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>
96 lines
2.9 KiB
GDScript
96 lines
2.9 KiB
GDScript
extends TileMapLayer
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# Tile renderer — draws map tiles from ObserverSnapshot tile data
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# Uses a programmatic TileSet with placeholder colored rectangles (D-014)
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#
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# Tile types (atlas coords in the programmatic source):
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# (0,0) = floor — dark gray
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# (1,0) = wall — lighter gray
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# (2,0) = door — brown
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# (3,0) = object — teal
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const TILE_SIZE: int = 32
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enum TileType { FLOOR = 0, WALL = 1, DOOR = 2, OBJECT = 3 }
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# Wire-format string to TileType mapping
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const TILE_TYPE_MAP: Dictionary = {
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"floor": TileType.FLOOR,
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"wall": TileType.WALL,
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"door": TileType.DOOR,
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"object": TileType.OBJECT,
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}
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var _initialized: bool = false
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func _ready() -> void:
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_setup_tileset()
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_initialized = true
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print("TileRenderer: Initialized")
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# Build a programmatic TileSet with colored placeholder tiles
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func _setup_tileset() -> void:
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var ts := TileSet.new()
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ts.tile_size = Vector2i(TILE_SIZE, TILE_SIZE)
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# Create an atlas source backed by a programmatic image
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var source := TileSetAtlasSource.new()
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var img := Image.create(TILE_SIZE * 4, TILE_SIZE, false, Image.FORMAT_RGBA8)
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# Floor (0,0) — dark gray
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_fill_tile(img, 0, Color(0.18, 0.18, 0.22))
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# Wall (1,0) — lighter gray with subtle border
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_fill_tile_with_border(img, 1, Color(0.4, 0.4, 0.45), Color(0.25, 0.25, 0.3))
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# Door (2,0) — brown
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_fill_tile_with_border(img, 2, Color(0.5, 0.35, 0.2), Color(0.35, 0.25, 0.15))
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# Object (3,0) — teal
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_fill_tile(img, 3, Color(0.2, 0.45, 0.45))
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var tex := ImageTexture.create_from_image(img)
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source.texture = tex
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source.texture_region_size = Vector2i(TILE_SIZE, TILE_SIZE)
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# Create tile entries in the atlas
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for i in range(4):
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source.create_tile(Vector2i(i, 0))
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var source_id := ts.add_source(source)
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tile_set = ts
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# Update tiles from snapshot data
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# tiles: Array of {x: int, y: int, z: int, type: String}
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func update_tiles(tiles: Array) -> void:
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if not _initialized:
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return
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clear()
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for tile_data in tiles:
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if not tile_data.has("x") or not tile_data.has("y") or not tile_data.has("type"):
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continue
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var tile_type_str: String = tile_data.type
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if not TILE_TYPE_MAP.has(tile_type_str):
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continue
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var atlas_x: int = TILE_TYPE_MAP[tile_type_str]
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var coords := Vector2i(tile_data.x, tile_data.y)
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set_cell(coords, 0, Vector2i(atlas_x, 0))
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# Fill a tile region with a solid color
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func _fill_tile(img: Image, tile_index: int, color: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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img.set_pixel(x_offset + x, y, color)
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# Fill a tile region with a color and a 1px border
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func _fill_tile_with_border(img: Image, tile_index: int, fill: Color, border: Color) -> void:
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var x_offset := tile_index * TILE_SIZE
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for x in range(TILE_SIZE):
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for y in range(TILE_SIZE):
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if x == 0 or y == 0 or x == TILE_SIZE - 1 or y == TILE_SIZE - 1:
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img.set_pixel(x_offset + x, y, border)
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else:
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img.set_pixel(x_offset + x, y, fill)
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