feat(client): Sprint 6 Touch — z-layer pipeline, cursor, fog, interactions, inventory, stance, radial
Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved ranges for VFX, airborne, lower floors documented in constants.gd. Sprint 6 client tickets: - #429: Cursor state machine — 4 states, 150ms transitions (D-056) - #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059) - #432: Entity interaction list — vertical multi-verb, insert-styled (D-057) - #433: World radial menu — 2 spokes, drag-release + click-click (D-058) - #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065) - #439: Stance indicator — color-coded HUD, C/X keybinds (D-053) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,307 @@
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class_name CursorRenderer
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extends Node2D
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## Cursor state machine — 4 geometric states, 150ms linear transitions (D-056).
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## Insert-styled cursor on z-layer 7 (UILayer CanvasLayer).
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## Detects entity hover via world-space proximity to visible entities.
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enum State { DEFAULT, ENTITY_HOVER, OBJECT_HOVER, WEAPON_AIM }
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# --- Public ---
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var current_state: State = State.DEFAULT
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var hovered_entity_id: int = -1
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var weapon_mode_active: bool = false
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signal state_changed(new_state: State)
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signal hovered_entity_changed(entity_id: int)
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# D-056 colors
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const COLOR_DEFAULT := Color("#c8d0e0")
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const COLOR_OBJECT := Color("#8b8ba0")
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const COLOR_OBJECT_FLAGGED := Color("#e8c547")
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const COLOR_WEAPON := Color("#f0e8d8")
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const TRANSITION_SEC := 0.15 # 150ms linear (D-056)
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const HOVER_RADIUS_PX := 16.0 # World pixels — ~half a tile
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# Bracket geometry (screen pixels — sized for 24px entity at 2x zoom)
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const BRACKET_HALF := 26.0
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const BRACKET_ARM := 8.0
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# --- Transition state ---
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var _target: State = State.DEFAULT
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var _t: float = 1.0
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var _from: Dictionary = {}
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var _time: float = 0.0
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var _mouse_inside: bool = true
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var _shift_held: bool = false
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# Hover tracking
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var _hover_color: Color = COLOR_DEFAULT
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var _hover_offset: Vector2 = Vector2.ZERO
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# Interpolated draw params
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var _gap: float = 4.0
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var _len: float = 6.0
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var _rot: float = 0.0
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var _thick: float = 1.0
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var _color: Color = COLOR_DEFAULT
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var _bloom: float = 0.4
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var _bracket_a: float = 0.0
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var _alpha: float = 0.45
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func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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_from = _snapshot()
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_MOUSE_EXIT:
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_mouse_inside = false
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visible = false
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elif what == NOTIFICATION_WM_MOUSE_ENTER:
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_mouse_inside = true
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visible = true
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func _process(delta: float) -> void:
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if not _mouse_inside:
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return
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_time += delta
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position = get_viewport().get_mouse_position()
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_detect_hover()
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if _t < 1.0:
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_t = minf(_t + delta / TRANSITION_SEC, 1.0)
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_interpolate()
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if _t >= 1.0:
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current_state = _target
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queue_redraw()
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# --- Hover detection (automatic, from GameState.visible_entities) ---
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func _detect_hover() -> void:
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var prev_id := hovered_entity_id
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if weapon_mode_active:
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var found := _find_nearest_entity()
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hovered_entity_id = found.id
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_hover_color = found.color
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_hover_offset = found.offset
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_set_target(State.WEAPON_AIM)
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if hovered_entity_id != prev_id:
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hovered_entity_changed.emit(hovered_entity_id)
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return
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var found := _find_nearest_entity()
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hovered_entity_id = found.id
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_hover_color = found.color
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_hover_offset = found.offset
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var new_state := State.DEFAULT
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if found.id >= 0:
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new_state = State.ENTITY_HOVER if found.kind == "Npc" else State.OBJECT_HOVER
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_set_target(new_state)
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if hovered_entity_id != prev_id:
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hovered_entity_changed.emit(hovered_entity_id)
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func _find_nearest_entity() -> Dictionary:
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var xform := get_viewport().get_canvas_transform()
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var mouse_screen := get_viewport().get_mouse_position()
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var mouse_world: Vector2 = xform.affine_inverse() * mouse_screen
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var best_dist := INF
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var result := { id = -1, kind = "", color = COLOR_DEFAULT, offset = Vector2.ZERO }
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for entity in GameState.visible_entities:
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if not entity.has("entity_id") or not entity.has("x") or not entity.has("y"):
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continue
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if entity.entity_id == GameState.player_entity_id:
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continue
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var center := Vector2(
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floorf(entity.x) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5,
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floorf(entity.y) * Constants.TILE_SIZE + Constants.TILE_SIZE * 0.5
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)
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var dist := mouse_world.distance_to(center)
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if dist < HOVER_RADIUS_PX and dist < best_dist:
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best_dist = dist
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result.id = entity.entity_id
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result.kind = entity.get("kind", {}).get("variant", "")
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result.color = EntityRenderer._color_for_kind(entity)
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result.offset = (xform * center) - mouse_screen
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return result
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# --- State transitions ---
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func _set_target(new_state: State) -> void:
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if new_state == _target:
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return
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_target = new_state
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_from = _snapshot()
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# D-056: weapon aim is "hard transition" — skip interpolation
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if new_state == State.WEAPON_AIM:
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_t = 1.0
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_apply_params(_params_for(State.WEAPON_AIM))
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current_state = State.WEAPON_AIM
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else:
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_t = 0.0
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state_changed.emit(new_state)
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func _snapshot() -> Dictionary:
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return { gap = _gap, len = _len, rot = _rot, thick = _thick,
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color = _color, bloom = _bloom, bracket_a = _bracket_a, alpha = _alpha }
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func _params_for(state: State) -> Dictionary:
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match state:
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State.ENTITY_HOVER:
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return { gap = 10.0, len = 6.0, rot = 0.0, thick = 1.0,
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color = _hover_color, bloom = 0.5, bracket_a = 1.0, alpha = 1.0 }
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State.OBJECT_HOVER:
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return { gap = 4.0, len = 6.0, rot = PI / 4.0, thick = 1.0,
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color = _hover_color, bloom = 0.3, bracket_a = 0.0, alpha = 0.8 }
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State.WEAPON_AIM:
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return { gap = 12.0, len = 9.0, rot = 0.0, thick = 2.0,
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color = COLOR_WEAPON, bloom = 0.0, bracket_a = 0.0, alpha = 1.0 }
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_:
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return { gap = 4.0, len = 6.0, rot = 0.0, thick = 1.0,
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color = COLOR_DEFAULT, bloom = 0.4, bracket_a = 0.0, alpha = 0.45 }
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func _apply_params(p: Dictionary) -> void:
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_gap = p.gap; _len = p.len; _rot = p.rot; _thick = p.thick
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_color = p.color; _bloom = p.bloom; _bracket_a = p.bracket_a; _alpha = p.alpha
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func _interpolate() -> void:
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var p := _params_for(_target)
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_gap = lerpf(_from.gap, p.gap, _t)
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_len = lerpf(_from.len, p.len, _t)
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_rot = lerp_angle(_from.rot, p.rot, _t)
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_thick = lerpf(_from.thick, p.thick, _t)
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_color = _from.color.lerp(p.color, _t)
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_bloom = lerpf(_from.bloom, p.bloom, _t)
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_bracket_a = lerpf(_from.bracket_a, p.bracket_a, _t)
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_alpha = lerpf(_from.alpha, p.alpha, _t)
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# --- Drawing ---
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func _draw() -> void:
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# Bloom pass — wider, semi-transparent glow
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if _bloom > 0.01:
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var bloom_mod := 1.0
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# D-056: ~10% bloom pulse during entity hover
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if current_state == State.ENTITY_HOVER:
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bloom_mod += sin(_time * 4.0) * 0.1
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var bloom_a := _alpha * _bloom * 0.6 * bloom_mod
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_draw_ticks(Color(_color, bloom_a), _thick + 3.0)
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if _bracket_a > 0.01:
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_draw_brackets(_hover_offset, Color(_color, _bracket_a * _bloom * 0.4))
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# Crisp pass
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_draw_ticks(Color(_color, _alpha), _thick)
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if _bracket_a > 0.01:
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_draw_brackets(_hover_offset, Color(_color, _bracket_a * _alpha))
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func _draw_ticks(color: Color, thickness: float) -> void:
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var dirs := [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
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for dir in dirs:
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var d := dir.rotated(_rot)
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draw_line(d * _gap, d * (_gap + _len), color, thickness, true)
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func _draw_brackets(offset: Vector2, color: Color) -> void:
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for sx in [-1.0, 1.0]:
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for sy in [-1.0, 1.0]:
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var corner := offset + Vector2(sx * BRACKET_HALF, sy * BRACKET_HALF)
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draw_line(corner, corner + Vector2(-sx * BRACKET_ARM, 0), color, 1.0, true)
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draw_line(corner, corner + Vector2(0, -sy * BRACKET_ARM), color, 1.0, true)
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# --- Test-friendly API (expected by test_cursor_states.gd) ---
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func get_state() -> String:
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match current_state:
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State.DEFAULT: return "Default"
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State.ENTITY_HOVER: return "EntityHover"
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State.OBJECT_HOVER: return "ObjectHover"
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State.WEAPON_AIM: return "WeaponAim"
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_: return "Default"
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func set_hover_target(data: Dictionary) -> void:
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var kind: String = data.get("kind", "")
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# D-056: cursor changes require LOS
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if not data.get("in_los", true):
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return
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hovered_entity_id = data.get("entity_id", -1)
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if kind == "Npc":
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var rel: String = data.get("relationship", "Unknown")
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match rel:
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"Friendly": _hover_color = Constants.ENTITY_COLOR_FRIENDLY
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"PersonOfInterest": _hover_color = Constants.ENTITY_COLOR_POI
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"Hostile": _hover_color = Constants.ENTITY_COLOR_HOSTILE
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_: _hover_color = Constants.ENTITY_COLOR_UNKNOWN
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_target = State.ENTITY_HOVER
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_t = 1.0
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_apply_params(_params_for(State.ENTITY_HOVER))
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current_state = State.ENTITY_HOVER
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elif kind == "Object" or kind == "Terrain":
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_hover_color = COLOR_OBJECT_FLAGGED if data.get("flagged", false) else COLOR_OBJECT
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_target = State.OBJECT_HOVER
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_t = 1.0
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_apply_params(_params_for(State.OBJECT_HOVER))
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current_state = State.OBJECT_HOVER
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func clear_hover_target() -> void:
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hovered_entity_id = -1
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_hover_color = COLOR_DEFAULT
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_target = State.DEFAULT
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_t = 1.0
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_apply_params(_params_for(State.DEFAULT))
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current_state = State.DEFAULT
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func set_weapon_mode(active: bool) -> void:
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weapon_mode_active = active
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if active:
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_target = State.WEAPON_AIM
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_t = 1.0
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_apply_params(_params_for(State.WEAPON_AIM))
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current_state = State.WEAPON_AIM
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else:
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_target = State.DEFAULT
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_t = 1.0
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_apply_params(_params_for(State.DEFAULT))
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current_state = State.DEFAULT
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func set_shift_held(held: bool) -> void:
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_shift_held = held
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func get_transition_duration() -> float:
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return TRANSITION_SEC
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func get_cursor_color() -> Color:
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return _color
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func get_z_layer() -> int:
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return Constants.CANVAS_UI # D-049/D-056
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func should_show_interactions() -> bool:
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return not weapon_mode_active or _shift_held
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func get_interaction_range() -> int:
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return 2 # D-056: ~2 sim tiles
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@@ -1,88 +0,0 @@
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class_name FogRenderer
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extends TileMapLayer
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# Fog renderer — draws fog overlay on non-visible tiles (D-011)
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# Three visibility states per tile:
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# visible = no fog tile (clear)
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# fog-edge = semi-transparent dark overlay (adjacent to visible)
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# hidden = opaque black overlay
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#
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# Atlas layout:
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# (0,0) = full fog (opaque black)
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# (1,0) = fog edge (semi-transparent)
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#
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# Note: fog-edge uses 8-directional neighbors for visual smoothness.
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# Actual visibility boundaries come from the server's shadowcasting (D-011).
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# Fog-returns-over-time (D-011 decay) is tracked in #113, not here.
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const TILE_SIZE: int = Constants.TILE_SIZE
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var _initialized: bool = false
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var _all_tile_positions: Dictionary = {} # Vector2i -> true, all known map tiles
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func _ready() -> void:
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_setup_tileset()
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_initialized = true
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print("FogRenderer: Initialized")
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func _setup_tileset() -> void:
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE, TILE_SIZE)
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var source := TileSetAtlasSource.new()
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var img := Image.create(TILE_SIZE * 2, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Full fog (0,0) — opaque black
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img.fill_rect(Rect2i(0, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 1.0))
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# Fog edge (1,0) — semi-transparent dark
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img.fill_rect(Rect2i(TILE_SIZE, 0, TILE_SIZE, TILE_SIZE), Color(0.02, 0.02, 0.05, 0.6))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
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source.create_tile(Vector2i(0, 0))
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source.create_tile(Vector2i(1, 0))
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ts.add_source(source)
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tile_set = ts
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# Register all known tile positions (called when tile data arrives)
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func register_tile_positions(tiles: Array) -> void:
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_all_tile_positions.clear()
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for tile_data in tiles:
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if tile_data.has("x") and tile_data.has("y"):
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_all_tile_positions[Vector2i(tile_data.x, tile_data.y)] = true
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# Update fog based on visible positions.
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# player_pos reserved for future fog-decay tracking (#113).
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func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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if not _initialized:
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return
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clear()
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if _all_tile_positions.is_empty() or visible_positions.is_empty():
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return
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# Build set of fog-edge positions (8-directional neighbors of visible tiles)
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var fog_edge: Dictionary = {}
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var neighbors := [
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Vector2i(-1, 0), Vector2i(1, 0), Vector2i(0, -1), Vector2i(0, 1),
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Vector2i(-1, -1), Vector2i(1, -1), Vector2i(-1, 1), Vector2i(1, 1),
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]
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for pos in visible_positions:
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for offset in neighbors:
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var neighbor_pos: Vector2i = pos + offset
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if not visible_positions.has(neighbor_pos) and _all_tile_positions.has(neighbor_pos):
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fog_edge[neighbor_pos] = true
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# Place fog tiles on all known positions that aren't visible
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for pos in _all_tile_positions:
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if visible_positions.has(pos):
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continue # Visible — no fog
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elif fog_edge.has(pos):
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set_cell(pos, 0, Vector2i(1, 0)) # Fog edge — semi-transparent
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else:
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set_cell(pos, 0, Vector2i(0, 0)) # Full fog — opaque
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@@ -0,0 +1,60 @@
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extends Node2D
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## Fog overlay controller — manages ColorRect + shader uniforms for D-059 fog.
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## Reads textures from FogState autoload, positions rect to cover viewport.
|
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## Architecture: docs/architecture/fog-shader-spec.md
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||||
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var _fog_rect: ColorRect
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||||
var _shader_mat: ShaderMaterial
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||||
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const TILE_SIZE := float(Constants.TILE_SIZE)
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||||
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func _ready() -> void:
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# Create the fog overlay ColorRect
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_fog_rect = ColorRect.new()
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_fog_rect.name = "FogRect"
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add_child(_fog_rect)
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||||
# Load shader and create material
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var shader := load("res://shaders/fog.gdshader") as Shader
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||||
_shader_mat = ShaderMaterial.new()
|
||||
_shader_mat.shader = shader
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||||
_fog_rect.material = _shader_mat
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# Create seamless noise texture for fog animation
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var noise := FastNoiseLite.new()
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noise.noise_type = FastNoiseLite.TYPE_PERLIN
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||||
noise.frequency = 0.03
|
||||
var noise_tex := NoiseTexture2D.new()
|
||||
noise_tex.noise = noise
|
||||
noise_tex.width = 256
|
||||
noise_tex.height = 256
|
||||
noise_tex.seamless = true
|
||||
_shader_mat.set_shader_parameter("noise_tex", noise_tex)
|
||||
_shader_mat.set_shader_parameter("tile_size", TILE_SIZE)
|
||||
|
||||
print("FogShader: Initialized (D-059 5-layer)")
|
||||
|
||||
|
||||
func update_fog() -> void:
|
||||
# 1. Update FogState textures from GameState
|
||||
FogState.update_from_state()
|
||||
|
||||
# 2. Position ColorRect to cover the current viewport
|
||||
var vp_size := get_viewport().get_visible_rect().size
|
||||
var zoom := Vector2(2.0, 2.0) # Must match Camera2D zoom
|
||||
var camera_pos := GameState.player_position * TILE_SIZE
|
||||
var half_view := vp_size / (2.0 * zoom)
|
||||
_fog_rect.position = camera_pos - half_view
|
||||
_fog_rect.size = vp_size / zoom
|
||||
|
||||
# 3. Update shader uniforms
|
||||
_shader_mat.set_shader_parameter("visibility_tex", FogState.visibility_texture)
|
||||
_shader_mat.set_shader_parameter("exploration_tex", FogState.exploration_texture)
|
||||
_shader_mat.set_shader_parameter("zone_tint_tex", FogState.zone_tint_texture)
|
||||
_shader_mat.set_shader_parameter("rect_pos", _fog_rect.position)
|
||||
_shader_mat.set_shader_parameter("rect_sz", _fog_rect.size)
|
||||
_shader_mat.set_shader_parameter("map_offset", Vector2(FogState.map_bounds.position))
|
||||
_shader_mat.set_shader_parameter("map_size", Vector2(FogState.map_bounds.size))
|
||||
_shader_mat.set_shader_parameter("time", Time.get_ticks_msec() / 1000.0)
|
||||
@@ -2,16 +2,25 @@ extends Node2D
|
||||
|
||||
# World renderer — manages all visual representation from GameState
|
||||
# Attached to the World node in main.tscn
|
||||
# Render order (scene tree): TileMapLayer -> FogOverlay -> Entities
|
||||
#
|
||||
# D-049 Z-level rendering pipeline (z-layer-gap-analysis.md):
|
||||
# FogGroup (CanvasGroup) composites world content:
|
||||
# FloorTiles (TileMapLayer) — z:0 ground plane
|
||||
# FloorObjects (Node2D) — z:10 cosmetic detail (placeholder)
|
||||
# YSortGroup (Node2D, y_sort) — z:100 furniture + entities (all z:0 relative)
|
||||
# Furniture (Node2D, y_sort) — z:0 placed objects (placeholder)
|
||||
# Entities (Node2D, y_sort) — z:0 entity sprites (D-033 colors)
|
||||
# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
|
||||
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
|
||||
|
||||
@onready var tile_renderer = $TileMapLayer
|
||||
@onready var tile_renderer = $FogGroup/FloorTiles
|
||||
@onready var fog_renderer = $FogOverlay
|
||||
@onready var entity_renderer = $Entities
|
||||
@onready var entity_renderer = $FogGroup/YSortGroup/Entities
|
||||
|
||||
var _last_tick: int = -1
|
||||
|
||||
func _ready() -> void:
|
||||
print("WorldRenderer: Initialized")
|
||||
print("WorldRenderer: Initialized (D-049 z-stack)")
|
||||
|
||||
# Called each frame to update visuals from game state.
|
||||
# Uses tick-based invalidation — re-renders all layers when a new snapshot arrives.
|
||||
@@ -25,12 +34,10 @@ func update_from_state() -> void:
|
||||
if tile_renderer and tile_renderer.has_method("update_tiles"):
|
||||
if GameState.visible_tiles.size() > 0:
|
||||
tile_renderer.update_tiles(GameState.visible_tiles)
|
||||
if fog_renderer and fog_renderer.has_method("register_tile_positions"):
|
||||
fog_renderer.register_tile_positions(GameState.visible_tiles)
|
||||
|
||||
# Update fog overlay from visibility data
|
||||
# Update fog overlay — shader-based, reads from FogState autoload
|
||||
if fog_renderer and fog_renderer.has_method("update_fog"):
|
||||
fog_renderer.update_fog(GameState.visible_positions, GameState.player_position)
|
||||
fog_renderer.update_fog()
|
||||
|
||||
# Update entity sprites
|
||||
if entity_renderer and entity_renderer.has_method("update_entities"):
|
||||
|
||||
Reference in New Issue
Block a user