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settled-reach/client/scripts/rendering/entity_renderer.gd
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jpmschweitzerandClaude Opus 4.6 78c8bb97de fix(client): address PR #54 round 2 — stale comments, D-076 test, GROUND_FLOOR const
Remove stale smoothing re-enable comments from main.gd (Hoshe #1).
Add DIALOGUE_MAX_WIDTH=640 regression test (Hoshe #2).
Extract GROUND_FLOOR const in tile_renderer (Tyre #3).
Clean up entity_renderer migration comment (Hoshe #3).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:42:25 +01:00

203 lines
8.0 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 v2): {entity_id, x, y, z, kind: {variant, data}, visibility}
#
# Position lerping: entity sprites smoothly slide between tiles instead of snapping.
# The server moves entities in discrete tile steps; the lerp makes this look fluid.
# Speed is tuned so Sprint feels snappy and Walk/Careful/Crouch feel deliberate.
#
# D-033 colors: Phase 1 defaults by entity kind. Phase 2 (#361) will derive
# color from RelationshipState via the knowledge graph.
const TILE_SIZE: int = Constants.TILE_SIZE
# D-044: 24x32 entity footprint within 32x32 visual tile (64x64 source scaled to 32px runtime)
const ENTITY_WIDTH: int = 24
const ENTITY_HEIGHT: int = 32
const ENTITY_OFFSET_X: float = (TILE_SIZE - ENTITY_WIDTH) / 2.0 # center horizontally
const ENTITY_OFFSET_Y: float = (TILE_SIZE - ENTITY_HEIGHT) / 2.0 # center vertically for placeholder. Migration: switch to bottom-anchor (offset = TILE_SIZE - ENTITY_HEIGHT) when real sprites land for correct y-sort ordering.
# Lerp speed — framerate-independent exponential smoothing.
# At 12.0: ~70% there after 0.1s, ~95% after 0.25s.
# Fast enough for Sprint snappiness, slow enough for Walk to show sliding.
const LERP_SPEED: float = 12.0
var entity_nodes: Dictionary = {} # entity_id -> Node2D
var _entity_targets: Dictionary = {} # entity_id -> Vector2 (target pixel position)
var _entity_relationships: Dictionary = {} # #521: entity_id -> String (last relationship)
var _entity_tweens: Dictionary = {} # #521: entity_id -> {target: Color, elapsed: float}
# #521: Color transition duration in seconds (D-033: "0.5s fade")
const COLOR_FADE_DURATION: float = 0.5
func _ready() -> void:
print("EntityRenderer: Initialized")
func _process(delta: float) -> void:
# Lerp all entity visual positions toward their targets each frame.
# Uses framerate-independent exponential smoothing.
var weight := 1.0 - exp(-LERP_SPEED * delta)
for entity_id in entity_nodes.keys():
if not _entity_targets.has(entity_id):
continue
var node = entity_nodes[entity_id]
var target: Vector2 = _entity_targets[entity_id]
if not node.position.is_equal_approx(target):
node.position = node.position.lerp(target, weight)
# #521: Advance color transitions (manual lerp, testable without SceneTree)
var finished_ids: Array = []
for entity_id in _entity_tweens.keys():
if not entity_nodes.has(entity_id):
finished_ids.append(entity_id)
continue
var tween_data: Dictionary = _entity_tweens[entity_id]
tween_data.elapsed += delta
var t := clampf(tween_data.elapsed / COLOR_FADE_DURATION, 0.0, 1.0)
var node_c: ColorRect = entity_nodes[entity_id] as ColorRect
node_c.color = tween_data.from.lerp(tween_data.target, t)
if t >= 1.0:
finished_ids.append(entity_id)
for eid in finished_ids:
_entity_tweens.erase(eid)
# 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 with D-033 color and optional facing indicator
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_WIDTH, ENTITY_HEIGHT)
entity_node.pivot_offset = Vector2(ENTITY_WIDTH / 2.0, ENTITY_HEIGHT / 2.0)
# D-033 color by relationship (#521)
entity_node.color = _color_for_kind(entity_data)
add_child(entity_node)
entity_nodes[entity_id] = entity_node
_entity_relationships[entity_id] = entity_data.get("relationship", "Unknown")
# Add facing indicator for the player entity
if entity_id == GameState.player_entity_id:
_add_facing_indicator(entity_node)
# Snap to initial position (no lerp on first appearance)
if entity_data.has("x") and entity_data.has("y"):
var target := Vector2(
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y
)
entity_node.position = target
_entity_targets[entity_id] = target
_update_entity_node(entity_id, entity_data)
# Update an existing entity node (target position, visibility dimming, facing)
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 target position — the lerp in _process() will smoothly move there.
# Server sends tile-center coords (tile 16 → 16.5), floor to get tile index.
if entity_data.has("x") and entity_data.has("y"):
_entity_targets[entity_id] = Vector2(
floorf(entity_data.x) * TILE_SIZE + ENTITY_OFFSET_X,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET_Y
)
# #521: Detect relationship change → fade D-033 color (0.5s via _process)
var new_rel: String = entity_data.get("relationship", "Unknown")
var old_rel: String = _entity_relationships.get(entity_id, "Unknown")
if new_rel != old_rel:
_entity_relationships[entity_id] = new_rel
var new_color := _color_for_kind(entity_data)
_entity_tweens[entity_id] = {
"from": entity_node.color,
"target": new_color,
"elapsed": 0.0,
}
# Note: modulate.a (peripheral dimming below) and color (D-033 tint above)
# are compositionally independent — both can change simultaneously without
# interference. If alpha tweening is added later, coordinate with color tween.
# v2: Peripheral vision dimming (D-015)
# null visibility (v1 backward compat) defaults to full alpha
var visibility: Variant = entity_data.get("visibility")
var target_alpha := Constants.PERIPHERAL_ALPHA if visibility == "Peripheral" else 1.0
if not is_equal_approx(entity_node.modulate.a, target_alpha):
entity_node.modulate.a = target_alpha
# D-054: Update facing indicator from client-side mouse angle (not server).
# InputMapper.facing_angle is a continuous float — smoother than octant snapping.
if entity_id == GameState.player_entity_id:
var indicator = entity_node.get_node_or_null("FacingIndicator")
if indicator != null:
# facing_angle: 0=East, -PI/2=North. Indicator: 0=North (up).
# Rotate from North basis: add PI/2 to convert.
indicator.rotation = InputMapper.facing_angle + PI / 2.0
# 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)
_entity_targets.erase(entity_id)
_entity_relationships.erase(entity_id)
_entity_tweens.erase(entity_id)
# D-033 color by entity kind — delegates to Constants.color_for_entity_kind
static func _color_for_kind(entity_data: Dictionary) -> Color:
return Constants.color_for_entity_kind(entity_data)
# Add a facing direction indicator triangle to the player entity
func _add_facing_indicator(parent_node: Control) -> void:
var indicator := Polygon2D.new()
indicator.name = "FacingIndicator"
var s := Constants.FACING_INDICATOR_SIZE
var offset := Constants.FACING_INDICATOR_OFFSET
# Triangle pointing up (North), offset from center. Rotates around (0,0).
indicator.polygon = PackedVector2Array([
Vector2(0, -offset - s),
Vector2(-s * 0.6, -offset + s * 0.4),
Vector2(s * 0.6, -offset + s * 0.4),
])
indicator.color = Constants.ENTITY_COLOR_PLAYER
# Position at center of parent ColorRect — rotation around this point
indicator.position = Vector2(ENTITY_WIDTH / 2.0, ENTITY_HEIGHT / 2.0)
parent_node.add_child(indicator)