fix(client): address PR review — input bug, bounds checks, fixture tests

- Fix input_mapper double-check bug (redundant InputEventKey + pressed filter)
- Add bounds checking for position arrays in entity_renderer and game_state
- Make test snapshot deterministic (incrementing counter, not wall clock)
- Fix tween overlap in monologue_display (cancel active tween before new one)
- Extract TILE_SIZE constant from magic number 32
- Add 5 D-030 Layer 1 fixture tests for snapshot parsing (7/7 total passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 17:53:24 +01:00
co-authored by Claude Opus 4.6
parent f2d202f1ad
commit 3368231396
7 changed files with 106 additions and 31 deletions
+1 -15
View File
@@ -9,40 +9,26 @@ enum Action {
var input_queue: Array[Dictionary] = []
func _unhandled_input(event: InputEvent) -> void:
# Only process key press events (not releases or repeats)
if not event is InputEventKey:
return
if not event.pressed or event.echo:
return
var action: Action = -1
var action_name: String = ""
# Map input actions to semantic Action enum
# is_action_pressed handles press detection for all input types (key, gamepad, etc.)
if event.is_action_pressed("move_north"):
action = Action.MOVE_NORTH
action_name = "move_north"
elif event.is_action_pressed("move_south"):
action = Action.MOVE_SOUTH
action_name = "move_south"
elif event.is_action_pressed("move_east"):
action = Action.MOVE_EAST
action_name = "move_east"
elif event.is_action_pressed("move_west"):
action = Action.MOVE_WEST
action_name = "move_west"
elif event.is_action_pressed("interact"):
action = Action.INTERACT
action_name = "interact"
elif event.is_action_pressed("perception_mode"):
action = Action.USE_PERCEPTION_MODE
action_name = "perception_mode"
elif event.is_action_pressed("open_menu"):
action = Action.OPEN_MENU
action_name = "open_menu"
elif event.is_action_pressed("pause"):
action = Action.PAUSE
action_name = "pause"
# Queue the action if valid
if action != -1: