Files
settled-reach/client/scripts/rendering/world_renderer.gd
T
jpmschweitzerandClaude Opus 4.6 34a21d4cd0 feat(rendering): GameplayRenderer base class — occlusion for all renderers (D-170)
New GameplayRenderer extends Node2D with built-in occlusion support.
Subclasses override _gameplay_process() and _gameplay_draw() instead
of _process() and _draw() — these are skipped when a fullscreen
implant app covers gameplay.

Migrated all 5 gameplay renderers:
- CursorRenderer: hover detection + bracket drawing paused
- EntityRenderer: position lerping paused
- FogEntities: fog dot rendering paused
- SoundIndicatorRenderer: directional arrows paused
- WorldRenderer: tile/fog/entity updates paused

No more manual occlusion wiring — the base class handles everything.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 11:51:30 +02:00

54 lines
2.2 KiB
GDScript

extends GameplayRenderer
# World renderer — manages all visual representation from GameState
# Attached to the World node in main.tscn
#
# D-049 Z-level rendering pipeline (z-layer-gap-analysis.md):
# FogGroup (CanvasGroup) composites world content:
# FloorTiles (TileMapLayer) — z:0 ground plane
# FloorObjects (Node2D) — z:10 cosmetic detail (placeholder)
# YSortGroup (Node2D, y_sort) — z:100 furniture + entities (all z:0 relative)
# Furniture (Node2D, y_sort) — z:0 placed objects (placeholder)
# Entities (Node2D, y_sort) — z:0 entity sprites (D-033 colors)
# Overhead (Node2D) — z:300 ceiling/upper structure (placeholder)
# FogOverlay (Node2D) — z:900 fog shader (OUTSIDE FogGroup)
var _last_tick: int = -1
@onready var tile_renderer = $FogGroup/FloorTiles
@onready var fog_renderer = $FogOverlay
@onready var entity_renderer = $FogGroup/YSortGroup/Entities
@onready var sound_indicator_renderer = $SoundIndicators # #126 D-018 medium-range indicators
func _renderer_ready() -> void:
print("WorldRenderer: Initialized (D-049 z-stack)")
# Called each frame to update visuals from game state.
# Uses tick-based invalidation — re-renders all layers when a new snapshot arrives.
func update_from_state() -> void:
if gameplay_occluded:
return # D-170: skip rendering while fullscreen implant app is active
var tick := GameState.current_tick
if tick == _last_tick:
return
_last_tick = tick
# Update tiles (may include new chunks or modified tiles)
if tile_renderer and tile_renderer.has_method("update_tiles"):
if GameState.visible_tiles.size() > 0:
tile_renderer.update_tiles(GameState.visible_tiles)
# Update fog overlay — shader-based, reads from FogState autoload
if fog_renderer and fog_renderer.has_method("update_fog"):
fog_renderer.update_fog()
# Update entity sprites
if entity_renderer and entity_renderer.has_method("update_entities"):
entity_renderer.update_entities(GameState.visible_entities)
# D-018 #126: Update medium-range sound indicators
if sound_indicator_renderer and sound_indicator_renderer.has_method("update_sound_events"):
sound_indicator_renderer.update_sound_events(GameState.medium_sound_events)