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[2/3] art: grow the Hidden Garden into a five-chunk prologue walk - #148
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This was referenced Oct 24, 2026
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What and why
The prologue was one 2160 px chunk, about 15 s of walking. docs/03 wants about three minutes of calm garden before the pond. It is now five chunks (10 800 px) in one continuous place, planned in docs/04 – Hidden Garden, the prologue level:
hg-0-0the gatehg-1-0the hillhg-2-0the terraceshg-3-0the boardwalkhg-4-0the pondhg-0-0: the jetty, the wrong reflection, the shoveHow it was made (level generation, docs/09)
scripts/grow_stage.pygrows chunks leftwards from the approved pond. The diagram and the five failed tries are in docs/09 – Growing a region chunk by chunk.depth_layers.py collision), then authored by hand:collision_check.pyreports 0 problems (reach, joins, slopes). Overlays.Comparison (AGENTS.md rule 4)
parallax.png, as the game draws it at camera x = 0, 2700, 5400, 8640. The last row is the pond at rest and matches the approved chunk;
export_stage.py --verifyrebuilds all five chunks exactly at rest.Known and left for your review:
Lane B
Superseding my #116 comment: with region plates in chunk-wide tiles,
x = chunk.x × 2160is the right placement, so no loader change is needed. Rusty Creek's per-chunk 0.2 / 1.1 / 1.15 layers still overlap and leave gaps; I'll quilt them the same way in a follow-up.How to test
Once lane B's loader is merged, play
?region=hidden-gardenand walk right from the gate.Issue
Refs #50 (art, layers and collision; Dexter's walk is story code on top of lane B's stage). Refs #63 (left/right neighbour growth; transition chunks are not done).
Stack
Verification
python -m unittest discover -s scripts -p "test_*.py": 91 OK (new: skyline, walk tracing, ramps, hollows, RDP, region plates)split_layers.py --check,collision_check.pyandexport_stage.py --verify: exact, 0 problemscheck_docs.py