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:
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extends Node
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# Updated each frame from ObserverSnapshot data
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var current_snapshot: Dictionary = {}
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var player_position: Vector2 = Vector2.ZERO
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var visible_entities: Array = []
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var fog_state: Dictionary = {}
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var hud_data: Dictionary = {}
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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# Parse player data
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if snapshot.has("player") and snapshot.player.has("position"):
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var pos = snapshot.player.position
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player_position = Vector2(pos[0], pos[1])
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# Parse entities
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if snapshot.has("entities"):
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visible_entities = snapshot.entities
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# Parse fog state
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if snapshot.has("fog"):
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fog_state = snapshot.fog
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# Parse HUD data
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if snapshot.has("hud"):
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hud_data = snapshot.hud
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uid://dojylr6xlag0s
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@@ -0,0 +1,58 @@
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extends Node
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# Semantic actions — NO raw key codes cross the bridge
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enum Action {
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MOVE_NORTH, MOVE_SOUTH, MOVE_EAST, MOVE_WEST,
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INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE
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}
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var input_queue: Array[Dictionary] = []
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func _unhandled_input(event: InputEvent) -> void:
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# Only process key press events (not releases or repeats)
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if not event is InputEventKey:
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return
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if not event.pressed or event.echo:
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return
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var action: Action = -1
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var action_name: String = ""
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# Map input actions to semantic Action enum
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if event.is_action_pressed("move_north"):
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action = Action.MOVE_NORTH
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action_name = "move_north"
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elif event.is_action_pressed("move_south"):
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action = Action.MOVE_SOUTH
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action_name = "move_south"
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elif event.is_action_pressed("move_east"):
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action = Action.MOVE_EAST
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action_name = "move_east"
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elif event.is_action_pressed("move_west"):
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action = Action.MOVE_WEST
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action_name = "move_west"
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elif event.is_action_pressed("interact"):
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action = Action.INTERACT
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action_name = "interact"
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elif event.is_action_pressed("perception_mode"):
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action = Action.USE_PERCEPTION_MODE
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action_name = "perception_mode"
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elif event.is_action_pressed("open_menu"):
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action = Action.OPEN_MENU
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action_name = "open_menu"
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elif event.is_action_pressed("pause"):
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action = Action.PAUSE
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action_name = "pause"
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# Queue the action if valid
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if action != -1:
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input_queue.append({
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"action": action,
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"timestamp_msec": Time.get_ticks_msec()
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})
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get_viewport().set_input_as_handled()
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func flush_queue() -> Array[Dictionary]:
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var queue = input_queue.duplicate()
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input_queue.clear()
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return queue
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uid://censpds5c1g8r
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extends Node
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# Connection states
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enum ConnectionState { DISCONNECTED, CONNECTING, CONNECTED, ERROR }
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var state: ConnectionState = ConnectionState.DISCONNECTED
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var test_mode: bool = true # Enable test mode for development without Rust server
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# Signals
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signal connection_state_changed(old_state: ConnectionState, new_state: ConnectionState)
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signal snapshot_received(snapshot: Dictionary)
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func _ready() -> void:
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if test_mode:
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print("SimBridge: Running in test mode (hardcoded snapshot)")
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# Change connection state and emit signal
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func _set_state(new_state: ConnectionState) -> void:
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if state != new_state:
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var old_state = state
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state = new_state
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connection_state_changed.emit(old_state, new_state)
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# Connect to simulation server (real implementation comes later)
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func connect_to_sim() -> void:
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_set_state(ConnectionState.CONNECTING)
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# TODO: Actual connection logic when IPC/MessagePack is implemented
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if test_mode:
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_set_state(ConnectionState.CONNECTED)
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else:
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_set_state(ConnectionState.ERROR)
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# Disconnect from simulation server
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func disconnect_from_sim() -> void:
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_set_state(ConnectionState.DISCONNECTED)
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# Send input to simulation (real implementation comes later)
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func send_input(player_input: Dictionary) -> void:
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if state != ConnectionState.CONNECTED:
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return
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# TODO: Serialize and send via MessagePack when IPC is implemented
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pass
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# Poll for snapshot from simulation
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func poll_snapshot() -> Variant:
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if state != ConnectionState.CONNECTED:
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return null
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if test_mode:
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var snapshot = _test_snapshot()
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snapshot_received.emit(snapshot)
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return snapshot
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# TODO: Actual polling logic when IPC/MessagePack is implemented
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return null
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# Hardcoded test snapshot for development
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func _test_snapshot() -> Dictionary:
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return {
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"tick": Time.get_ticks_msec() / 100, # Increment over time for testing
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"player": {
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"position": [10, 10],
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"health": 100
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},
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"entities": [
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{
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"id": 1,
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"type": "npc",
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"position": [12, 8],
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"name": "Test NPC"
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},
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],
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"fog": {
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"radius": 8
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},
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"hud": {
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"perception_mode": "baseline",
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"time": "08:00"
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}
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}
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uid://cmjlrxs0vkvbb
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extends Node2D
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@onready var world_renderer = $World
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@onready var hud = $UILayer/HUD
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func _ready() -> void:
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print("The Settled Reach — client initialized")
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# Connect to simulation (will use test mode initially)
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SimBridge.connect_to_sim()
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func _process(_delta: float) -> void:
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# Main game loop: poll snapshot, apply state, flush input
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var snapshot = SimBridge.poll_snapshot()
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if snapshot != null:
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GameState.apply_snapshot(snapshot)
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# Update renderers with new state
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if world_renderer and world_renderer.has_method("update_from_state"):
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world_renderer.update_from_state()
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# Update HUD
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if hud and hud.has_method("update_from_hud_data"):
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hud.update_from_hud_data(GameState.hud_data)
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if snapshot.has("player") and snapshot.player.has("health"):
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hud.update_health(snapshot.player.health)
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# Send queued input to simulation
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var inputs = InputMapper.flush_queue()
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for input in inputs:
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SimBridge.send_input(input)
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uid://lcfje72ikd6b
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extends Node2D
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# Entity renderer — manages entity sprites under the Entities node
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# Creates/updates/removes Sprite2D children based on entity data
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var entity_nodes: Dictionary = {} # id -> Node2D mapping
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func _ready() -> void:
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print("EntityRenderer: Initialized")
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# Update entities from snapshot data
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func update_entities(entities: Array) -> void:
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var active_ids: Array = []
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# Create or update entities
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for entity_data in entities:
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if not entity_data.has("id"):
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continue
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var entity_id = entity_data.id
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active_ids.append(entity_id)
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# Create entity node if it doesn't exist
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if not entity_nodes.has(entity_id):
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_create_entity_node(entity_id, entity_data)
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else:
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_update_entity_node(entity_id, entity_data)
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# Remove entities that are no longer visible
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var ids_to_remove: Array = []
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for entity_id in entity_nodes.keys():
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if entity_id not in active_ids:
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ids_to_remove.append(entity_id)
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for entity_id in ids_to_remove:
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_remove_entity_node(entity_id)
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# Create a new entity node (placeholder visual)
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func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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var entity_node = ColorRect.new()
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entity_node.name = "Entity_" + str(entity_id)
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entity_node.size = Vector2(32, 32)
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entity_node.pivot_offset = Vector2(16, 16)
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# Color based on type
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if entity_data.get("type") == "npc":
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entity_node.color = Color(0.3, 0.6, 0.9) # Blue for NPCs
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else:
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entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
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add_child(entity_node)
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entity_nodes[entity_id] = entity_node
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_update_entity_node(entity_id, entity_data)
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# Update an existing entity node
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func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
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if not entity_nodes.has(entity_id):
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return
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var entity_node = entity_nodes[entity_id]
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# Update position
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if entity_data.has("position"):
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var pos = entity_data.position
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entity_node.position = Vector2(pos[0] * 32, pos[1] * 32) # 32px grid
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# Remove an entity node
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func _remove_entity_node(entity_id: int) -> void:
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if not entity_nodes.has(entity_id):
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return
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var entity_node = entity_nodes[entity_id]
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entity_node.queue_free()
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entity_nodes.erase(entity_id)
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uid://civev5c8xvtc3
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extends Node2D
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# Fog renderer — manages fog of war overlay
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# Controls visibility based on player position and fog radius
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func _ready() -> void:
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print("FogRenderer: Initialized")
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# Update fog visibility (stub for now)
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func update_fog(fog_data: Dictionary, player_pos: Vector2) -> void:
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# TODO: Implement fog of war rendering
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# This will control what the player can see based on:
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# - fog_data.radius (visibility radius)
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# - player_pos (center of visible area)
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# - Perception mode state (affects visibility)
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pass
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@@ -0,0 +1 @@
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uid://cfyv4qt7yybib
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extends Node2D
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# World renderer — manages all visual representation from GameState
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# Attached to the World node in main.tscn
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@onready var entity_renderer = $Entities
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@onready var fog_renderer = $FogOverlay
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func _ready() -> void:
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print("WorldRenderer: Initialized")
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# Called each frame to update visuals from game state
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func update_from_state() -> void:
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# Update entity sprites
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if entity_renderer and entity_renderer.has_method("update_entities"):
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entity_renderer.update_entities(GameState.visible_entities)
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# Update fog overlay
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if fog_renderer and fog_renderer.has_method("update_fog"):
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fog_renderer.update_fog(GameState.fog_state, GameState.player_position)
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@@ -0,0 +1 @@
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uid://djon0gnkn6sh2
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