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LD60: draw Spiral Tunnel's edges and rocks over the wall fill - #186
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The same fix as the Catch the Robots maze. On a TUNNEL layer several rows of a tile can land on one LED, and the last one drawn wins, so the brown fill could cover a one-pixel yellow edge, or a rock, painted earlier in the same tile. Toward the middle of the disc, where rows bunch up most, the edges broke up. The walls are now two tilemaps over the same cells, scrolled together: tiles.png holds the plain brown fill, and details.png holds the yellow edges and the rocks on a clear background, drawn over it. Each strip has all 35 frames, so both read the same cells. Together they paint exactly the old tile strip, so the menu icon is unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Spiral Tunnel's walls get the two-layer treatment the Catch the Robots maze got in #183.
Why
On a
TUNNELlayer the renderer walks a tile column one texel row at a time, and several rows can land on the same LED; the last one drawn wins. Spiral Tunnel's brown fill and its one-pixel yellow edges (and the rocks from #183) shared one tile strip. Where rows bunched up, toward the middle of the disc, the fill drawn after an edge or a rock covered it, and the edges broke up.What
The walls are now two tilemaps over the same
cells, scrolled together:tiles.png: the plain brown fill.details.png: the yellow edges and the rocks on a clear background, drawn over the fill.Nothing in
details.pngdraws after an edge or a rock, so they always show.make_art.pychecks out pixel for pixel. So the menu icon is unchanged.Tests
tests/test_ld60_games.pypasses and mpy-cross compiles the game.🤖 Generated with Claude Code