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>
21 lines
675 B
GDScript
21 lines
675 B
GDScript
extends Node2D
|
|
|
|
# World renderer — manages all visual representation from GameState
|
|
# Attached to the World node in main.tscn
|
|
|
|
@onready var entity_renderer = $Entities
|
|
@onready var fog_renderer = $FogOverlay
|
|
|
|
func _ready() -> void:
|
|
print("WorldRenderer: Initialized")
|
|
|
|
# Called each frame to update visuals from game state
|
|
func update_from_state() -> void:
|
|
# Update entity sprites
|
|
if entity_renderer and entity_renderer.has_method("update_entities"):
|
|
entity_renderer.update_entities(GameState.visible_entities)
|
|
|
|
# Update fog overlay
|
|
if fog_renderer and fog_renderer.has_method("update_fog"):
|
|
fog_renderer.update_fog(GameState.fog_state, GameState.player_position)
|