Silo: pixel-art version for the pixel look

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-23 23:16:27 -04:00
co-authored by Claude Opus 5.5
parent edcdf2f900
commit 995ecaa6fb
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@@ -4,6 +4,22 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-23: pixel-art silo for the pixel look (Claude Code, with Codex)
Note: "the silo art looks the same for both pixelated graphiocs and smooth."
- `src/render/machines.js`: `drawSilo` is the smooth (illustrated) version as before; in the
pixel look `drawSiloPixel` draws it grain by grain: a drum shaded by column with rib rows and
ladder rungs, a cone to the slide gate, legs, the roof hatch with its lid, and the sight glass
filling in the contents colour. Codex's first version read poorly (dark side columns made
the drum look narrow); Claude redrew the grain layout.
- `tools/scenes/silo.js` (run after `clear-sky.js`): three silos, empty, half sand, nearly full
copper ore with the gate open. Shots `shots/silo-*.png` at zoom 6 and 12; smooth shots match
the before shots pixel for pixel. `docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
- Tests: all 11 headless suites and `play.py` (129) pass. `t_smooth.py`'s half-resolution check
failed twice on the slow fallback at load ~5 (known flaky; it passed in the previous task).
- Open: nothing.
## 2026-10-23: world sounds are local (Claude Code, with Codex)
Note: "there is a sound effect that seems to happen randomly but constantly… maybe the sound