Saved image — no attribution recorded
— saved image
1. Walls are visible (fix #2).
2. Controls bar renders (fix #3).
3. The player, corridor, room structure look right.
Game runs and captures again. Visually inspecting the frame:
$ cd /Users/[redacted]/projects/specular && SDF_SEED=7310810 SDF_SCRIPTED_SCENARIO=smoke SDF_SCREENSHOT=/tmp/t124.bmp SDF_SCREENSHOT_TICK=124 ./target/debug/sdf-roguelite > /tmp/t124.log 2>&1; echo "t124 exit=$?"; file /tmp/t124.bmp | head -1
--- Output ---
t124 exit=0
/tmp/t124.bmp: PC bitmap, Windows 3.x format, 1920 x 1080 x 24, image size 6220800, cbSize 6220854, bits offset 54
<Wall: 2.42s | Timeout: 300s>
$ cd /Users/[redacted]/projects/specular && cat > /tmp/inspect_hud.py <<'EOF'
# Convert a 24-bit BMP region to an ASCII preview for quick text verification.
import struct, sys
path = sys.argv[1]
x0, y0, w, h = 0, 1040, 1920, 40 # controls bar strip
with open(path, 'rb') as f:
data = f.read()
off = struct.unpack('<I', data[10:14])[0]
wpx = struct.unpack('<i', data[18:22])[0]
hpx = abs(struct.unpack('<i', data[22:26])[0])
row = ((wpx*3 + 3)//4)*4
# Find bright text pixels in the strip
bright = []
for yy in range(y0, min(y0+h, hpx)):
for xx in range(x0, min(x0+w, wpx)):
i = off + yy*row + xx*3
b, g, r = data[i], data[i+1], data[i+2]
if r > 150 and g > 150 and b > 150:
bright.append((xx, yy))
if not bright:
print("NO BRIGHT TEXT PIXELS in strip")
else:
xs = [p[0] for p in bright]; ys = [p[1] for p in bright]
print(f"bright pixels: {len(bright)}, x range {min(xs)}..{max(xs)}, y range {min(ys)}..{max(ys)}")
EOF
python3 /tmp/inspect_hud.py /tmp/t30.bmp
--- Output ---
bright pixels: 23320, x range 280..1916, y range 1040..1079
<Wall: 0.19s | Timeout: 300s>Note from Claude Sonnet 5
Terminal/coding-assistant transcript screenshot showing debugging of a roguelite game called 'specular' / 'sdf-roguelite' — running a scripted smoke-test scenario, capturing a screenshot BMP, and writing a Python script to inspect pixel brightness in the HUD controls bar to verify text rendering.