Files
settled-reach/client/scripts/rendering/entity_renderer.gd
T
jpmschweitzerandClaude Opus 4.6 aa3a3fea7d fix(client): address PR review — invalidation, constants, tests
Review feedback from Hoshe + Tyre on PR #8:

- Extract shared TILE_SIZE to Constants class_name (Tyre #5, Hoshe #7)
- Fix tile invalidation: detect tile/visibility count changes instead
  of one-shot dirty flag, supports chunk loading (Tyre #3, #4)
- Fog dirty tracking: only re-render when visible_positions changes
- Add bounds warning for unknown tile types (Hoshe #1)
- Add player-not-found warning in GameState (Hoshe #5)
- Use Image.fill_rect() instead of pixel loops (Tyre #10)
- Document _player_pos as reserved for fog decay #113 (Tyre #6)
- Add TODO(#130) for D-033 relationship colors (Hoshe #3, Tyre #8)
- Add class_name to EntityRenderer, FogRenderer, TileRenderer
- 20 new rendering tests (D-030 Layer 1): entity lifecycle, fog
  registration, tile type mapping, snapshot completeness, constants
- 65 total tests passing, 0 failures

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:15:42 +01:00

89 lines
2.8 KiB
GDScript

class_name EntityRenderer
extends Node2D
# Entity renderer — manages entity sprites under the Entities node
# Creates/updates/removes ColorRect children based on entity data
# Entity format (from Protocol): {entity_id, x, y, z, kind: {variant, data}}
const TILE_SIZE: int = Constants.TILE_SIZE
const ENTITY_SIZE: int = 24
const ENTITY_OFFSET: float = (TILE_SIZE - ENTITY_SIZE) / 2.0 # center within tile
var entity_nodes: Dictionary = {} # entity_id -> Node2D mapping
func _ready() -> void:
print("EntityRenderer: Initialized")
# Update entities from snapshot data
func update_entities(entities: Array) -> void:
var active_ids: Array = []
# Create or update entities
for entity_data in entities:
if not entity_data.has("entity_id"):
continue
var entity_id = entity_data.entity_id
active_ids.append(entity_id)
# Create entity node if it doesn't exist
if not entity_nodes.has(entity_id):
_create_entity_node(entity_id, entity_data)
else:
_update_entity_node(entity_id, entity_data)
# Remove entities that are no longer visible
var ids_to_remove: Array = []
for entity_id in entity_nodes.keys():
if entity_id not in active_ids:
ids_to_remove.append(entity_id)
for entity_id in ids_to_remove:
_remove_entity_node(entity_id)
# Create a new entity node (placeholder visual)
func _create_entity_node(entity_id: int, entity_data: Dictionary) -> void:
var entity_node = ColorRect.new()
entity_node.name = "Entity_" + str(entity_id)
entity_node.size = Vector2(ENTITY_SIZE, ENTITY_SIZE)
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# Color based on entity kind (from Protocol decoded format).
# TODO(#130): replace with D-033 relationship colors (teal/green/amber/red).
var kind_variant: String = entity_data.get("kind", {}).get("variant", "")
match kind_variant:
"Npc":
entity_node.color = Color(0.3, 0.6, 0.9) # Placeholder blue
"Player":
entity_node.color = Color(0.88, 0.91, 1.0) # Placeholder light blue
_:
entity_node.color = Color(0.8, 0.8, 0.8) # Gray for unknown
add_child(entity_node)
entity_nodes[entity_id] = entity_node
_update_entity_node(entity_id, entity_data)
# Update an existing entity node
func _update_entity_node(entity_id: int, entity_data: Dictionary) -> void:
if not entity_nodes.has(entity_id):
return
var entity_node = entity_nodes[entity_id]
# Update position from x, y fields (Protocol format), centered within tile
if entity_data.has("x") and entity_data.has("y"):
entity_node.position = Vector2(
entity_data.x * TILE_SIZE + ENTITY_OFFSET,
entity_data.y * TILE_SIZE + ENTITY_OFFSET
)
# Remove an entity node
func _remove_entity_node(entity_id: int) -> void:
if not entity_nodes.has(entity_id):
return
var entity_node = entity_nodes[entity_id]
entity_node.queue_free()
entity_nodes.erase(entity_id)