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>
This commit is contained in:
Dorian
2026-03-09 08:39:32 +00:00
co-authored by Claude Opus 4.6
parent c7a1f6cb0b
commit d47be39156
+2 -2
View File
@@ -91,7 +91,7 @@ export async function createFightScene(config: FightSceneConfig) {
: generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary, botA.archetype, botA.customization)
} catch (err) {
console.error('[FightScene] Failed to generate sprite for botA:', err)
sheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary)
sheetA = generateSpriteSheet(botA.seed, botA.tier, colorsA.primary, colorsA.secondary, botA.archetype, botA.customization)
}
try {
sheetB = botB.archetype === 'human'
@@ -99,7 +99,7 @@ export async function createFightScene(config: FightSceneConfig) {
: generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary, botB.archetype, botB.customization)
} catch (err) {
console.error('[FightScene] Failed to generate sprite for botB:', err)
sheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary)
sheetB = generateSpriteSheet(botB.seed, botB.tier, colorsB.primary, colorsB.secondary, botB.archetype, botB.customization)
}
const isHumanA = botA.archetype === 'human'