Files
settled-reach/client/scripts/main.gd
T
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

32 lines
1016 B
GDScript

extends Node2D
@onready var world_renderer = $World
@onready var camera = $Camera2D
@onready var hud = $UILayer/HUD
@onready var monologue_display = $UILayer/MonologueDisplay
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()
# 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 * 32.0
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
for input in inputs:
SimBridge.send_input(input)