Commit Graph
2 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 dcf887cb49 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>
2026-02-11 23:48:02 +01:00
jpmschweitzerandClaude Opus 4.6 603c24e177 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>
2026-02-11 16:52:27 +01:00