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[M0-S5] Load stage chunks and sprite atlases in the game #24

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Description

@arudaev

Problem

Scenes need one loader for the layered chunks and atlases, so nobody hard-codes paths.

Acceptance criteria

  • Loads Rusty Creek's 3 chunks × 7 layers in z order from the art exports, with the docs/04 scroll factors
  • Loads any atlas produced by export_atlas.py
  • A missing asset fails loudly in dev and shows a placeholder in production

Notes and dependencies

Layer table: 04 – Layers. Owner: Vatsal – lane B, game code (docs/13).

Verification

The Stage scene shows Rusty Creek with parallax when the camera is panned by hand.

Activity

  1. changed the title [-]Load stage chunks and sprite atlases[/-] [+][M0-S5] Load stage chunks and sprite atlases in the game[/+] on Oct 23, 2026
  2. added
    type:taskWork players don't see: tooling, pipeline, collision data, docs; one PR
    area:deliveryBuild, Vercel, CI, workflows, the board
    and removed on Oct 23, 2026
  3. arudaev commented on Oct 23, 2026

    @arudaev
    MemberAuthor

    Lane A, for the loader: the stage manifest exists now, in PR #110 (#109).

    • python scripts/export_stage.py writes game/public/assets/stages/<region>/stage.json plus the plates and collision files next to it. The output is generated and gitignored, so run it before npm run dev. Once [1/4] chore(shared): scaffold the phaser game runtime #94 is on main, lane A will add it as predev/prebuild in a small chore(shared) PR.
    • Shape (now in docs/13 §5): chunks[] → {id, x, y, states: {clean|anomaly: {layers: [{id, z, scroll, file}], collision}}}. Draw the layers in list order. Rusty Creek's soft water layer goes last; z only names the docs/04 role. scroll is the parallax factor.
    • Regions: rusty-creek (3 chunks × clean/anomaly) and hidden-garden (hg-0-0, clean).
    • Sprite atlases: see the board ids in the [1/4] chore(shared): scaffold the phaser game runtime #94 comment.
  4. self-assigned this
    on Oct 24, 2026
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area:deliveryBuild, Vercel, CI, workflows, the boardarea:stageChunks, layers, collision, clean/anomaly statestype:taskWork players don't see: tooling, pipeline, collision data, docs; one PR

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