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.
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.
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.
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.