Sprite library

Chloe — player

The player walk cycle. Source public/sprites/player/<dir>_walk_<0..3>.png. Generated from chroma-key LoRA outputs via tools/process-chloe-sheets.sh.

NPCs

Every NPC frame from public/sprites/npcs-raw/, grouped by character type (not by source sheet). Each row shows the slot id (npc<N>_<R>) so you can still trace it back. Pick which slot becomes which game NPC using the dropdowns under each row. Choices save as you click (local storage). The active badge marks NPCs whose texture key is referenced by a placement in level1.ts; inactive means the NPC is registered but not placed.

Objects

Texture keys registered in BootScene.OBJECT_SOURCES. The active badge marks keys placed by some glyph in level1.ts; inactive means the key is registered + has a glyph in TILE_TEXTURES but no map references that glyph yet; future means the key exists with no glyph mapping (won't appear in-game until you wire it up). Click a card to remap which LoRA cell backs that key — the badge updates live as the mapping changes.

Source sheets — full LoRA cell grid (advanced)

Each row is one LoRA character/object sheet. Pick which slot maps to each canonical key or add a new custom key. This pane exists so you can see every cell at once for re-mapping; the Mapped Objects view above is the day-to-day surface.