | `drawAxeIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `short-bow` | weapon | common | `drawBowIcon` | 1 | 18 | 2 | single helper silhouette |
| `training-sword` | weapon | common | `drawSwordIcon` | 1 | 16 | 2 | single helper silhouette<br>low primitive detail |
| `western-cavalry-spear` | weapon | common | `drawSpearIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `yellow-turban-saber` | weapon | common | `drawSaberIcon` | 1 | 12 | 2 | single helper silhouette<br>low primitive detail |
| `oath-robe` | armor | treasure | `drawRobeIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `reinforced-lamellar` | armor | treasure | `drawArmorIcon` | 1 | 12 | 2 | single helper silhouette<br>low primitive detail |
| `cloth-armor` | armor | common | `drawRobeIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `lamellar-armor` | armor | common | `drawArmorIcon` | 1 | 12 | 2 | single helper silhouette<br>low primitive detail |
| `rebel-vest` | armor | common | `drawVestIcon` | 1 | 4 | 2 | single helper silhouette<br>low primitive detail |
| `bravery-token` | accessory | treasure | `drawTokenIcon` | 1 | 4 | 2 | single helper silhouette<br>low primitive detail |
| `mountain-guide-scroll` | accessory | treasure | `drawMapScrollIcon` | 1 | 13 | 2 | single helper silhouette<br>low primitive detail |
| `peach-charm` | accessory | treasure | `drawCharmIcon` | 1 | 4 | 2 | single helper silhouette<br>low primitive detail |
| `war-manual` | accessory | treasure | `drawBookIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `wind-quiver` | accessory | treasure | `drawQuiverIcon` | 1 | 8 | 2 | single helper silhouette<br>low primitive detail |
| `grain-pouch` | accessory | common | `drawPouchIcon` | 1 | 7 | 2 | single helper silhouette<br>low primitive detail |
| `yellow-scarf-charm` | accessory | common | `drawCharmIcon` | 1 | 4 | 2 | single helper silhouette<br>low primitive detail |
| `green-dragon-glaive` | weapon | treasure | `drawGreenDragonGlaiveIcon` | 1 | 23 | 6 | none |
| `serpent-spear` | weapon | treasure | `drawSerpentSpearIcon` | 1 | 29 | 4 | none |
| `sky-piercer-halberd` | weapon | treasure | `drawSkyPiercerHalberdIcon` | 1 | 24 | 7 | none |
| `twin-oath-blades` | weapon | treasure | `drawSwordIcon`<br>`drawSwordIcon` | 2 | 32 | 4 | none |
| `white-feather-fan` | weapon | treasure | `drawFanIcon` | 1 | 19 | 3 | none |
| `iron-spear` | weapon | common | `drawIronSpearIcon` | 1 | 26 | 7 | none |
| `leader-axe` | weapon | common | `drawAxeIcon` | 1 | 7 | 2 | low primitive detail |
| `short-bow` | weapon | common | `drawBowIcon` | 1 | 18 | 3 | none |
| `training-sword` | weapon | common | `drawSwordIcon` | 1 | 16 | 4 | low primitive detail |
| `western-cavalry-spear` | weapon | common | `drawWesternCavalrySpearIcon` | 1 | 27 | 7 | none |
| `yellow-turban-saber` | weapon | common | `drawSaberIcon` | 1 | 12 | 2 | low primitive detail |
| `oath-robe` | armor | treasure | `drawRobeIcon` | 1 | 7 | 3 | shared helper silhouette<br>low primitive detail |
| `reinforced-lamellar` | armor | treasure | `drawArmorIcon` | 1 | 12 | 3 | shared helper silhouette<br>low primitive detail |
| `cloth-armor` | armor | common | `drawRobeIcon` | 1 | 7 | 3 | shared helper silhouette<br>low primitive detail |
| `lamellar-armor` | armor | common | `drawArmorIcon` | 1 | 12 | 3 | shared helper silhouette<br>low primitive detail |
| `rebel-vest` | armor | common | `drawVestIcon` | 1 | 4 | 3 | low primitive detail |
| `bravery-token` | accessory | treasure | `drawTokenIcon` | 1 | 4 | 2 | low primitive detail |
| `mountain-guide-scroll` | accessory | treasure | `drawMapScrollIcon` | 1 | 13 | 5 | low primitive detail |
| `peach-charm` | accessory | treasure | `drawCharmIcon` | 1 | 4 | 2 | shared helper silhouette<br>low primitive detail |
| `war-manual` | accessory | treasure | `drawBookIcon` | 1 | 7 | 3 | low primitive detail |
| `wind-quiver` | accessory | treasure | `drawQuiverIcon` | 1 | 8 | 2 | low primitive detail |
| `grain-pouch` | accessory | common | `drawPouchIcon` | 1 | 7 | 2 | low primitive detail |
| `yellow-scarf-charm` | accessory | common | `drawCharmIcon` | 1 | 4 | 2 | shared helper silhouette<br>low primitive detail |
## Recommended Next Batch Definition
- Scope: replace or enrich the five spear/polearm weapon icons while keeping `item-${itemId}` texture keys stable.
- Success criteria: each item reads as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.
- Scope: improve armor silhouettes while keeping `item-${itemId}` texture keys stable.
- Item ids: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
- Success criteria: Each armor item should keep its slot identity while gaining a distinct outer silhouette and material cue at 20px and 30px.
- Keep the existing 64px texture size unless a UI-wide equipment icon pass is planned.
- Add before/after contact sheets and verify the sortie equipment list and equipment swap panel in a desktop browser.

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@@ -0,0 +1,29 @@
# Spear and Polearm Equipment Icon Pass
Generated after the spear/polearm icon rework in `src/game/scenes/BootScene.ts`.
## Scope
- `green-dragon-glaive`
- `serpent-spear`
- `sky-piercer-halberd`
- `iron-spear`
- `western-cavalry-spear`
## Before and After
| item id | previous helper | current helper | previous primitives | current primitives | audit concerns |
| --- | --- | --- | ---: | ---: | --- |
| `green-dragon-glaive` | `drawPolearmIcon` | `drawGreenDragonGlaiveIcon` | 11 | 23 | none |
| `serpent-spear` | `drawSpearIcon` | `drawSerpentSpearIcon` | 7 | 29 | none |
| `sky-piercer-halberd` | `drawPolearmIcon` | `drawSkyPiercerHalberdIcon` | 11 | 24 | none |
| `iron-spear` | `drawSpearIcon` | `drawIronSpearIcon` | 7 | 26 | none |
| `western-cavalry-spear` | `drawSpearIcon` | `drawWesternCavalrySpearIcon` | 7 | 27 | none |
## Browser QA
![Sortie prep equipment icon QA](./equipment-icon-spear-polearm-sortie-prep.png)
- URL checked: `http://127.0.0.1:4197/heros_web/?debug&debugSortiePrep&renderer=canvas`
- Result: sortie prep opened on a desktop 1280x720 canvas and rendered the generated equipment textures in the roster, slot, and detail surfaces.
- Follow-up target from the updated audit: armor silhouettes.

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After

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@@ -59,7 +59,11 @@ function parseIconDefinitions(source, drawFunctions) {
functionName: drawMatch[1],
colors: [...drawMatch[2].matchAll(/0x[0-9a-fA-F]{6}/g)].map((colorMatch) => colorMatch[0].toLowerCase())
}));
const colors = [...new Set(drawCalls.flatMap((call) => call.colors))].sort();
const colors = [
...new Set(
drawCalls.flatMap((call) => [...call.colors, ...(drawFunctions.get(call.functionName)?.colors ?? [])])
)
].sort();
const primitiveCount = drawCalls.reduce((sum, call) => sum + (drawFunctions.get(call.functionName)?.primitiveCount ?? 0), 0);
const lineNumber = source.slice(0, match.index).split(/\r?\n/).length;
@@ -210,16 +214,13 @@ function parseSceneUsage(source) {
function collectItemRows(itemCatalog, equipmentSlots, iconDefinitions) {
const slotOrder = new Map(equipmentSlots.map((slot, index) => [slot, index]));
return Object.entries(itemCatalog)
const rows = Object.entries(itemCatalog)
.map(([itemId, item]) => {
const icon = iconDefinitions.get(itemId);
const concerns = [];
if (!icon) {
concerns.push('missing generated icon');
} else {
if (icon.drawCalls.length <= 1) {
concerns.push('single helper silhouette');
}
if (icon.primitiveCount < 18) {
concerns.push('low primitive detail');
}
@@ -240,17 +241,24 @@ function collectItemRows(itemCatalog, equipmentSlots, iconDefinitions) {
colorCount: icon?.colors.length ?? 0,
concerns
};
})
.sort((left, right) => {
const slotDiff = (slotOrder.get(left.slot) ?? 99) - (slotOrder.get(right.slot) ?? 99);
if (slotDiff !== 0) {
return slotDiff;
}
if (left.rank !== right.rank) {
return left.rank === 'treasure' ? -1 : 1;
}
return left.itemId.localeCompare(right.itemId);
});
const signatureCounts = countBy(rows.filter((row) => row.icon), (row) => row.signature);
rows.forEach((row) => {
if (row.icon && row.drawCalls <= 1 && (signatureCounts.get(row.signature) ?? 0) > 1) {
row.concerns.unshift('shared helper silhouette');
}
});
return rows.sort((left, right) => {
const slotDiff = (slotOrder.get(left.slot) ?? 99) - (slotOrder.get(right.slot) ?? 99);
if (slotDiff !== 0) {
return slotDiff;
}
if (left.rank !== right.rank) {
return left.rank === 'treasure' ? -1 : 1;
}
return left.itemId.localeCompare(right.itemId);
});
}
function groupBySignature(itemRows) {
@@ -298,29 +306,61 @@ function groupRiskScore(rows) {
}
function buildRecommendations(itemRows, groupedRows) {
const weaponPolearmIds = itemRows
.filter((row) => row.slot === 'weapon' && ['drawSpearIcon', 'drawPolearmIcon'].some((name) => row.drawFunctions.includes(name)))
.map((row) => row.itemId);
const weaponPolearmTargetIds = [
'green-dragon-glaive',
'serpent-spear',
'iron-spear',
'sky-piercer-halberd',
'western-cavalry-spear'
];
const weaponPolearmRows = itemRows.filter((row) => weaponPolearmTargetIds.includes(row.itemId));
const armorIds = itemRows.filter((row) => row.slot === 'armor').map((row) => row.itemId);
const accessoryIds = itemRows.filter((row) => row.slot === 'accessory').map((row) => row.itemId);
const weaponPolearmComplete =
weaponPolearmRows.length === weaponPolearmTargetIds.length &&
weaponPolearmRows.every((row) => row.icon && row.primitiveCount >= 18) &&
new Set(weaponPolearmRows.map((row) => row.signature)).size === weaponPolearmRows.length;
const completedTargets = weaponPolearmComplete
? [
{
title: 'weapon spear/polearm family',
itemIds: weaponPolearmRows.map((row) => row.itemId),
reason: 'The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads.'
}
]
: [];
return {
firstTargetTitle: 'weapon spear/polearm family',
firstTargetIds: weaponPolearmIds,
firstTargetReason:
'These are high-frequency equipment surfaces and several treasure/common weapons share a thin diagonal shaft silhouette; upgrading this group gives the clearest identity gain in sortie prep and equipment swap screens.',
followUps: [
{
title: 'armor silhouettes',
itemIds: armorIds,
reason: 'Armor and robes are readable but depend on simple triangular torsos and small color accents.'
},
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
],
completedTargets,
firstTargetTitle: weaponPolearmComplete ? 'armor silhouettes' : 'weapon spear/polearm family',
firstTargetIds: weaponPolearmComplete ? armorIds : weaponPolearmRows.map((row) => row.itemId),
firstTargetReason: weaponPolearmComplete
? 'Armor and robes are readable but still depend on simple triangular torsos and small color accents; this is now the largest remaining shared-equipment silhouette group.'
: 'These are high-frequency equipment surfaces and several treasure/common weapons share a thin diagonal shaft silhouette; upgrading this group gives the clearest identity gain in sortie prep and equipment swap screens.',
firstTargetSuccessCriteria: weaponPolearmComplete
? 'Each armor item should keep its slot identity while gaining a distinct outer silhouette and material cue at 20px and 30px.'
: 'Each item should read as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.',
followUps: weaponPolearmComplete
? [
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
]
: [
{
title: 'armor silhouettes',
itemIds: armorIds,
reason: 'Armor and robes are readable but depend on simple triangular torsos and small color accents.'
},
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
reason: 'Accessories are the smallest UI read and several use compact badge-like shapes.'
}
],
topRiskGroups: groupedRows.slice(0, 5)
};
}
@@ -356,7 +396,8 @@ function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows,
'- Treasure/common distinction often relies on UI frame color plus a small palette change, not a strong unique silhouette.',
'- Reused helper silhouettes are the strongest quality risk because several different items collapse to the same shape at 14-22px.',
'',
'## First Improvement Target',
...renderCompletedTargets(recommendations.completedTargets),
'## Next Improvement Target',
'',
`- Target: ${recommendations.firstTargetTitle}`,
`- Item ids: ${recommendations.firstTargetIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
@@ -397,14 +438,31 @@ function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows,
'',
'## Recommended Next Batch Definition',
'',
'- Scope: replace or enrich the five spear/polearm weapon icons while keeping `item-${itemId}` texture keys stable.',
'- Success criteria: each item reads as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.',
`- Scope: improve ${recommendations.firstTargetTitle} while keeping \`item-\${itemId}\` texture keys stable.`,
`- Item ids: ${recommendations.firstTargetIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
`- Success criteria: ${recommendations.firstTargetSuccessCriteria}`,
'- Keep the existing 64px texture size unless a UI-wide equipment icon pass is planned.',
'- Add before/after contact sheets and verify the sortie equipment list and equipment swap panel in a desktop browser.',
''
].join('\n')}`;
}
function renderCompletedTargets(completedTargets) {
if (!completedTargets.length) {
return [];
}
return [
'## Completed Improvement Passes',
'',
...completedTargets.flatMap((target) => [
`- ${target.title}: ${target.itemIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
` - ${target.reason}`
]),
''
];
}
function countBy(rows, keySelector) {
return rows.reduce((counts, row) => {
const key = keySelector(row);

View File

@@ -35,11 +35,11 @@ export class BootScene extends Phaser.Scene {
this.drawSwordIcon(graphics, 0xe8edf7, 0x8a5a32, -4);
this.drawSwordIcon(graphics, 0xd8b15f, 0x8a5a32, 4);
});
this.createItemIcon('item-green-dragon-glaive', (graphics) => this.drawPolearmIcon(graphics, 0x5fbf8f, 0xd8b15f));
this.createItemIcon('item-serpent-spear', (graphics) => this.drawSpearIcon(graphics, 0xe0e8ef, 0xb86b55));
this.createItemIcon('item-iron-spear', (graphics) => this.drawSpearIcon(graphics, 0xd8dfe6, 0x6cc5ff));
this.createItemIcon('item-sky-piercer-halberd', (graphics) => this.drawPolearmIcon(graphics, 0xd8dfe6, 0xd95f4f));
this.createItemIcon('item-western-cavalry-spear', (graphics) => this.drawSpearIcon(graphics, 0xe6d3a6, 0xb86b55));
this.createItemIcon('item-green-dragon-glaive', (graphics) => this.drawGreenDragonGlaiveIcon(graphics));
this.createItemIcon('item-serpent-spear', (graphics) => this.drawSerpentSpearIcon(graphics));
this.createItemIcon('item-iron-spear', (graphics) => this.drawIronSpearIcon(graphics));
this.createItemIcon('item-sky-piercer-halberd', (graphics) => this.drawSkyPiercerHalberdIcon(graphics));
this.createItemIcon('item-western-cavalry-spear', (graphics) => this.drawWesternCavalrySpearIcon(graphics));
this.createItemIcon('item-white-feather-fan', (graphics) => this.drawFanIcon(graphics, 0xf3f0df, 0x6e8eb8));
this.createItemIcon('item-yellow-turban-saber', (graphics) => this.drawSaberIcon(graphics, 0xd8b15f, 0x9c6b2f));
this.createItemIcon('item-short-bow', (graphics) => this.drawBowIcon(graphics, 0xc58a4c, 0xe8dfca));
@@ -95,31 +95,163 @@ export class BootScene extends Phaser.Scene {
graphics.fillCircle(8 + offsetX, 23, 2);
}
private drawPolearmIcon(graphics: Phaser.GameObjects.Graphics, bladeColor: number, accentColor: number) {
graphics.lineStyle(3, 0x8d5a3a, 1);
private drawGreenDragonGlaiveIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.lineStyle(4, 0x704728, 1);
graphics.beginPath();
graphics.moveTo(8, 24);
graphics.lineTo(18, 5);
graphics.moveTo(6, 25);
graphics.lineTo(17, 5);
graphics.strokePath();
graphics.fillStyle(bladeColor, 1);
graphics.fillTriangle(17, 4, 25, 8, 18, 15);
graphics.lineStyle(2, accentColor, 1);
graphics.lineStyle(1, 0xc99755, 0.85);
graphics.beginPath();
graphics.moveTo(16, 12);
graphics.lineTo(23, 15);
graphics.moveTo(9, 22);
graphics.lineTo(17, 7);
graphics.strokePath();
graphics.fillStyle(0x236f54, 1);
graphics.fillEllipse(20, 9, 9, 15);
graphics.fillTriangle(15, 4, 24, 5, 18, 15);
graphics.fillTriangle(17, 13, 25, 18, 16, 17);
graphics.fillStyle(0x101820, 0.42);
graphics.fillTriangle(22, 4, 25, 8, 22, 11);
graphics.lineStyle(2, 0xbff0cf, 0.9);
graphics.beginPath();
graphics.moveTo(18, 5);
graphics.lineTo(22, 9);
graphics.lineTo(18, 15);
graphics.strokePath();
graphics.fillStyle(0xd8b15f, 1);
graphics.fillCircle(16, 15, 2);
graphics.fillTriangle(13, 16, 18, 15, 14, 20);
graphics.fillCircle(8, 24, 2);
}
private drawSerpentSpearIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.lineStyle(3, 0x7a4d2e, 1);
graphics.beginPath();
graphics.moveTo(6, 25);
graphics.lineTo(10, 20);
graphics.lineTo(11, 16);
graphics.lineTo(14, 13);
graphics.lineTo(15, 9);
graphics.lineTo(21, 4);
graphics.strokePath();
graphics.fillStyle(0xe0e8ef, 1);
graphics.fillTriangle(20, 3, 25, 5, 20, 9);
graphics.fillTriangle(19, 6, 23, 10, 17, 12);
graphics.fillTriangle(21, 3, 18, 1, 19, 6);
graphics.lineStyle(1, 0xffffff, 0.75);
graphics.beginPath();
graphics.moveTo(21, 4);
graphics.lineTo(22, 8);
graphics.strokePath();
graphics.lineStyle(2, 0xb86b55, 1);
graphics.beginPath();
graphics.moveTo(8, 23);
graphics.lineTo(12, 21);
graphics.lineTo(10, 18);
graphics.lineTo(14, 15);
graphics.lineTo(13, 12);
graphics.lineTo(17, 10);
graphics.strokePath();
graphics.fillStyle(0xb86b55, 1);
graphics.fillTriangle(14, 13, 19, 12, 16, 17);
graphics.fillTriangle(12, 16, 16, 17, 13, 20);
graphics.fillCircle(12, 20, 1);
}
private drawIronSpearIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.lineStyle(4, 0x6c4b32, 1);
graphics.beginPath();
graphics.moveTo(7, 24);
graphics.lineTo(20, 5);
graphics.strokePath();
graphics.lineStyle(1, 0xc49458, 0.85);
graphics.beginPath();
graphics.moveTo(9, 22);
graphics.lineTo(19, 7);
graphics.strokePath();
graphics.fillStyle(0xd8dfe6, 1);
graphics.fillTriangle(20, 3, 25, 5, 21, 9);
graphics.fillTriangle(18, 6, 21, 9, 17, 13);
graphics.lineStyle(1, 0xffffff, 0.75);
graphics.beginPath();
graphics.moveTo(20, 4);
graphics.lineTo(22, 7);
graphics.strokePath();
graphics.fillStyle(0x6cc5ff, 1);
graphics.fillRect(15, 12, 5, 2);
graphics.fillRect(13, 15, 5, 2);
graphics.fillStyle(0x50606a, 1);
graphics.fillCircle(7, 24, 2);
graphics.fillCircle(20, 10, 1);
graphics.lineStyle(1, 0x1d2b34, 0.75);
graphics.beginPath();
graphics.moveTo(16, 13);
graphics.lineTo(20, 10);
graphics.strokePath();
}
private drawSpearIcon(graphics: Phaser.GameObjects.Graphics, bladeColor: number, accentColor: number) {
graphics.lineStyle(3, 0x8d5a3a, 1);
private drawSkyPiercerHalberdIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.lineStyle(4, 0x5c3c28, 1);
graphics.beginPath();
graphics.moveTo(7, 24);
graphics.lineTo(20, 4);
graphics.moveTo(7, 25);
graphics.lineTo(17, 5);
graphics.strokePath();
graphics.lineStyle(1, 0xbb8550, 0.85);
graphics.beginPath();
graphics.moveTo(9, 23);
graphics.lineTo(17, 7);
graphics.strokePath();
graphics.fillStyle(0xd8dfe6, 1);
graphics.fillTriangle(17, 3, 23, 5, 18, 10);
graphics.fillEllipse(21, 10, 12, 10);
graphics.fillTriangle(18, 9, 27, 10, 20, 17);
graphics.fillTriangle(16, 10, 10, 12, 16, 16);
graphics.fillStyle(0x101820, 0.44);
graphics.fillTriangle(22, 6, 26, 10, 21, 13);
graphics.lineStyle(2, 0xffffff, 0.7);
graphics.beginPath();
graphics.moveTo(18, 5);
graphics.lineTo(21, 10);
graphics.lineTo(18, 15);
graphics.strokePath();
graphics.fillStyle(0xd95f4f, 1);
graphics.fillTriangle(14, 13, 19, 13, 15, 20);
graphics.fillTriangle(12, 15, 16, 17, 12, 22);
graphics.fillStyle(0xd8b15f, 1);
graphics.fillCircle(16, 14, 2);
}
private drawWesternCavalrySpearIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.lineStyle(4, 0x72512f, 1);
graphics.beginPath();
graphics.moveTo(4, 24);
graphics.lineTo(22, 4);
graphics.strokePath();
graphics.lineStyle(1, 0xd0a061, 0.9);
graphics.beginPath();
graphics.moveTo(7, 22);
graphics.lineTo(21, 6);
graphics.strokePath();
graphics.fillStyle(0xe6d3a6, 1);
graphics.fillTriangle(21, 3, 27, 4, 23, 9);
graphics.fillTriangle(20, 6, 23, 9, 18, 12);
graphics.lineStyle(1, 0xffffff, 0.6);
graphics.beginPath();
graphics.moveTo(22, 4);
graphics.lineTo(23, 8);
graphics.strokePath();
graphics.fillStyle(0x2f5f8f, 1);
graphics.fillTriangle(13, 10, 20, 11, 15, 17);
graphics.fillStyle(0xd8b15f, 1);
graphics.fillTriangle(14, 12, 19, 13, 15, 16);
graphics.fillCircle(13, 13, 1);
graphics.lineStyle(2, 0xb86b55, 1);
graphics.beginPath();
graphics.moveTo(9, 19);
graphics.lineTo(12, 17);
graphics.moveTo(12, 16);
graphics.lineTo(15, 14);
graphics.strokePath();
graphics.fillStyle(bladeColor, 1);
graphics.fillTriangle(18, 4, 24, 2, 22, 9);
graphics.fillStyle(accentColor, 1);
graphics.fillTriangle(15, 11, 20, 9, 17, 15);
}
private drawSaberIcon(graphics: Phaser.GameObjects.Graphics, bladeColor: number, gripColor: number) {