# Sprite assets

Art: Bolt himself — a cream shepherd pup with a slate cap, a lightning blaze
on his forehead and a bolt tag on his collar. The frames are **generated, not
hand-drawn**: `scripts/generate_bolt_sprites.py` draws every one of them with
Pillow and writes this folder.

```bash
python scripts/generate_bolt_sprites.py                  # rewrite this folder
python scripts/generate_bolt_sprites.py --out /tmp/prev  # preview elsewhere first
python scripts/generate_bolt_sprites.py --states idle    # just one state
```

That means tweaking the art is editing code, not 24 PNGs: the palette is a
block of constants at the top of the script, the body/head/ear/tail shapes are
one function each in normalised 0..1 coordinates, and each state's animation is
a list of pose dicts in `frames_for()`. Everything is super-sampled 4x and
downscaled on save, because PIL's draw primitives have no antialiasing.

**Regenerate after editing** — the PNGs here are committed, so a change to the
script alone doesn't move the pet.

Convention the loader (`bolt_pet/ui/sprite.py`) expects:

```
assets/sprites/
  idle/        frame_00..07.png   breathing, tail wag, blink on frame 06
  listening/   frame_00..03.png   ears perked, head tilted in, collar tag lit, sound arcs
  thinking/    frame_00..05.png   eyes up, head cocked, cycling dots
  talking/     frame_00..03.png   mouth open/close with tongue, ears bouncing
  error/       frame_00..01.png   X eyes, ears drooped, red spark
  walk/        frame_00..07.png   side-view walk cycle (see below)
```

- One subfolder per pet state (matches `bolt_pet.state.PetState`), **plus
  `walk/`**, which is not a state — see below.
- Any `*.png` filenames work — they're played back in alphabetical-sort
  order, looping, at `IDLE_ANIMATION_FPS` (see `.env`). At the default 6fps
  the 8-frame idle loop runs about 1.3s.
- Frames are square (320px, 2x the default `PET_SIZE` of 160) so they
  downscale cleanly; the loader scales to fit `PET_SIZE` keeping aspect ratio
  and centres them in the square pet window.
- A state directory with no frames in it falls back to a small
  procedurally-drawn placeholder blob (see `_placeholder_frames` in
  `sprite.py`).

## The walk cycle

`walk/` is the one animation that isn't a `PetState`. Walking is a property of
*movement* — orthogonal to whether he's idle, listening or talking — so it
stays out of the state machine and is keyed by name instead
(`sprite.EXTRA_ANIMATIONS`). `PetWindow` uses it whenever the pet is actually
travelling and falls back to the state animation the moment it stops.

Three things about it are load-bearing if you redraw it:

- **It's a side view, drawn facing right.** The other poses are a
  front-facing sit, which is fine standing still but slides like a chess
  piece when moving. `PetWindow._oriented()` mirrors the frames (cached) when
  he walks left, so only the right-facing version exists on disk.
- **The cycle is advanced by distance travelled, not by the animation
  timer** (`_WALK_PIXELS_PER_FRAME`, one frame per ~13px). That's what keeps
  a planted paw tracking backwards at exactly the speed the window moves
  forwards. Drive it off the clock and the feet skate whenever
  `PET_WANDER_SPEED` doesn't happen to match `IDLE_ANIMATION_FPS`. If you
  change the number of frames or the stride length in
  `paw_position()`, retune that constant to match or he'll moonwalk.
- **The frames carry their own vertical bob**, so the window's own bob is
  switched off while they're in use. Only the no-walk-art fallback still
  bobs in code.

Delete `walk/` and everything still runs — he reverts to sliding with a small
coded bob, which is what the pet did before the cycle existed.

## Swapping in different art

Replace any state's PNGs (same alphabetical-order-loops convention) to
change its look — no code changes needed, and nothing forces you to keep
using the generator. If your source is a single grid spritesheet (rows/cols
of frames in one PNG) rather than one-file-per-frame, use
`scripts/slice_spritesheet.py` to cut it into this folder-of-frames
convention:

```bash
python scripts/slice_spritesheet.py path/to/idle_sheet.png assets/sprites/idle \
    --cols 6 --rows 1
```

If your format is something else entirely (a single animated GIF/APNG, a
Spine/DragonBones skeletal export, an Aseprite `.json` atlas, etc.) — tell me
the format and I'll adapt `sprite.py`'s loader rather than making you convert
by hand.
