# Block Atlas with Item Sprites - COMPLETE ✓

## Overview
Successfully generated **block_atlas.png** with all 245 tiles:
- **Tiles 0-191**: Block textures (192 tiles)
- **Tiles 192-245**: Item sprites (54 tiles)

## File Information
- **Location**: `Textures/Generated/block_atlas.png`
- **Size**: 256×256 pixels (16×16 grid)
- **Tile Size**: 16×16 pixels each
- **Format**: PNG with transparency
- **Total Tiles**: 245 / 256 tiles used

## Item Sprites Added (Tiles 192-245)

### Tools (24 sprites)
| Tier | Pickaxe | Axe | Shovel | Sword |
|------|---------|-----|--------|-------|
| Stone | 192 | 193 | 194 | 195 |
| Iron | 196 | 197 | 198 | 199 |
| Gold | 200 | 201 | 202 | 203 |
| Mithril | 204 | 205 | 206 | 207 |
| Adamantite | 208 | 209 | 210 | 211 |
| Runite | 212 | 213 | 214 | 215 |

### Special Items (9 sprites)
| Tile | Item |
|------|------|
| 216 | Bow |
| 217 | Flute |
| 218 | Enchantment Scroll |
| 219 | Arrow |
| 220 | Health Potion (red) |
| 221 | Mana Potion (blue) |
| 222 | Coin (gold) |
| 223 | Carrot (orange) |
| 224 | Mushroom (red cap) |

### Armor (20 sprites)
| Tier | Helmet | Chestplate | Leggings | Boots |
|------|--------|------------|----------|-------|
| Iron | 225 | 226 | 227 | 228 |
| Gold | 229 | 230 | 231 | 232 |
| Mithril | 233 | 234 | 235 | 236 |
| Adamantite | 237 | 238 | 239 | 240 |
| Runite | 241 | 242 | 243 | 244 |

### Unique Wearables (1 sprite)
| Tile | Item |
|------|------|
| 245 | Gloves (purple magical) |

## Generation Process

1. ✓ Created 54 SVG sprites (ItemSprites/)
2. ✓ Converted SVGs to 16×16 PNGs (ItemSprites/PNG/)
3. ✓ Updated generate_atlas.py with item sprite entries
4. ✓ Generated complete block_atlas.png

## Code Integration

The following C# files are already configured to use these sprites:

### Sprite Mapping
- `Scripts/UI/HotbarUI.cs` - GetItemSpriteIndex()
- `Scripts/UI/InventoryUI.cs` - GetItemSpriteIndex()
- `Scripts/UI/CreativeInventoryUI.cs` - GetItemSpriteIndex()

### Item System
- `Scripts/Items/ItemType.cs` - All item types defined
- `Scripts/Items/ItemDrop.cs` - 3D drop models created
- `Scripts/Items/Item.cs` - Item properties and tiers

### Inventory Display
- Hotbar shows item sprites
- Full inventory shows item sprites
- Creative inventory has separate Items tab
- All systems check BlockType >= 200 for items

## Atlas Usage

The atlas is automatically loaded in Godot at:
```
res://Textures/Generated/block_atlas.png
```

UV coordinates for items:
```csharp
// Example for Stone Pickaxe (tile 192)
int tileIndex = 192;
int tilesPerRow = 16;
int tileSize = 16;

int tileX = (tileIndex % tilesPerRow) * tileSize;  // = 0
int tileY = (tileIndex / tilesPerRow) * tileSize; // = 192

// UV region: (0, 192, 16, 16)
```

## Color Schemes

### Material Tiers
- **Stone**: Gray (#808080)
- **Iron**: Silver (#C0C0C0)
- **Gold**: Gold (#FFD700)
- **Mithril**: Blue-silver (#A0D0F0) with magical glow
- **Adamantite**: Bright green (#00FF00) with energy
- **Runite**: Cyan (#00FFFF) with mystical shimmer

### Special Colors
- **Health**: Red (#FF0000)
- **Mana**: Blue (#0000FF)
- **Gloves**: Purple (#9370DB)

## Files Created

### Source Files
- `ItemSprites/` - 54 SVG source files
- `ItemSprites/PNG/` - 54 PNG files (16×16)
- `item_sprite_guide.txt` - Design specifications
- `ItemSprites/README.md` - Documentation

### Scripts
- `generate_item_sprites.py` - SVG generator
- `convert_svgs_to_pngs.py` - PNG converter
- `composite_to_atlas.py` - Atlas compositor
- `generate_atlas.py` - Updated main generator

### Output
- `block_atlas.png` - Complete atlas (256×256)
- `block_atlas.png.import` - Godot import settings

## Next Steps

The atlas is complete and ready to use! The game will now display:
- ✓ Item sprites in hotbar (bottom of screen)
- ✓ Item sprites in inventory (E key)
- ✓ Item sprites in creative inventory Items tab
- ✓ 3D models when items are dropped
- ✓ Items despawn after 5 seconds with fade

## Status: READY FOR USE ✓

All systems integrated and functional!
