class_name EntityRenderer extends Node2D # Entity renderer — manages entity sprites under the Entities node # Creates/updates/removes Sprite2D children based on entity data # Entity format (from Protocol v2): {entity_id, x, y, z, kind: {variant, data}, visibility} # # Position lerping: entity sprites smoothly slide between tiles instead of snapping. # The server moves entities in discrete tile steps; the lerp makes this look fluid. # Speed is tuned so Sprint feels snappy and Walk/Careful/Crouch feel deliberate. # # D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive # color from RelationshipState via the knowledge graph. # #540: Sprites at D-019 angle (-72.5° from horizontal). Textures are neutral greyscale; # self_modulate applies D-033 relationship tinting. modulate.a reserved for D-015 dimming. const TILE_SIZE: int = Constants.TILE_SIZE # D-044: 24x32 entity footprint within 32x32 visual tile (64x64 source at 0.5 scale = 32px runtime) const ENTITY_WIDTH: int = 24 const ENTITY_HEIGHT: int = 32 const ENTITY_OFFSET_X: float = 0.0 # sprite fills tile width at 0.5 scale const ENTITY_OFFSET_Y: float = TILE_SIZE - ENTITY_HEIGHT # feet-anchored for correct y-sort with D-019 tilt # Lerp speed — framerate-independent exponential smoothing. # At 12.0: ~70% there after 0.1s, ~95% after 0.25s. # Fast enough for Sprint snappiness, slow enough for Walk to show sliding. const LERP_SPEED: float = 12.0 # #521: Color transition duration in seconds (D-033: "0.5s fade") const COLOR_FADE_DURATION: float = 0.5 var entity_nodes: Dictionary = {} # entity_id -> Node2D var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position) var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship) var _entity_tweens: Dictionary = {} # #521: entity_id -> {from: Color, target: Color, elapsed: float} var _entity_facing: Dictionary = {} # #540: entity_id -> String ("north"/"east"/"south"/"west") func _ready() -> void: print("EntityRenderer: Initialized") func _process(delta: float) -> void: # Lerp all entity visual positions toward their targets each frame. # Uses framerate-independent exponential smoothing. var weight := 1.0 - exp(-LERP_SPEED * delta) for entity_id in entity_nodes.keys(): if not _entity_targets.has(entity_id): continue var node = entity_nodes[entity_id] var target: Vector2 = _entity_targets[entity_id] if not node.position.is_equal_approx(target): node.position = node.position.lerp(target, weight) # #521: Advance self_modulate transitions (manual lerp, testable without SceneTree) var finished_ids: Array = [] for entity_id in _entity_tweens.keys(): if not entity_nodes.has(entity_id): finished_ids.append(entity_id) continue var tween_data: Dictionary = _entity_tweens[entity_id] tween_data.elapsed += delta var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0) var node_s: Sprite2D = entity_nodes[entity_id] as Sprite2D if node_s: node_s.self_modulate = tween_data.from.lerp(tween_data.target, t) if t >= 1.0: finished_ids.append(entity_id) for eid in finished_ids: _entity_tweens.erase(eid) # Update entities from snapshot data func update_entities(entities: Array) -> void: var active_ids: Array = [] # Create or update entities for entity_data in entities: if not entity_data.has("entity_id"): continue var entity_id = entity_data.entity_id active_ids.append(entity_id) # Create entity node if it doesn't exist if not entity_nodes.has(entity_id): _create_entity_node(entity_id, entity_data) else: _update_entity_node(entity_id, entity_data) # Remove entities that are no longer visible var ids_to_remove: Array = [] for entity_id in entity_nodes.keys(): if entity_id not in active_ids: ids_to_remove.append(entity_id) for entity_id in ids_to_remove: _remove_entity_node(entity_id) # Create a new entity node with D-033 tint and sprite texture at D-019 angle func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void: var entity_node := Sprite2D.new() entity_node.name = "Entity_" + str(entity_id) # centered=false: top-left origin aligns with tile grid. # scale=0.5: maps 64px source texture to 32px runtime (D-043, 2x camera = 64px on screen). entity_node.centered = false entity_node.scale = Vector2(0.5, 0.5) # Load sprite for current facing direction var direction := _entity_direction(entity_id, entity_data) _entity_facing[entity_id] = direction var tex := _load_sprite_texture(direction) if tex == null: push_error( "EntityRenderer: no texture for entity %d direction '%s' — entity will be invisible" % [entity_id, direction]) entity_node.texture = tex # D-033: self_modulate for relationship tinting; modulate.a is reserved for D-015 dimming. entity_node.self_modulate = _color_for_kind(entity_data) add_child(entity_node) entity_nodes[entity_id] = entity_node _entity_relationships[entity_id] = entity_data.get("relationship", "Unknown") # Add facing indicator for the player entity if entity_id == GameState.player_entity_id: _add_facing_indicator(entity_node) # Snap to initial position (no lerp on first appearance) if entity_data.has("x") and entity_data.has("y"): var target := Vector2( floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X, floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y ) entity_node.position = target _entity_targets[entity_id] = target _update_entity_node(entity_id, entity_data) # Update an existing entity node (target position, sprite direction, visibility dimming, facing) func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void: if not entity_nodes.has(entity_id): return var node = entity_nodes[entity_id] # Update target position — the lerp in _process() will smoothly move there. # Server sends tile-center coords (tile 16 → 16.5), floor to get tile index. if entity_data.has("x") and entity_data.has("y"): _entity_targets[entity_id] = Vector2( floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X, floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y ) # #540: Update sprite texture when facing direction changes var new_dir := _entity_direction(entity_id, entity_data) if new_dir != _entity_facing.get(entity_id, ""): _entity_facing[entity_id] = new_dir var new_tex := _load_sprite_texture(new_dir) if new_tex != null: (node as Sprite2D).texture = new_tex # null: keep previous texture rather than going invisible mid-game # #521: Detect relationship change → fade D-033 self_modulate (0.5s via _process) var new_rel: String = entity_data.get("relationship", "Unknown") if new_rel != _entity_relationships.get(entity_id, "Unknown"): _entity_relationships[entity_id] = new_rel _entity_tweens[entity_id] = { "from": (node as Sprite2D).self_modulate, "target": _color_for_kind(entity_data), "elapsed": 0.0, } # D-015: Peripheral vision dimming via modulate.a. # Independent from self_modulate (D-033 tint) — both can change simultaneously. var visibility: Variant = entity_data.get("visibility") var target_alpha := Constants.PERIPHERAL_ALPHA if visibility == "Peripheral" else 1.0 if not is_equal_approx(node.modulate.a, target_alpha): node.modulate.a = target_alpha # D-054: Update facing indicator from client-side mouse angle (not server). # InputMapper.facing_angle is a continuous float — smoother than octant snapping. if entity_id == GameState.player_entity_id: var indicator = node.get_node_or_null("FacingIndicator") if indicator != null: # facing_angle: 0=East, -PI/2=North. Indicator: 0=North (up). # Rotate from North basis: add PI/2 to convert. indicator.rotation = InputMapper.facing_angle + PI / 2.0 # Remove an entity node func _remove_entity_node(entity_id: int) -> void: if not entity_nodes.has(entity_id): return var entity_node = entity_nodes[entity_id] entity_node.queue_free() entity_nodes.erase(entity_id) _entity_targets.erase(entity_id) _entity_relationships.erase(entity_id) _entity_tweens.erase(entity_id) _entity_facing.erase(entity_id) # D-033 color by entity kind — delegates to Constants.color_for_entity_kind static func _color_for_kind(entity_data: Dictionary) -> Color: return Constants.color_for_entity_kind(entity_data) # #540: Map entity to current 4-direction sprite key. # Player uses GameState.player_facing (8-octant → 4-cardinal). NPCs default "south". func _entity_direction(entity_id: int, _entity_data: Dictionary) -> String: if entity_id == GameState.player_entity_id: return _octant_to_direction(GameState.player_facing) # NPCs: no facing field in v1 entity format; south is viewer-facing (D-019 angle) return "south" # Map 8-direction octant string to nearest 4-direction sprite key. # N/NW → north, NE/E → east, SE/S → south, SW/W → west static func _octant_to_direction(octant: String) -> String: match octant: "North", "Northwest": return "north" "Northeast", "East": return "east" "Southeast", "South": return "south" "Southwest", "West": return "west" _: push_warning("EntityRenderer: unrecognised octant '%s' — defaulting to south" % octant) return "south" # Load the sprite texture for the given 4-direction key. # Falls back to null with a push_warning if the asset is missing. static func _load_sprite_texture(direction: String) -> Texture2D: var path := "res://assets/sprites/npc_generic_%s_64.png" % direction if ResourceLoader.exists(path): return load(path) as Texture2D push_warning("EntityRenderer: sprite not found: %s" % path) return null # Add a facing direction indicator triangle to the player entity. # Indicator position is in Sprite2D local space (64px texture before 0.5 scale → center at (32,32)). func _add_facing_indicator(parent_node: Node2D) -> 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 # Sprite2D local space: 64px texture at scale 0.5 → center of visible sprite at (32,32). # Indicator rotates around this point to track player facing direction. indicator.position = Vector2(32.0, 32.0) parent_node.add_child(indicator)