feat(client): initialize Godot 4 project boilerplate (epic #277)

Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-11 16:52:27 +01:00
co-authored by Claude Opus 4.6
parent 61e0762a84
commit 603c24e177
34 changed files with 656 additions and 0 deletions
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{
"test_root_folder": "res://tests",
"report_format": "JSON",
"auto_save": true
}
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; but you can still edit the file manually.
; This file is specific to Godot 4.x format.
config_version=5
[application]
config/name="The Settled Reach"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.6", "GL Compatibility")
config/icon="res://icon.svg"
[autoload]
SimBridge="*res://scripts/autoloads/sim_bridge.gd"
GameState="*res://scripts/autoloads/game_state.gd"
InputMapper="*res://scripts/autoloads/input_mapper.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/resizable=true
window/stretch/mode="canvas_items"
[input]
move_north={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_south={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_east={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
move_west={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
interact={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
perception_mode={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
open_menu={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
pause={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
]
}
[editor_plugins]
enabled=PackedStringArray("res://addons/gdUnit4/plugin.cfg")
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
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[gd_scene load_steps=8 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
[ext_resource type="Script" path="res://scripts/rendering/entity_renderer.gd" id="3_entity"]
[ext_resource type="Script" path="res://scripts/rendering/fog_renderer.gd" id="4_fog"]
[ext_resource type="PackedScene" path="res://ui/hud.tscn" id="5_hud"]
[ext_resource type="PackedScene" path="res://ui/minimap.tscn" id="6_minimap"]
[ext_resource type="PackedScene" path="res://ui/monologue_display.tscn" id="7_monologue"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
[node name="World" type="Node2D" parent="."]
script = ExtResource("2_world")
[node name="TileMapLayer" type="TileMapLayer" parent="World"]
[node name="Entities" type="Node2D" parent="World"]
script = ExtResource("3_entity")
[node name="FogOverlay" type="Node2D" parent="World"]
script = ExtResource("4_fog")
[node name="Camera2D" type="Camera2D" parent="."]
[node name="UILayer" type="CanvasLayer" parent="."]
[node name="HUD" parent="UILayer" instance=ExtResource("5_hud")]
[node name="Minimap" parent="UILayer" instance=ExtResource("6_minimap")]
[node name="MonologueDisplay" parent="UILayer" instance=ExtResource("7_monologue")]
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extends Node
# Updated each frame from ObserverSnapshot data
var current_snapshot: Dictionary = {}
var player_position: Vector2 = Vector2.ZERO
var visible_entities: Array = []
var fog_state: Dictionary = {}
var hud_data: Dictionary = {}
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
# Parse player data
if snapshot.has("player") and snapshot.player.has("position"):
var pos = snapshot.player.position
player_position = Vector2(pos[0], pos[1])
# Parse entities
if snapshot.has("entities"):
visible_entities = snapshot.entities
# Parse fog state
if snapshot.has("fog"):
fog_state = snapshot.fog
# Parse HUD data
if snapshot.has("hud"):
hud_data = snapshot.hud
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uid://dojylr6xlag0s
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extends Node
# Semantic actions — NO raw key codes cross the bridge
enum Action {
MOVE_NORTH, MOVE_SOUTH, MOVE_EAST, MOVE_WEST,
INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE
}
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
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:
input_queue.append({
"action": action,
"timestamp_msec": Time.get_ticks_msec()
})
get_viewport().set_input_as_handled()
func flush_queue() -> Array[Dictionary]:
var queue = input_queue.duplicate()
input_queue.clear()
return queue
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uid://censpds5c1g8r
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extends Node
# Connection states
enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
var state: ConnectionState = ConnectionState.DISCONNECTED
var test_mode: bool = true # Enable test mode for development without Rust server
# Signals
signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
signal snapshot_received(snapshot: Dictionary)
func _ready() -> void:
if test_mode:
print("SimBridge: Running in test mode (hardcoded snapshot)")
# Change connection state and emit signal
func _set_state(new_state: ConnectionState) -> void:
if state != new_state:
var old_state = state
state = new_state
connection_state_changed.emit(old_state, new_state)
# Connect to simulation server (real implementation comes later)
func connect_to_sim() -> void:
_set_state(ConnectionState.CONNECTING)
# TODO: Actual connection logic when IPC/MessagePack is implemented
if test_mode:
_set_state(ConnectionState.CONNECTED)
else:
_set_state(ConnectionState.ERROR)
# Disconnect from simulation server
func disconnect_from_sim() -> void:
_set_state(ConnectionState.DISCONNECTED)
# Send input to simulation (real implementation comes later)
func send_input(player_input: Dictionary) -> void:
if state != ConnectionState.CONNECTED:
return
# TODO: Serialize and send via MessagePack when IPC is implemented
pass
# Poll for snapshot from simulation
func poll_snapshot() -> Variant:
if state != ConnectionState.CONNECTED:
return null
if test_mode:
var snapshot = _test_snapshot()
snapshot_received.emit(snapshot)
return snapshot
# TODO: Actual polling logic when IPC/MessagePack is implemented
return null
# Hardcoded test snapshot for development
func _test_snapshot() -> Dictionary:
return {
"tick": Time.get_ticks_msec() / 100, # Increment over time for testing
"player": {
"position": [10, 10],
"health": 100
},
"entities": [
{
"id": 1,
"type": "npc",
"position": [12, 8],
"name": "Test NPC"
},
],
"fog": {
"radius": 8
},
"hud": {
"perception_mode": "baseline",
"time": "08:00"
}
}
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uid://cmjlrxs0vkvbb
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extends Node2D
@onready var world_renderer = $World
@onready var hud = $UILayer/HUD
func _ready() -> void:
print("The Settled Reach — client initialized")
# Connect to simulation (will use test mode initially)
SimBridge.connect_to_sim()
func _process(_delta: float) -> void:
# Main game loop: poll snapshot, apply state, flush input
var snapshot = SimBridge.poll_snapshot()
if snapshot != null:
GameState.apply_snapshot(snapshot)
# Update renderers with new state
if world_renderer and world_renderer.has_method("update_from_state"):
world_renderer.update_from_state()
# Update HUD
if hud and hud.has_method("update_from_hud_data"):
hud.update_from_hud_data(GameState.hud_data)
if snapshot.has("player") and snapshot.player.has("health"):
hud.update_health(snapshot.player.health)
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
for input in inputs:
SimBridge.send_input(input)
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extends Node2D
# Entity renderer — manages entity sprites under the Entities node
# Creates/updates/removes Sprite2D children based on entity data
var entity_nodes: Dictionary = {} # id -> Node2D mapping
func _ready() -> void:
print("EntityRenderer: Initialized")
# Update entities from snapshot data
func update_entities(entities: Array) -> void:
var active_ids: Array = []
# Create or update entities
for entity_data in entities:
if not entity_data.has("id"):
continue
var entity_id = entity_data.id
active_ids.append(entity_id)
# Create entity node if it doesn't exist
if not entity_nodes.has(entity_id):
_create_entity_node(entity_id, entity_data)
else:
_update_entity_node(entity_id, entity_data)
# Remove entities that are no longer visible
var ids_to_remove: Array = []
for entity_id in entity_nodes.keys():
if entity_id not in active_ids:
ids_to_remove.append(entity_id)
for entity_id in ids_to_remove:
_remove_entity_node(entity_id)
# Create a new entity node (placeholder visual)
func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
var entity_node = ColorRect.new()
entity_node.name = "Entity_" + str(entity_id)
entity_node.size = Vector2(32, 32)
entity_node.pivot_offset = Vector2(16, 16)
# Color based on type
if entity_data.get("type") == "npc":
entity_node.color = Color(0.3, 0.6, 0.9) # Blue for NPCs
else:
entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
add_child(entity_node)
entity_nodes[entity_id] = entity_node
_update_entity_node(entity_id, entity_data)
# Update an existing entity node
func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
if not entity_nodes.has(entity_id):
return
var entity_node = entity_nodes[entity_id]
# Update position
if entity_data.has("position"):
var pos = entity_data.position
entity_node.position = Vector2(pos[0] * 32, pos[1] * 32) # 32px grid
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void:
if not entity_nodes.has(entity_id):
return
var entity_node = entity_nodes[entity_id]
entity_node.queue_free()
entity_nodes.erase(entity_id)
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extends Node2D
# Fog renderer — manages fog of war overlay
# Controls visibility based on player position and fog radius
func _ready() -> void:
print("FogRenderer: Initialized")
# Update fog visibility (stub for now)
func update_fog(fog_data: Dictionary, player_pos: Vector2) -> void:
# TODO: Implement fog of war rendering
# This will control what the player can see based on:
# - fog_data.radius (visibility radius)
# - player_pos (center of visible area)
# - Perception mode state (affects visibility)
pass
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uid://cfyv4qt7yybib
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extends Node2D
# World renderer — manages all visual representation from GameState
# Attached to the World node in main.tscn
@onready var entity_renderer = $Entities
@onready var fog_renderer = $FogOverlay
func _ready() -> void:
print("WorldRenderer: Initialized")
# Called each frame to update visuals from game state
func update_from_state() -> void:
# Update entity sprites
if entity_renderer and entity_renderer.has_method("update_entities"):
entity_renderer.update_entities(GameState.visible_entities)
# Update fog overlay
if fog_renderer and fog_renderer.has_method("update_fog"):
fog_renderer.update_fog(GameState.fog_state, GameState.player_position)
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## Smoke tests for main scene initialization
## Run with: godot4 --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd --ignoreHeadlessMode -a res://tests/
class_name TestMainScene
extends GdUnitTestSuite
# Smoke test: main scene loads without errors
func test_main_scene_loads() -> void:
var scene = load("res://scenes/main.tscn")
assert_that(scene).is_not_null()
var instance = scene.instantiate()
assert_that(instance).is_not_null()
# Add to scene tree briefly to trigger _ready()
auto_free(instance)
add_child(instance)
# Verify key nodes exist
assert_that(instance.get_node("World")).is_not_null()
assert_that(instance.get_node("Camera2D")).is_not_null()
assert_that(instance.get_node("UILayer")).is_not_null()
# Test: autoloads exist
func test_autoloads_registered() -> void:
assert_that(SimBridge).is_not_null()
assert_that(GameState).is_not_null()
assert_that(InputMapper).is_not_null()
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uid://gfl5h6frlu3k
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extends Control
# HUD — displays player health, perception mode, time, etc.
@onready var health_label: Label = $MarginContainer/VBoxContainer/HealthLabel
@onready var perception_label: Label = $MarginContainer/VBoxContainer/PerceptionLabel
@onready var time_label: Label = $MarginContainer/VBoxContainer/TimeLabel
func _ready() -> void:
print("HUD: Initialized")
# Update HUD from snapshot data
func update_from_hud_data(data: Dictionary) -> void:
# Update perception mode display
if data.has("perception_mode"):
perception_label.text = "Mode: " + data.perception_mode.capitalize()
# Update time display (per D-031)
if data.has("time"):
time_label.text = "Time: " + data.time
# Update player health (from player data, not hud_data)
func update_health(health: int) -> void:
health_label.text = "Health: " + str(health)
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uid://dgy4mkke84c70
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[gd_scene load_steps=2 format=3 uid="uid://cq1y5w3hmxr8b"]
[ext_resource type="Script" path="res://ui/hud.gd" id="1_hud"]
[node name="HUD" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_hud")
[node name="MarginContainer" type="MarginContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_bottom = 100.0
grow_horizontal = 2
theme_override_constants/margin_left = 16
theme_override_constants/margin_top = 16
theme_override_constants/margin_right = 16
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer"]
layout_mode = 2
[node name="HealthLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Health: 100"
[node name="PerceptionLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Mode: Baseline"
[node name="TimeLabel" type="Label" parent="MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Time: 08:00"
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extends Control
# Minimap — small viewport showing local area
# Placeholder implementation for now
@onready var viewport_container: SubViewportContainer = $SubViewportContainer
func _ready() -> void:
print("Minimap: Initialized")
# Update minimap view (stub)
func update_minimap(player_pos: Vector2, entities: Array) -> void:
# TODO: Render minimap view
# This will show a top-down view of the local area
pass
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[gd_scene load_steps=2 format=3 uid="uid://b5x7k2mwpq3vc"]
[ext_resource type="Script" path="res://ui/minimap.gd" id="1_minimap"]
[node name="Minimap" type="Control"]
layout_mode = 3
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -200.0
offset_bottom = 200.0
grow_horizontal = 0
mouse_filter = 2
script = ExtResource("1_minimap")
[node name="SubViewportContainer" type="SubViewportContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="Background" type="ColorRect" parent="SubViewportContainer"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = 200.0
offset_bottom = 200.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.1, 0.1, 0.1, 0.7)
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extends Control
# Internal monologue display (per D-015)
# Shows character's internal thoughts as text overlay
@onready var text_panel: PanelContainer = $PanelContainer
@onready var text_label: RichTextLabel = $PanelContainer/MarginContainer/RichTextLabel
var fade_timer: float = 0.0
var fade_duration: float = 5.0 # Display duration before fade
var is_visible: bool = false
func _ready() -> void:
print("MonologueDisplay: Initialized")
text_panel.modulate.a = 0.0
is_visible = false
func _process(delta: float) -> void:
# Auto-fade after display
if is_visible:
fade_timer += delta
if fade_timer >= fade_duration:
_fade_out()
# Show internal monologue text
func show_monologue(text: String, duration: float = 5.0) -> void:
text_label.text = text
fade_duration = duration
fade_timer = 0.0
is_visible = true
# Fade in
var tween = create_tween()
tween.tween_property(text_panel, "modulate:a", 1.0, 0.3)
# Fade out the monologue
func _fade_out() -> void:
if not is_visible:
return
is_visible = false
var tween = create_tween()
tween.tween_property(text_panel, "modulate:a", 0.0, 0.5)
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[gd_scene load_steps=2 format=3 uid="uid://bj8y4v2nx7k5m"]
[ext_resource type="Script" path="res://ui/monologue_display.gd" id="1_monologue"]
[node name="MonologueDisplay" type="Control"]
layout_mode = 3
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_top = -150.0
grow_horizontal = 2
grow_vertical = 0
mouse_filter = 2
script = ExtResource("1_monologue")
[node name="PanelContainer" type="PanelContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_left = 100.0
offset_right = -100.0
offset_bottom = 120.0
grow_horizontal = 2
[node name="MarginContainer" type="MarginContainer" parent="PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 16
theme_override_constants/margin_top = 12
theme_override_constants/margin_right = 16
theme_override_constants/margin_bottom = 12
[node name="RichTextLabel" type="RichTextLabel" parent="PanelContainer/MarginContainer"]
layout_mode = 2
bbcode_enabled = true
text = "Internal monologue will appear here..."
fit_content = true
scroll_active = false