feat(client): mouse-relative facing and movement (#526, D-054)

Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-18 12:53:19 +01:00
co-authored by Claude Opus 4.6
parent 80d5a57b5d
commit 97cb69e6a4
3 changed files with 124 additions and 15 deletions
+110 -12
View File
@@ -3,7 +3,11 @@ extends Node
# Semantic actions — NO raw key codes cross the bridge
# Movement uses hold-to-move (polled each frame in _process).
# Discrete actions (interact, stance, etc.) use press events (_unhandled_input).
# Composite diagonals: holding W+D simultaneously → northeast.
#
# D-054: Mouse-relative facing and movement.
# Mouse position determines facing direction (client-side float).
# WASD is relative to facing: W = toward cursor, S = away, A/D = strafe.
# Server receives facing octant only — the full float stays client-side.
#
# Movement throttle: client-side rate limit per stance (D-053).
# Sprint=5/s, Walk=2.5/s, Careful=1.7/s, Crouch=1.25/s.
@@ -15,10 +19,17 @@ enum Action {
INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE, UNPAUSE,
TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN,
BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server
SET_FACING, # D-054: facing octant update (no movement)
}
var input_queue: Array[Dictionary] = []
# D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South.
# Updated every frame from mouse position. EntityRenderer reads this for indicator.
var facing_angle: float = -PI / 2.0 # Default: North
var facing_octant: String = "North" # Derived from facing_angle
var _last_sent_octant: String = "North" # Track to avoid redundant sends
# Minimum milliseconds between movement commands, per stance.
# Tuned so Walk feels like walking, Sprint feels fast but readable.
const MOVE_INTERVAL_MS := {
@@ -31,27 +42,44 @@ var _last_move_msec: int = 0
# Hold-to-move: poll held direction keys each frame, throttled by stance.
# D-054: WASD is now mouse-relative. W = toward cursor, A/D = strafe.
# Server-side cooldown (D-053) is authoritative; this prevents client flooding.
# D-064: movement suppressed during dialogue (walk-away handled by dialogue_box).
func _process(_delta: float) -> void:
# D-054: Update facing angle from mouse position every frame
_update_facing_from_mouse()
if GameState.dialogue_active:
return
var dir := Vector2i.ZERO
if Input.is_action_pressed("move_north"):
dir.y -= 1
if Input.is_action_pressed("move_south"):
dir.y += 1
if Input.is_action_pressed("move_east"):
dir.x += 1
if Input.is_action_pressed("move_west"):
dir.x -= 1
if dir != Vector2i.ZERO:
# D-054: Send facing octant to server when it changes (even without movement)
if facing_octant != _last_sent_octant:
_last_sent_octant = facing_octant
input_queue.append({
"action": Action.SET_FACING,
"timestamp_msec": Time.get_ticks_msec(),
"action_data": {"facing": facing_octant},
})
# Poll held WASD keys
var raw_dir := Vector2i.ZERO
if Input.is_action_pressed("move_north"):
raw_dir.y -= 1
if Input.is_action_pressed("move_south"):
raw_dir.y += 1
if Input.is_action_pressed("move_east"):
raw_dir.x += 1
if Input.is_action_pressed("move_west"):
raw_dir.x -= 1
if raw_dir != Vector2i.ZERO:
var now := Time.get_ticks_msec()
var interval: int = MOVE_INTERVAL_MS.get(GameState.player_stance, 200)
if now - _last_move_msec >= interval:
_last_move_msec = now
var action: Action = _dir_to_action(dir)
# D-054: Transform WASD input relative to mouse facing
var world_dir := _wasd_to_world_dir(raw_dir)
var action: Action = _dir_to_action(world_dir)
input_queue.append({
"action": action,
"timestamp_msec": now,
@@ -92,6 +120,76 @@ func flush_queue() -> Array[Dictionary]:
return queue
# D-054: Compute facing angle from mouse position relative to player screen position.
# Uses viewport canvas transform to convert world coords to screen coords.
func _update_facing_from_mouse() -> void:
var vp := get_viewport()
if vp == null:
return
var canvas_xf := vp.get_canvas_transform()
var player_world_px := GameState.player_position * Constants.TILE_SIZE
var player_screen := canvas_xf * player_world_px
var mouse_screen := vp.get_mouse_position()
var delta := mouse_screen - player_screen
# Only update if mouse is meaningfully distant from player (avoid jitter at center)
if delta.length_squared() > 4.0:
facing_angle = delta.angle()
facing_octant = _angle_to_octant(facing_angle)
# D-054: Transform raw WASD input (screen-space) to world direction relative to mouse facing.
# W (+Y up in input, mapped to forward), S (backward), A (strafe left), D (strafe right).
# Raw input: W=(-Y), S=(+Y), A=(-X), D=(+X) in screen coords.
# Forward = facing_angle direction. Output: nearest octant direction vector.
func _wasd_to_world_dir(raw_dir: Vector2i) -> Vector2i:
# Build a continuous direction vector relative to facing.
# raw_dir.y: -1 = W (forward), +1 = S (backward)
# raw_dir.x: -1 = A (strafe left), +1 = D (strafe right)
var forward := Vector2(cos(facing_angle), sin(facing_angle))
var right := Vector2(-forward.y, forward.x) # 90° clockwise
# Combine: forward/back from W/S, strafe from A/D
var world_float := forward * float(-raw_dir.y) + right * float(raw_dir.x)
# Snap to nearest octant direction
return _snap_to_octant_dir(world_float)
# Snap a floating-point direction vector to the nearest of 8 cardinal/diagonal directions.
static func _snap_to_octant_dir(dir: Vector2) -> Vector2i:
if dir.length_squared() < 0.001:
return Vector2i.ZERO
var angle := dir.angle()
# Quantize to nearest 45° (PI/4)
var octant := roundi(angle / (PI / 4.0))
match octant:
0: return Vector2i(1, 0) # East
1: return Vector2i(1, 1) # Southeast
2, -6: return Vector2i(0, 1) # South
3, -5: return Vector2i(-1, 1) # Southwest
4, -4: return Vector2i(-1, 0) # West
-3, 5: return Vector2i(-1, -1) # Northwest
-2: return Vector2i(0, -1) # North
-1: return Vector2i(1, -1) # Northeast
_: return Vector2i.ZERO
# D-054: Convert a facing angle (radians) to the nearest octant name.
# Godot 2D: 0=East, PI/2=South, -PI/2=North.
static func _angle_to_octant(angle: float) -> String:
var octant := roundi(angle / (PI / 4.0))
match octant:
0: return "East"
1: return "Southeast"
2, -6: return "South"
3, -5: return "Southwest"
4, -4: return "West"
-3, 5: return "Northwest"
-2: return "North"
-1: return "Northeast"
_: return "East"
# Map a direction vector to the corresponding movement Action.
# Handles all 8 directions via composite W+D, W+A, etc.
static func _dir_to_action(dir: Vector2i) -> Action:
+9 -1
View File
@@ -258,6 +258,8 @@ static func _action_enum_to_wire(action: int) -> String:
return "" # Client-only action, not part of wire protocol
InputMapper.Action.BUG_REPORT:
return "" # Client-only action (#495), not part of wire protocol
InputMapper.Action.SET_FACING:
return "SetFacing" # D-054: facing octant update (no movement)
_:
push_warning("SimBridge: unknown action enum %s" % action)
return ""
@@ -280,12 +282,18 @@ func _test_snapshot() -> Dictionary:
if dist <= 2 and _test_has_los(_test_player_pos, npc_pos):
_test_in_dialogue = true
continue
if action_name == "SetFacing":
# D-054: facing update handled separately — octant comes from InputMapper
_test_facing = InputMapper.facing_octant
continue
var delta := _action_to_delta(action_name)
var new_pos := _test_player_pos + delta
if _test_is_walkable(new_pos):
_test_player_pos = new_pos
if delta != Vector2i.ZERO:
_test_facing = _delta_to_facing(delta)
# D-054: Facing is now mouse-driven, not movement-driven.
# Use InputMapper's octant instead of deriving from movement delta.
_test_facing = InputMapper.facing_octant
# Walk-away dismisses dialogue (D-064)
if _test_in_dialogue:
_test_in_dialogue = false
+5 -2
View File
@@ -119,11 +119,14 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
if not is_equal_approx(entity_node.modulate.a, target_alpha):
entity_node.modulate.a = target_alpha
# v2: Update facing indicator rotation (player entity only)
# D-054: Update facing indicator from client-side mouse angle (not server).
# InputMapper.facing_angle is a continuous float — smoother than octant snapping.
if entity_id == GameState.player_entity_id:
var indicator = entity_node.get_node_or_null("FacingIndicator")
if indicator != null:
indicator.rotation = _facing_to_rotation(GameState.player_facing)
# facing_angle: 0=East, -PI/2=North. Indicator: 0=North (up).
# Rotate from North basis: add PI/2 to convert.
indicator.rotation = InputMapper.facing_angle + PI / 2.0
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void: