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>
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@@ -1,16 +1,89 @@
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extends Node2D
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extends TileMapLayer
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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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# Fog renderer — draws fog overlay on non-visible tiles (D-011)
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# Three visibility states per tile:
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# visible = no fog tile (clear)
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# fog-edge = semi-transparent dark overlay (adjacent to visible)
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# hidden = opaque black overlay
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#
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# Atlas layout:
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# (0,0) = full fog (opaque black)
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# (1,0) = fog edge (semi-transparent)
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const TILE_SIZE: int = 32
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var _initialized: bool = false
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var _all_tile_positions: Dictionary = {} # Vector2i -> true, all known map tiles
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func _ready() -> void:
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_setup_tileset()
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_initialized = true
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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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func _setup_tileset() -> void:
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE, TILE_SIZE)
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var source := TileSetAtlasSource.new()
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var img := Image.create(TILE_SIZE * 2, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Full fog (0,0) — opaque black
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_fill_tile(img, 0, Color(0.02, 0.02, 0.05, 1.0))
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# Fog edge (1,0) — semi-transparent dark
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_fill_tile(img, 1, Color(0.02, 0.02, 0.05, 0.6))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
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source.create_tile(Vector2i(0, 0))
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source.create_tile(Vector2i(1, 0))
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ts.add_source(source)
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tile_set = ts
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# Register all known tile positions (called when tile data arrives)
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func register_tile_positions(tiles: Array) -> void:
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_all_tile_positions.clear()
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for tile_data in tiles:
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if tile_data.has("x") and tile_data.has("y"):
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_all_tile_positions[Vector2i(tile_data.x, tile_data.y)] = true
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# Update fog based on visible positions
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# visible_positions: Dictionary of Vector2i -> true
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func update_fog(visible_positions: Dictionary, _player_pos: Vector2) -> void:
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if not _initialized:
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return
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clear()
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if _all_tile_positions.is_empty() or visible_positions.is_empty():
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return
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# Build set of fog-edge positions (adjacent to visible but not visible themselves)
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var fog_edge: Dictionary = {}
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var neighbors := [
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Vector2i(-1, 0), Vector2i(1, 0), Vector2i(0, -1), Vector2i(0, 1),
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Vector2i(-1, -1), Vector2i(1, -1), Vector2i(-1, 1), Vector2i(1, 1),
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]
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for pos in visible_positions:
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for offset in neighbors:
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var neighbor_pos: Vector2i = pos + offset
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if not visible_positions.has(neighbor_pos) and _all_tile_positions.has(neighbor_pos):
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fog_edge[neighbor_pos] = true
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# Place fog tiles on all known positions that aren't visible
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for pos in _all_tile_positions:
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if visible_positions.has(pos):
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continue # Visible — no fog
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elif fog_edge.has(pos):
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set_cell(pos, 0, Vector2i(1, 0)) # Fog edge — semi-transparent
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else:
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set_cell(pos, 0, Vector2i(0, 0)) # Full fog — opaque
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func _fill_tile(img: Image, tile_index: int, color: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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img.set_pixel(x_offset + x, y, color)
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@@ -0,0 +1,95 @@
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extends TileMapLayer
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# Tile renderer — draws map tiles from ObserverSnapshot tile data
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# Uses a programmatic TileSet with placeholder colored rectangles (D-014)
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#
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# Tile types (atlas coords in the programmatic source):
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# (0,0) = floor — dark gray
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# (1,0) = wall — lighter gray
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# (2,0) = door — brown
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# (3,0) = object — teal
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const TILE_SIZE: int = 32
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enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3 }
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# Wire-format string to TileType mapping
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const TILE_TYPE_MAP: Dictionary = {
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"floor": TileType.FLOOR,
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"wall": TileType.WALL,
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"door": TileType.DOOR,
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"object": TileType.OBJECT,
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}
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var _initialized: bool = false
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func _ready() -> void:
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_setup_tileset()
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_initialized = true
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print("TileRenderer: Initialized")
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# Build a programmatic TileSet with colored placeholder tiles
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func _setup_tileset() -> void:
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE, TILE_SIZE)
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# Create an atlas source backed by a programmatic image
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var source := TileSetAtlasSource.new()
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var img := Image.create(TILE_SIZE * 4, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Floor (0,0) — dark gray
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_fill_tile(img, 0, Color(0.18, 0.18, 0.22))
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# Wall (1,0) — lighter gray with subtle border
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_fill_tile_with_border(img, 1, Color(0.4, 0.4, 0.45), Color(0.25, 0.25, 0.3))
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# Door (2,0) — brown
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_fill_tile_with_border(img, 2, Color(0.5, 0.35, 0.2), Color(0.35, 0.25, 0.15))
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# Object (3,0) — teal
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_fill_tile(img, 3, Color(0.2, 0.45, 0.45))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
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# Create tile entries in the atlas
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for i in range(4):
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source.create_tile(Vector2i(i, 0))
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var source_id := ts.add_source(source)
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tile_set = ts
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# Update tiles from snapshot data
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# tiles: Array of {x: int, y: int, z: int, type: String}
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func update_tiles(tiles: Array) -> void:
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if not _initialized:
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return
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clear()
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for tile_data in tiles:
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if not tile_data.has("x") or not tile_data.has("y") or not tile_data.has("type"):
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continue
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var tile_type_str: String = tile_data.type
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if not TILE_TYPE_MAP.has(tile_type_str):
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continue
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var atlas_x: int = TILE_TYPE_MAP[tile_type_str]
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var coords := Vector2i(tile_data.x, tile_data.y)
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set_cell(coords, 0, Vector2i(atlas_x, 0))
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# Fill a tile region with a solid color
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func _fill_tile(img: Image, tile_index: int, color: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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img.set_pixel(x_offset + x, y, color)
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# Fill a tile region with a color and a 1px border
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func _fill_tile_with_border(img: Image, tile_index: int, fill: Color, border: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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if x == 0 or y == 0 or x == TILE_SIZE - 1 or y == TILE_SIZE - 1:
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img.set_pixel(x_offset + x, y, border)
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else:
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img.set_pixel(x_offset + x, y, fill)
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@@ -2,19 +2,36 @@ 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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# Render order (scene tree): TileMapLayer -> FogOverlay -> Entities
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@onready var entity_renderer = $Entities
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@onready var tile_renderer = $TileMapLayer
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@onready var fog_renderer = $FogOverlay
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@onready var entity_renderer = $Entities
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var _tiles_dirty: bool = true
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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 tiles (only when tile data changes)
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if tile_renderer and tile_renderer.has_method("update_tiles"):
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if _tiles_dirty and GameState.visible_tiles.size() > 0:
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tile_renderer.update_tiles(GameState.visible_tiles)
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# Register tile positions with fog renderer for coverage
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if fog_renderer and fog_renderer.has_method("register_tile_positions"):
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fog_renderer.register_tile_positions(GameState.visible_tiles)
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_tiles_dirty = false
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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.visible_positions, GameState.player_position)
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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 (fog data will come in D-020 expansion)
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if fog_renderer and fog_renderer.has_method("update_fog"):
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fog_renderer.update_fog({}, GameState.player_position)
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# Mark tiles as needing re-render (call when tile data changes significantly)
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func invalidate_tiles() -> void:
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_tiles_dirty = true
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