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>
17 lines
522 B
GDScript
17 lines
522 B
GDScript
extends Node2D
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# Fog renderer — manages fog of war overlay
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# Controls visibility based on player position and fog radius
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func _ready() -> void:
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print("FogRenderer: Initialized")
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# Update fog visibility (stub for now)
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func update_fog(fog_data: Dictionary, player_pos: Vector2) -> void:
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# TODO: Implement fog of war rendering
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# This will control what the player can see based on:
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# - fog_data.radius (visibility radius)
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# - player_pos (center of visible area)
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# - Perception mode state (affects visibility)
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pass
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