Set up the complete Godot 4.6 client foundation as a pure renderer (D-020): - project.godot with 2D rendering, autoloads, input actions - Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer - Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper - Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer - UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay - Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause) - gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
59 lines
1.6 KiB
GDScript
59 lines
1.6 KiB
GDScript
extends Node
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# Semantic actions — NO raw key codes cross the bridge
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enum Action {
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MOVE_NORTH, MOVE_SOUTH, MOVE_EAST, MOVE_WEST,
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INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE
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}
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var input_queue: Array[Dictionary] = []
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func _unhandled_input(event: InputEvent) -> void:
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# Only process key press events (not releases or repeats)
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if not event is InputEventKey:
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return
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if not event.pressed or event.echo:
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return
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var action: Action = -1
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var action_name: String = ""
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# Map input actions to semantic Action enum
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if event.is_action_pressed("move_north"):
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action = Action.MOVE_NORTH
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action_name = "move_north"
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elif event.is_action_pressed("move_south"):
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action = Action.MOVE_SOUTH
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action_name = "move_south"
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elif event.is_action_pressed("move_east"):
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action = Action.MOVE_EAST
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action_name = "move_east"
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elif event.is_action_pressed("move_west"):
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action = Action.MOVE_WEST
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action_name = "move_west"
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elif event.is_action_pressed("interact"):
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action = Action.INTERACT
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action_name = "interact"
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elif event.is_action_pressed("perception_mode"):
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action = Action.USE_PERCEPTION_MODE
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action_name = "perception_mode"
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elif event.is_action_pressed("open_menu"):
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action = Action.OPEN_MENU
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action_name = "open_menu"
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elif event.is_action_pressed("pause"):
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action = Action.PAUSE
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action_name = "pause"
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# Queue the action if valid
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if action != -1:
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input_queue.append({
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"action": action,
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"timestamp_msec": Time.get_ticks_msec()
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})
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get_viewport().set_input_as_handled()
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func flush_queue() -> Array[Dictionary]:
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var queue = input_queue.duplicate()
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input_queue.clear()
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return queue
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