feat(client): D-033 entity colors, peripheral dimming, facing indicator (#130)

Replace hardcoded entity colors with D-033 relationship palette:
Player=#e0e8ff, Npc=unknown teal #4a9ebb, Object=grey #8b8ba0.
Phase 1 defaults by entity kind; Phase 2 (#361) will derive color
from RelationshipState via knowledge graph.

Entities in peripheral vision dimmed to 50% alpha (D-015).
Player entity gets a Polygon2D triangle indicator showing facing
direction, rotated from GameState.player_facing.

82 tests total, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-12 00:53:28 +01:00
co-authored by Claude Opus 4.6
parent 57da75c509
commit f3793bf16e
3 changed files with 184 additions and 13 deletions
+17
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@@ -4,3 +4,20 @@ class_name Constants
## Tile size in pixels — all renderers and coordinate conversions use this.
const TILE_SIZE: int = 32
# D-033: Entity relationship color palette
# Color represents the player's RELATIONSHIP to the entity, not an objective property.
# Phase 1: default colors by entity kind. Phase 2 (#361): driven by RelationshipState.
const ENTITY_COLOR_UNKNOWN: Color = Color("#4a9ebb") # Unknown/Neutral — cool teal
const ENTITY_COLOR_FRIENDLY: Color = Color("#6bc9a6") # Known/Friendly — soft green
const ENTITY_COLOR_POI: Color = Color("#e8c547") # Person of Interest — warm amber
const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous — muted red
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
# D-015: Peripheral vision dimming
const PERIPHERAL_ALPHA: float = 0.5
# Facing direction indicator
const FACING_INDICATOR_SIZE: float = 6.0
const FACING_INDICATOR_OFFSET: float = 14.0
+69 -13
View File
@@ -3,7 +3,10 @@ extends Node2D
# Entity renderer — manages entity sprites under the Entities node
# Creates/updates/removes ColorRect children based on entity data
# Entity format (from Protocol): {entity_id, x, y, z, kind: {variant, data}}
# Entity format (from Protocol v2): {entity_id, x, y, z, kind: {variant, data}, visibility}
#
# D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive
# color from RelationshipState via the knowledge graph.
const TILE_SIZE: int = Constants.TILE_SIZE
const ENTITY_SIZE: int = 24
@@ -41,30 +44,27 @@ func update_entities(entities: Array) -> void:
for entity_id in ids_to_remove:
_remove_entity_node(entity_id)
# Create a new entity node (placeholder visual)
# Create a new entity node with D-033 color and optional facing indicator
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(ENTITY_SIZE, ENTITY_SIZE)
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# Color based on entity kind (from Protocol decoded format).
# TODO(#130): replace with D-033 relationship colors (teal/green/amber/red).
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
match kind_variant:
"Npc":
entity_node.color = Color(0.3, 0.6, 0.9) # Placeholder blue
"Player":
entity_node.color = Color(0.88, 0.91, 1.0) # Placeholder light blue
_:
entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
# D-033 color by entity kind (Phase 1 default)
# TODO(#361): derive from RelationshipState via knowledge graph
entity_node.color = _color_for_kind(entity_data)
add_child(entity_node)
entity_nodes[entity_id] = entity_node
# Add facing indicator for the player entity
if entity_id == GameState.player_entity_id:
_add_facing_indicator(entity_node)
_update_entity_node(entity_id, entity_data)
# Update an existing entity node
# Update an existing entity node (position, visibility dimming, facing)
func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
if not entity_nodes.has(entity_id):
return
@@ -78,6 +78,19 @@ func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
entity_data.y * TILE_SIZE + ENTITY_OFFSET
)
# v2: Peripheral vision dimming (D-015)
var visibility: Variant = entity_data.get("visibility")
if visibility == "Peripheral":
entity_node.modulate.a = Constants.PERIPHERAL_ALPHA
else:
entity_node.modulate.a = 1.0
# v2: Update facing indicator rotation (player entity only)
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)
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void:
if not entity_nodes.has(entity_id):
@@ -86,3 +99,46 @@ func _remove_entity_node(entity_id: int) -> void:
var entity_node = entity_nodes[entity_id]
entity_node.queue_free()
entity_nodes.erase(entity_id)
# D-033 color by entity kind (Phase 1: defaults by kind, not relationship)
static func _color_for_kind(entity_data: Dictionary) -> Color:
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
match kind_variant:
"Player":
return Constants.ENTITY_COLOR_PLAYER
"Npc":
return Constants.ENTITY_COLOR_UNKNOWN
"Object", "Terrain":
return Constants.ENTITY_COLOR_OBJECT
_:
return Constants.ENTITY_COLOR_OBJECT
# Add a facing direction indicator triangle to the player entity
func _add_facing_indicator(parent_node: Control) -> void:
var indicator := Polygon2D.new()
indicator.name = "FacingIndicator"
var s := Constants.FACING_INDICATOR_SIZE
var offset := Constants.FACING_INDICATOR_OFFSET
# Triangle pointing up (North), offset from center. Rotates around (0,0).
indicator.polygon = PackedVector2Array([
Vector2(0, -offset - s),
Vector2(-s * 0.6, -offset + s * 0.4),
Vector2(s * 0.6, -offset + s * 0.4),
])
indicator.color = Constants.ENTITY_COLOR_PLAYER
# Position at center of parent ColorRect — rotation around this point
indicator.position = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
parent_node.add_child(indicator)
# Convert facing direction string to rotation in radians (0 = North/up)
static func _facing_to_rotation(facing: String) -> float:
match facing:
"North": return 0.0
"Northeast": return PI / 4.0
"East": return PI / 2.0
"Southeast": return 3.0 * PI / 4.0
"South": return PI
"Southwest": return 5.0 * PI / 4.0
"West": return 3.0 * PI / 2.0
"Northwest": return 7.0 * PI / 4.0
_: return 0.0
+98
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@@ -22,6 +22,11 @@ var _test_entities: Array = [
{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}},
]
var _test_entities_v2: Array = [
{"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": null}, "visibility": "Forward"},
{"entity_id": 2, "x": 7.0, "y": 5.0, "z": 0, "kind": {"variant": "Npc", "data": null}, "visibility": "Peripheral"},
]
# -- Constants --
@@ -72,6 +77,27 @@ func test_game_state_same_count_different_visibility_new_tick() -> void:
assert_that(GameState.visible_positions.has(Vector2i(1, 1))).is_false()
assert_that(GameState.visible_positions.has(Vector2i(2, 2))).is_true()
func test_game_state_stores_game_time() -> void:
var gt := {"day": 1, "time_of_day": 720, "day_phase": "Evening", "paused": false}
GameState.apply_snapshot({"tick": 1, "game_time": gt})
assert_that(GameState.game_time.day).is_equal(1)
assert_that(GameState.game_time.time_of_day).is_equal(720)
func test_game_state_stores_player_facing() -> void:
GameState.apply_snapshot({"tick": 1, "player_facing": "Southeast"})
assert_that(GameState.player_facing).is_equal("Southeast")
func test_game_state_derives_visible_positions_from_visible_tiles() -> void:
var vtiles := [
{"x": 5, "y": 5, "z": 0, "visibility": "Forward"},
{"x": 6, "y": 5, "z": 0, "visibility": "Peripheral"},
]
GameState.apply_snapshot({"tick": 1, "visible_tiles": vtiles})
assert_that(GameState.visible_positions.has(Vector2i(5, 5))).is_true()
assert_that(GameState.visible_positions.has(Vector2i(6, 5))).is_true()
assert_that(GameState.visibility_sectors[Vector2i(5, 5)]).is_equal("Forward")
assert_that(GameState.visibility_sectors[Vector2i(6, 5)]).is_equal("Peripheral")
func test_game_state_warns_on_missing_player() -> void:
GameState.player_entity_id = 999
GameState.player_position = Vector2(5, 5)
@@ -130,6 +156,20 @@ func test_sim_bridge_test_tiles_contain_all_types() -> void:
assert_that(types.has("wall")).is_true()
assert_that(types.has("door")).is_true()
func test_sim_bridge_test_snapshot_has_v2_fields() -> void:
SimBridge._test_tick = 0
var snap = SimBridge._test_snapshot()
assert_that(snap.has("version")).is_true()
assert_that(snap.version).is_equal(2)
assert_that(snap.has("game_time")).is_true()
assert_that(snap.has("player_facing")).is_true()
assert_that(snap.has("visible_tiles")).is_true()
assert_that(snap.visible_tiles.size()).is_greater(0)
var vtile = snap.visible_tiles[0]
assert_that(vtile.has("visibility")).is_true()
# Entities should have visibility
assert_that(snap.entities[0].has("visibility")).is_true()
# -- EntityRenderer: lifecycle --
@@ -195,6 +235,64 @@ func test_entity_renderer_empty_entities_clears_all() -> void:
renderer.queue_free()
# -- EntityRenderer: D-033 colors and v2 features --
func test_entity_renderer_player_uses_d033_color() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1] as ColorRect
assert_that(player_node.color).is_equal(Constants.ENTITY_COLOR_PLAYER)
renderer.queue_free()
func test_entity_renderer_npc_uses_unknown_teal() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var npc_node = renderer.entity_nodes[2] as ColorRect
assert_that(npc_node.color).is_equal(Constants.ENTITY_COLOR_UNKNOWN)
renderer.queue_free()
func test_entity_renderer_object_uses_grey() -> void:
var renderer := _make_entity_renderer()
var obj := [{"entity_id": 3, "x": 1.0, "y": 1.0, "z": 0, "kind": {"variant": "Object", "data": null}, "visibility": "Forward"}]
renderer.update_entities(obj)
var node = renderer.entity_nodes[3] as ColorRect
assert_that(node.color).is_equal(Constants.ENTITY_COLOR_OBJECT)
renderer.queue_free()
func test_entity_renderer_peripheral_entity_dimmed() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var npc_node = renderer.entity_nodes[2]
assert_that(npc_node.modulate.a).is_equal_approx(Constants.PERIPHERAL_ALPHA, 0.01)
renderer.queue_free()
func test_entity_renderer_forward_entity_full_alpha() -> void:
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1]
assert_that(player_node.modulate.a).is_equal_approx(1.0, 0.01)
renderer.queue_free()
func test_entity_renderer_player_has_facing_indicator() -> void:
GameState.player_entity_id = 1
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var player_node = renderer.entity_nodes[1]
var indicator = player_node.get_node_or_null("FacingIndicator")
assert_that(indicator != null).is_true()
assert_that(indicator is Polygon2D).is_true()
renderer.queue_free()
func test_entity_renderer_npc_has_no_facing_indicator() -> void:
GameState.player_entity_id = 1
var renderer := _make_entity_renderer()
renderer.update_entities(_test_entities_v2)
var npc_node = renderer.entity_nodes[2]
var indicator = npc_node.get_node_or_null("FacingIndicator")
assert_that(indicator == null).is_true()
renderer.queue_free()
# -- FogRenderer: position registration --
func _make_fog_renderer() -> TileMapLayer: