fix: pass archetype and customization in sprite fallback (BUG-10)
Sprite generation fallback now preserves archetype and customization instead of silently reverting to a random character. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.6
parent
c7a1f6cb0b
commit
d47be39156
@@ -91,7 +91,7 @@ export async function createFightScene(config: FightSceneConfig) {
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: generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary, botA.archetype, botA.customization)
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} catch (err) {
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console.error('[FightScene] Failed to generate sprite for botA:', err)
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sheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary)
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sheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary, botA.archetype, botA.customization)
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}
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try {
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sheetB = botB.archetype === 'human'
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@@ -99,7 +99,7 @@ export async function createFightScene(config: FightSceneConfig) {
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: generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary, botB.archetype, botB.customization)
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} catch (err) {
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console.error('[FightScene] Failed to generate sprite for botB:', err)
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sheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary)
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sheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary, botB.archetype, botB.customization)
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}
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const isHumanA = botA.archetype === 'human'
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