Files
settled-reach/client/scripts/main.gd
T
jpmschweitzerandClaude Opus 4.6 57a67ecb0b fix(client): address PR review round 2 — camera tracking, minimap, monologue wiring
- Camera2D now tracks player_position from GameState (D-015)
- Add SubViewport child to minimap SubViewportContainer (fixes editor warning)
- Wire MonologueDisplay into main loop for D-016 perception data path

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 18:24:13 +01:00

41 lines
1.3 KiB
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 (D-015)
camera.position = GameState.player_position * 32 # tile-space to pixel-space
# Update HUD
if hud and hud.has_method("update_from_hud_data"):
hud.update_from_hud_data(GameState.hud_data)
if snapshot.has("player") and snapshot.player.has("health"):
hud.update_health(snapshot.player.health)
# Wire monologue display (D-016 perception data path)
if snapshot.has("monologue") and monologue_display:
monologue_display.show_monologue(snapshot.monologue)
# Send queued input to simulation
var inputs = InputMapper.flush_queue()
for input in inputs:
SimBridge.send_input(input)