Improve armor equipment icon silhouettes

This commit is contained in:
2026-07-10 00:24:56 +09:00
parent 0e1613d1da
commit 2aedbdd71c
5 changed files with 280 additions and 99 deletions

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@@ -0,0 +1,30 @@
# Armor Equipment Icon Pass
Generated after the armor icon rework in `src/game/scenes/BootScene.ts`.
## Scope
- `oath-robe`
- `reinforced-lamellar`
- `cloth-armor`
- `lamellar-armor`
- `rebel-vest`
## Before and After
| item id | previous helper | current helper | previous primitives | current primitives | audit concerns |
| --- | --- | --- | ---: | ---: | --- |
| `oath-robe` | `drawRobeIcon` | `drawOathRobeIcon` | 7 | 25 | none |
| `reinforced-lamellar` | `drawArmorIcon` | `drawReinforcedLamellarIcon` | 12 | 24 | none |
| `cloth-armor` | `drawRobeIcon` | `drawClothArmorIcon` | 7 | 24 | none |
| `lamellar-armor` | `drawArmorIcon` | `drawLamellarArmorIcon` | 12 | 23 | none |
| `rebel-vest` | `drawVestIcon` | `drawRebelVestIcon` | 4 | 24 | none |
## Browser QA
![Sortie prep armor icon QA](./equipment-icon-armor-sortie-prep.png)
- URL checked: `http://127.0.0.1:4198/heros_web/?debug&debugSortiePrep&renderer=canvas`
- Result: sortie prep opened on a desktop 1280x720 canvas and rendered the generated armor textures in roster, slot, and detail surfaces.
- Browser console warnings/errors: none observed.
- Follow-up target from the updated audit: accessory charms and tokens.

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After

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@@ -26,27 +26,24 @@ Generated by `scripts/audit-equipment-icon-quality.mjs`.
- 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.
- armor silhouettes: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
- The previous shared armor and robe silhouettes now use item-specific helper shapes with stronger outer contours and material cues.
## 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
- 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.
- Target: accessory charms and tokens
- Item ids: `bravery-token`, `mountain-guide-scroll`, `peach-charm`, `war-manual`, `wind-quiver`, `grain-pouch`, `yellow-scarf-charm`
- Reason: Accessories are the smallest UI read and several use compact badge-like shapes.
## Highest-Risk Shared Silhouette Groups
| score | signature | slots | ranks | items |
| ---: | --- | --- | --- | --- |
| 8 | `drawArmorIcon` | armor | common, treasure | `reinforced-lamellar`, `lamellar-armor` |
| 8 | `drawCharmIcon` | accessory | common, treasure | `peach-charm`, `yellow-scarf-charm` |
| 8 | `drawRobeIcon` | armor | common, treasure | `oath-robe`, `cloth-armor` |
| 6 | `drawAxeIcon` | weapon | common | `leader-axe` |
| 6 | `drawSaberIcon` | weapon | common | `yellow-turban-saber` |
| 6 | `drawSwordIcon` | weapon | common | `training-sword` |
| 5 | `drawFanIcon` | weapon | treasure | `white-feather-fan` |
## Full Item Inventory
@@ -63,11 +60,11 @@ Generated by `scripts/audit-equipment-icon-quality.mjs`.
| `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 |
| `oath-robe` | armor | treasure | `drawOathRobeIcon` | 1 | 25 | 6 | none |
| `reinforced-lamellar` | armor | treasure | `drawReinforcedLamellarIcon` | 1 | 24 | 5 | none |
| `cloth-armor` | armor | common | `drawClothArmorIcon` | 1 | 24 | 6 | none |
| `lamellar-armor` | armor | common | `drawLamellarArmorIcon` | 1 | 23 | 4 | none |
| `rebel-vest` | armor | common | `drawRebelVestIcon` | 1 | 24 | 7 | none |
| `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 |
@@ -78,8 +75,8 @@ Generated by `scripts/audit-equipment-icon-quality.mjs`.
## Recommended Next Batch Definition
- Scope: improve armor silhouettes while keeping `item-${itemId}` texture keys stable.
- Item ids: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest`
- Success criteria: Each armor item should keep its slot identity while gaining a distinct outer silhouette and material cue at 20px and 30px.
- Scope: improve accessory charms and tokens while keeping `item-${itemId}` texture keys stable.
- Item ids: `bravery-token`, `mountain-guide-scroll`, `peach-charm`, `war-manual`, `wind-quiver`, `grain-pouch`, `yellow-scarf-charm`
- Success criteria: Each accessory should keep a compact footprint while gaining a distinct readable prop shape 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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@@ -313,58 +313,84 @@ function buildRecommendations(itemRows, groupedRows) {
'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 armorTargetIds = ['oath-robe', 'reinforced-lamellar', 'cloth-armor', 'lamellar-armor', 'rebel-vest'];
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.'
}
]
: [];
const targets = [
{
title: 'weapon spear/polearm family',
itemIds: weaponPolearmTargetIds,
completeReason:
'The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads.',
openReason:
'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.',
successCriteria:
'Each item should read as a distinct weapon silhouette at 20px and 30px, with treasure weapons visibly richer than common weapons.'
},
{
title: 'armor silhouettes',
itemIds: armorTargetIds,
completeReason:
'The previous shared armor and robe silhouettes now use item-specific helper shapes with stronger outer contours and material cues.',
openReason:
'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.',
successCriteria:
'Each armor item should keep its slot identity while gaining a distinct outer silhouette and material cue at 20px and 30px.'
},
{
title: 'accessory charms and tokens',
itemIds: accessoryIds,
completeReason:
'Accessory icons now use distinct badge, scroll, charm, pouch, manual, and quiver silhouettes at small camp UI sizes.',
openReason: 'Accessories are the smallest UI read and several use compact badge-like shapes.',
successCriteria:
'Each accessory should keep a compact footprint while gaining a distinct readable prop shape at 20px and 30px.'
}
].map((target) => ({
...target,
rows: itemRows.filter((row) => target.itemIds.includes(row.itemId))
}));
const completedTargets = targets
.filter((target) => improvementTargetComplete(target))
.map((target) => ({
title: target.title,
itemIds: target.rows.map((row) => row.itemId),
reason: target.completeReason
}));
const nextTarget =
targets.find((target) => !improvementTargetComplete(target)) ?? {
title: 'remaining low-detail equipment icons',
rows: itemRows.filter((row) => row.concerns.length > 0),
openReason: 'All named batches are complete; remaining work should be selected from the low-detail inventory rows.',
successCriteria: 'Clear remaining low-detail concerns without changing stable texture keys.'
};
const nextTargetIndex = targets.findIndex((target) => target.title === nextTarget.title);
const followUps = targets
.filter((target, index) => index > nextTargetIndex && !improvementTargetComplete(target))
.map((target) => ({
title: target.title,
itemIds: target.rows.map((row) => row.itemId),
reason: target.openReason
}));
return {
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.'
}
],
firstTargetTitle: nextTarget.title,
firstTargetIds: nextTarget.rows.map((row) => row.itemId),
firstTargetReason: nextTarget.openReason,
firstTargetSuccessCriteria: nextTarget.successCriteria,
followUps,
topRiskGroups: groupedRows.slice(0, 5)
};
}
function improvementTargetComplete(target) {
return (
target.rows.length === target.itemIds.length &&
target.rows.every((row) => row.icon && row.primitiveCount >= 18) &&
new Set(target.rows.map((row) => row.signature)).size === target.rows.length
);
}
function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows, recommendations, sceneUsage }) {
const slotCounts = countBy(itemRows, (row) => row.slot);
const rankCounts = countBy(itemRows, (row) => row.rank);
@@ -403,13 +429,7 @@ function renderReport({ iconSourceSize, iconTextureSize, itemRows, groupedRows,
`- Item ids: ${recommendations.firstTargetIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
`- Reason: ${recommendations.firstTargetReason}`,
'',
'## Follow-Up Targets',
'',
...recommendations.followUps.flatMap((target) => [
`- ${target.title}: ${target.itemIds.map((itemId) => `\`${itemId}\``).join(', ')}`,
` - ${target.reason}`
]),
'',
...renderFollowUpTargets(recommendations.followUps),
'## Highest-Risk Shared Silhouette Groups',
'',
'| score | signature | slots | ranks | items |',
@@ -463,6 +483,22 @@ function renderCompletedTargets(completedTargets) {
];
}
function renderFollowUpTargets(followUps) {
if (!followUps.length) {
return [];
}
return [
'## Follow-Up Targets',
'',
...followUps.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);

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@@ -45,11 +45,11 @@ export class BootScene extends Phaser.Scene {
this.createItemIcon('item-short-bow', (graphics) => this.drawBowIcon(graphics, 0xc58a4c, 0xe8dfca));
this.createItemIcon('item-leader-axe', (graphics) => this.drawAxeIcon(graphics, 0xd8dfe6, 0x8d5a3a));
this.createItemIcon('item-cloth-armor', (graphics) => this.drawRobeIcon(graphics, 0x91a8bc, 0xe8dfca));
this.createItemIcon('item-lamellar-armor', (graphics) => this.drawArmorIcon(graphics, 0x7d8792, 0xd8b15f));
this.createItemIcon('item-oath-robe', (graphics) => this.drawRobeIcon(graphics, 0x4e7aa8, 0xf0c0a8));
this.createItemIcon('item-reinforced-lamellar', (graphics) => this.drawArmorIcon(graphics, 0xb8c4ce, 0x59a6d6));
this.createItemIcon('item-rebel-vest', (graphics) => this.drawVestIcon(graphics, 0xb88b4a, 0xd8b15f));
this.createItemIcon('item-cloth-armor', (graphics) => this.drawClothArmorIcon(graphics));
this.createItemIcon('item-lamellar-armor', (graphics) => this.drawLamellarArmorIcon(graphics));
this.createItemIcon('item-oath-robe', (graphics) => this.drawOathRobeIcon(graphics));
this.createItemIcon('item-reinforced-lamellar', (graphics) => this.drawReinforcedLamellarIcon(graphics));
this.createItemIcon('item-rebel-vest', (graphics) => this.drawRebelVestIcon(graphics));
this.createItemIcon('item-peach-charm', (graphics) => this.drawCharmIcon(graphics, 0xf0a6a4, 0xd8b15f));
this.createItemIcon('item-war-manual', (graphics) => this.drawBookIcon(graphics, 0x5b78a0, 0xe8dfca));
@@ -325,41 +325,159 @@ export class BootScene extends Phaser.Scene {
graphics.fillCircle(16, 25, 3);
}
private drawArmorIcon(graphics: Phaser.GameObjects.Graphics, baseColor: number, accentColor: number) {
graphics.fillStyle(baseColor, 1);
graphics.fillTriangle(14, 4, 24, 11, 20, 24);
graphics.fillTriangle(14, 4, 4, 11, 8, 24);
graphics.fillRect(8, 10, 12, 14);
graphics.lineStyle(2, accentColor, 0.9);
graphics.strokeRect(9, 11, 10, 12);
graphics.lineStyle(1, 0x05070a, 0.6);
private drawClothArmorIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.fillStyle(0x6f889a, 1);
graphics.fillTriangle(14, 4, 25, 10, 21, 23);
graphics.fillTriangle(14, 4, 3, 10, 7, 23);
graphics.fillRoundedRect(8, 8, 12, 16, 2);
graphics.fillStyle(0x91a8bc, 1);
graphics.fillTriangle(10, 8, 18, 8, 14, 15);
graphics.fillRect(9, 14, 10, 9);
graphics.fillStyle(0x34434d, 0.8);
graphics.fillTriangle(14, 7, 18, 23, 10, 23);
graphics.lineStyle(2, 0xe8dfca, 0.95);
graphics.beginPath();
graphics.moveTo(10, 16);
graphics.lineTo(18, 16);
graphics.moveTo(9, 11);
graphics.lineTo(14, 15);
graphics.lineTo(19, 11);
graphics.moveTo(8, 18);
graphics.lineTo(20, 18);
graphics.strokePath();
graphics.lineStyle(1, 0x26313a, 0.85);
graphics.beginPath();
graphics.moveTo(7, 13);
graphics.lineTo(10, 22);
graphics.moveTo(21, 13);
graphics.lineTo(18, 22);
graphics.moveTo(11, 20);
graphics.lineTo(17, 20);
graphics.strokePath();
graphics.fillStyle(0xd8b15f, 1);
graphics.fillCircle(14, 18, 1);
}
private drawRobeIcon(graphics: Phaser.GameObjects.Graphics, baseColor: number, accentColor: number) {
graphics.fillStyle(baseColor, 1);
graphics.fillTriangle(14, 4, 24, 24, 4, 24);
graphics.fillStyle(0x101820, 0.45);
graphics.fillTriangle(14, 8, 18, 24, 10, 24);
graphics.lineStyle(2, accentColor, 1);
private drawLamellarArmorIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.fillStyle(0x4f5964, 1);
graphics.fillTriangle(14, 4, 25, 11, 21, 24);
graphics.fillTriangle(14, 4, 3, 11, 7, 24);
graphics.fillRect(7, 8, 14, 16);
graphics.fillStyle(0x7d8792, 1);
graphics.fillRect(9, 9, 4, 5);
graphics.fillRect(15, 9, 4, 5);
graphics.fillRect(8, 15, 5, 4);
graphics.fillRect(15, 15, 5, 4);
graphics.fillRect(10, 20, 3, 4);
graphics.fillRect(15, 20, 3, 4);
graphics.lineStyle(2, 0xd8b15f, 0.9);
graphics.strokeRect(8, 8, 12, 16);
graphics.lineStyle(1, 0x101820, 0.75);
graphics.beginPath();
graphics.moveTo(14, 6);
graphics.lineTo(14, 23);
graphics.moveTo(14, 8);
graphics.lineTo(14, 24);
graphics.moveTo(8, 15);
graphics.lineTo(20, 15);
graphics.moveTo(9, 20);
graphics.lineTo(19, 20);
graphics.strokePath();
graphics.fillStyle(0xd8b15f, 1);
graphics.fillCircle(14, 6, 1);
graphics.fillCircle(10, 13, 1);
graphics.fillCircle(18, 13, 1);
}
private drawOathRobeIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.fillStyle(0x304f7d, 1);
graphics.fillTriangle(14, 3, 27, 14, 22, 25);
graphics.fillTriangle(14, 3, 1, 14, 6, 25);
graphics.fillRoundedRect(7, 7, 14, 18, 2);
graphics.fillStyle(0x4e7aa8, 1);
graphics.fillTriangle(9, 8, 19, 8, 15, 25);
graphics.fillTriangle(7, 13, 2, 22, 9, 19);
graphics.fillTriangle(21, 13, 26, 22, 19, 19);
graphics.fillStyle(0xf0c0a8, 1);
graphics.fillTriangle(10, 6, 18, 6, 14, 13);
graphics.fillStyle(0x192840, 0.65);
graphics.fillTriangle(14, 10, 18, 25, 11, 25);
graphics.lineStyle(2, 0xd8b15f, 0.95);
graphics.beginPath();
graphics.moveTo(9, 9);
graphics.lineTo(14, 14);
graphics.lineTo(19, 9);
graphics.moveTo(9, 18);
graphics.lineTo(20, 18);
graphics.strokePath();
graphics.lineStyle(1, 0xe8dfca, 0.8);
graphics.beginPath();
graphics.moveTo(14, 14);
graphics.lineTo(14, 24);
graphics.moveTo(5, 21);
graphics.lineTo(10, 18);
graphics.moveTo(23, 21);
graphics.lineTo(18, 18);
graphics.strokePath();
}
private drawVestIcon(graphics: Phaser.GameObjects.Graphics, baseColor: number, accentColor: number) {
graphics.fillStyle(baseColor, 1);
graphics.fillRect(7, 7, 14, 18);
graphics.fillStyle(0x101820, 0.7);
graphics.fillTriangle(11, 7, 17, 7, 14, 14);
graphics.lineStyle(2, accentColor, 0.9);
graphics.strokeRect(8, 8, 12, 16);
private drawReinforcedLamellarIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.fillStyle(0x5f6d78, 1);
graphics.fillTriangle(14, 3, 27, 10, 22, 24);
graphics.fillTriangle(14, 3, 1, 10, 6, 24);
graphics.fillRoundedRect(6, 8, 16, 16, 2);
graphics.fillStyle(0xb8c4ce, 1);
graphics.fillRect(8, 8, 5, 7);
graphics.fillRect(15, 8, 5, 7);
graphics.fillRect(8, 16, 5, 4);
graphics.fillRect(15, 16, 5, 4);
graphics.fillRect(10, 21, 8, 3);
graphics.fillStyle(0x8fa2b2, 1);
graphics.fillTriangle(6, 10, 1, 15, 7, 18);
graphics.fillTriangle(22, 10, 27, 15, 21, 18);
graphics.lineStyle(2, 0x59a6d6, 0.95);
graphics.strokeRoundedRect(7, 8, 14, 16, 2);
graphics.lineStyle(1, 0x101820, 0.8);
graphics.beginPath();
graphics.moveTo(14, 7);
graphics.lineTo(14, 24);
graphics.moveTo(8, 15);
graphics.lineTo(20, 15);
graphics.moveTo(8, 20);
graphics.lineTo(20, 20);
graphics.strokePath();
graphics.fillStyle(0x59a6d6, 1);
graphics.fillCircle(10, 12, 1);
graphics.fillCircle(18, 12, 1);
graphics.fillCircle(14, 18, 1);
}
private drawRebelVestIcon(graphics: Phaser.GameObjects.Graphics) {
graphics.fillStyle(0x8a5a32, 1);
graphics.fillTriangle(8, 6, 20, 6, 22, 25);
graphics.fillTriangle(8, 6, 5, 24, 14, 22);
graphics.fillStyle(0xb88b4a, 1);
graphics.fillRect(7, 8, 6, 15);
graphics.fillRect(15, 8, 6, 16);
graphics.fillStyle(0x5d3b27, 1);
graphics.fillTriangle(12, 8, 16, 8, 14, 16);
graphics.fillTriangle(6, 20, 12, 22, 8, 25);
graphics.fillTriangle(16, 23, 22, 24, 19, 26);
graphics.fillStyle(0xd8b15f, 1);
graphics.fillTriangle(7, 6, 20, 6, 14, 10);
graphics.fillRect(10, 16, 8, 2);
graphics.lineStyle(2, 0x101820, 0.75);
graphics.strokeRect(7, 8, 14, 16);
graphics.lineStyle(1, 0xe8dfca, 0.8);
graphics.beginPath();
graphics.moveTo(9, 11);
graphics.lineTo(12, 15);
graphics.moveTo(18, 11);
graphics.lineTo(15, 15);
graphics.moveTo(9, 20);
graphics.lineTo(13, 18);
graphics.moveTo(16, 20);
graphics.lineTo(20, 18);
graphics.strokePath();
graphics.fillStyle(0x9b4c3a, 1);
graphics.fillCircle(10, 14, 1);
graphics.fillCircle(18, 17, 1);
}
private drawCharmIcon(graphics: Phaser.GameObjects.Graphics, baseColor: number, accentColor: number) {