# ImageGen Asset Sheet All assets below are original project art generated with image-gen for this game. The `_source` files keep the original chroma-key output, and the files without `_source` are transparent PNGs ready for Cocos import. Runtime gameplay now uses the cropped single-frame PNGs in `assets/resources/sprites/imagegen/frames/`. These are generated from the source sheets with `scripts/slice-imagegen-assets.py` so Cocos sprites display at the correct visual size without oversized transparent padding. The level presentation, HUD, foreground detail, and failure overlay were upgraded with a second image-gen pass. Runtime assets live in `assets/resources/sprites/imagegen/ui_scene/`, with sliced props under `ui_scene/props/` and sliced HUD pieces under `ui_scene/ui/`. A newer playable-ground pass lives in `assets/resources/sprites/imagegen/level_redesign/`. It includes a brighter first-level background with a continuous walkable ground path and a clearer `HP 6/6` health plaque. For runtime reliability while the Cocos MCP asset refresh service is unavailable, these two images are also embedded through `assets/scripts/generatedLevelArt.ts`. ## Files - `assets/resources/sprites/imagegen/hero_spritesheet.png` - Layout: 8 frames in one horizontal row. - Frames: idle, walk 1, walk 2, walk 3, walk 4, jump rise, jump fall, landing. - Source: `hero_spritesheet_source.png` - `assets/resources/sprites/imagegen/enemies_spritesheet.png` - Layout: 12 frames in one horizontal row. - Frames 1-4: spore crawler idle, walk 1, walk 2, hit. - Frames 5-8: crystal wing flyer idle, flap 1, flap 2, hit. - Frames 9-12: corrupted turret idle, aim, fire, damaged. - Source: `enemies_spritesheet_source.png` - `assets/resources/sprites/imagegen/boss_star_hive_spritesheet.png` - Layout: 6 frames in one horizontal row. - Frames: idle closed, idle pulse, attack charge, tentacle sweep, damaged, core exposed enraged. - Source: `boss_star_hive_spritesheet_source.png` - `assets/resources/sprites/imagegen/projectiles_spritesheet.png` - Layout: 20 icons/frames in a 2-row grid. - Frames: rifle bullets, flame bursts, rail beam, acid orbs, impact sparks, muzzle flashes. - Source: `projectiles_spritesheet_source.png` ## Import Notes - Hero sheet size: `2172x724`; recommended frame width: `271.5` px if slicing evenly, or manual slicing for cleaner bounds. - Enemy sheet size: `2172x724`; recommended frame width: `181` px. - Boss sheet size: `2172x724`; recommended frame width: `362` px. - Projectile sheet size: `1774x887`; use manual slicing because projectile icons have varied sizes and spacing. For best runtime quality in Cocos Creator, import these as sprite frames with transparent alpha, enable trimming where appropriate, and build animation clips from the named frame order above. ## Scene And UI Pass - `assets/resources/sprites/imagegen/ui_scene/level1_background.png` - Full-screen first-level alien jungle battlefield background. - `assets/resources/sprites/imagegen/ui_scene/mission_failed_overlay.png` - Full-screen game failure overlay with retry treatment. - `assets/resources/sprites/imagegen/ui_scene/foreground_props.png` - Transparent source sheet for modular foreground props. - Sliced with `scripts/slice-ui-scene-assets.py` into `ui_scene/props/`. - `assets/resources/sprites/imagegen/ui_scene/hud_ui.png` - Transparent source sheet for HP, weapon, score, boss, retry, warning, and panel UI elements. - Sliced with `scripts/slice-ui-scene-assets.py` into `ui_scene/ui/`.