diff --git a/docs/equipment-icon-armor-pass.md b/docs/equipment-icon-armor-pass.md
new file mode 100644
index 0000000..333efa8
--- /dev/null
+++ b/docs/equipment-icon-armor-pass.md
@@ -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
+
+
+
+- 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.
diff --git a/docs/equipment-icon-armor-sortie-prep.png b/docs/equipment-icon-armor-sortie-prep.png
new file mode 100644
index 0000000..7f8121f
Binary files /dev/null and b/docs/equipment-icon-armor-sortie-prep.png differ
diff --git a/docs/equipment-icon-quality-audit.md b/docs/equipment-icon-quality-audit.md
index aa59373..4519ba8 100644
--- a/docs/equipment-icon-quality-audit.md
+++ b/docs/equipment-icon-quality-audit.md
@@ -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
low primitive detail |
-| `reinforced-lamellar` | armor | treasure | `drawArmorIcon` | 1 | 12 | 3 | shared helper silhouette
low primitive detail |
-| `cloth-armor` | armor | common | `drawRobeIcon` | 1 | 7 | 3 | shared helper silhouette
low primitive detail |
-| `lamellar-armor` | armor | common | `drawArmorIcon` | 1 | 12 | 3 | shared helper silhouette
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
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.
diff --git a/scripts/audit-equipment-icon-quality.mjs b/scripts/audit-equipment-icon-quality.mjs
index 6e274c8..eecb3ac 100644
--- a/scripts/audit-equipment-icon-quality.mjs
+++ b/scripts/audit-equipment-icon-quality.mjs
@@ -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);
diff --git a/src/game/scenes/BootScene.ts b/src/game/scenes/BootScene.ts
index 8dc668b..6998156 100644
--- a/src/game/scenes/BootScene.ts
+++ b/src/game/scenes/BootScene.ts
@@ -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) {