extends Node2D @onready var world_renderer = $World @onready var camera = $Camera2D @onready var hud = $UILayer/HUD @onready var monologue_display = $UILayer/MonologueDisplay @onready var interaction_prompt = $UILayer/InteractionPrompt func _ready() -> void: print("The Settled Reach — client initialized") # Connect to simulation (will use test mode initially) SimBridge.connect_to_sim() func _process(_delta: float) -> void: # Main game loop: poll snapshot, apply state, flush input var snapshot = SimBridge.poll_snapshot() if snapshot != null: GameState.apply_snapshot(snapshot) # Update renderers with new state if world_renderer and world_renderer.has_method("update_from_state"): world_renderer.update_from_state() # Show monologue if server sent one this tick (#414) if GameState.current_monologue != null and monologue_display: var mono: Dictionary = GameState.current_monologue monologue_display.show_monologue(mono.get("text", ""), mono.get("duration_seconds", 5.0)) GameState.current_monologue = null # Consume — don't re-show next frame # 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 * Constants.TILE_SIZE # Send queued input to simulation var inputs = InputMapper.flush_queue() for input in inputs: if input.action == InputMapper.Action.INTERACT: var target_id: int = interaction_prompt.get_interaction_target() # Always send struct form for Interact (#415) — server expects named fields if target_id >= 0: input["action_data"] = { "target_entity_id": target_id, "verb": interaction_prompt.get_selected_verb(), } else: input["action_data"] = { "target_entity_id": null, "verb": null, } SimBridge.send_input(input)