Why
frontend/src/assets/assetManifest.ts catalogs portraits, full-bodies, top-downs, street states, vehicles, and environments — but zero components import it. Every live renderer (TopDownBlock, StreetBlock, CanvasStreetRenderer/V3) draws units from the legacy 4-frame gang_members.png sheet (5.9 MB rendered as 28px tokens) plus emoji and flat colored cells. This is the single biggest reason expensive art exists but the game looks like placeholders. Broken manifest references were already repaired on claude/street-war-graphics-repo-q3519i.
Scope
Acceptance
No emoji, no gang_members.png, and no flat-color role circles visible anywhere in block or combat views.
Relates: #77 (visual stack), #45.
Why
frontend/src/assets/assetManifest.tscatalogs portraits, full-bodies, top-downs, street states, vehicles, and environments — but zero components import it. Every live renderer (TopDownBlock,StreetBlock,CanvasStreetRenderer/V3) draws units from the legacy 4-framegang_members.pngsheet (5.9 MB rendered as 28px tokens) plus emoji and flat colored cells. This is the single biggest reason expensive art exists but the game looks like placeholders. Broken manifest references were already repaired onclaude/street-war-graphics-repo-q3519i.Scope
TopDownBlock: render member tokens fromcharacterAssets[role].topdown(with the repaired manifest), consumeblock.topdownBgUrl, and stop hardcodingmemberName: 'Member'/role: 'dealer'on placementCanvasStreetRendererV3(now on main via Establish paid MVP readiness foundation #76): standing actors fromstreetIdle/streetAim/streetHit/streetDownedinstead of the legacy sheet; vehicle fromvehicleAssets.luxury_sedan_black_001layers instead of procedural rectanglesStreetBlock: actors from manifest full-body/street assets; keepstreetBackdropUrlconsumptionstreetIdleassets for dealer, lookout, driver, shooter (only enforcer exists) and a shooterstreetAimGameSprite's pixelated 4-frame path once no consumer remainsAcceptance
No emoji, no
gang_members.png, and no flat-color role circles visible anywhere in block or combat views.Relates: #77 (visual stack), #45.