feat(client): add tile rendering, fog overlay, and camera smoothing
Sprint 2 rendering pipeline: tiles (#129), fog (#131), camera (#116). - tile_renderer.gd: programmatic TileSet with floor/wall/door/object placeholder tiles, renders from snapshot tile data - fog_renderer.gd: TileMapLayer overlay with three visibility states (visible/fog-edge/hidden), computed from visible_positions data - Camera2D: smoothing enabled (speed 6.0), 2x zoom, locked to player - game_state.gd: stores visible_tiles and visible_positions from snapshots - sim_bridge.gd: test data with 8x8 room, corridor, and Manhattan distance visibility for development without server - Scene render order: Tiles -> FogOverlay -> Entities - Background clear color set to near-black for unexplored areas Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -21,8 +21,9 @@ func _process(_delta: float) -> void:
|
||||
if world_renderer and world_renderer.has_method("update_from_state"):
|
||||
world_renderer.update_from_state()
|
||||
|
||||
# Track camera to player position (D-015)
|
||||
camera.position = GameState.player_position * 32 # tile-space to pixel-space
|
||||
# Track camera to player position every frame (D-015: locked, no panning)
|
||||
# Camera2D smoothing handles interpolation — we just set the target
|
||||
camera.global_position = GameState.player_position * 32.0
|
||||
|
||||
# Send queued input to simulation
|
||||
var inputs = InputMapper.flush_queue()
|
||||
|
||||
Reference in New Issue
Block a user