Files
settled-reach/client/scripts/rendering/entity_renderer.gd
T
jpmschweitzerandClaude Opus 4.6 97cb69e6a4 feat(client): mouse-relative facing and movement (#526, D-054)
Mouse position now determines facing direction as a client-side float.
WASD remapped: W=toward cursor, S=away, A/D=strafe. Facing octant
derived from mouse angle and sent to server via SET_FACING action only
when it changes. EntityRenderer facing indicator uses continuous angle
for smooth rotation. SimBridge test mode updated to handle SetFacing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-18 12:53:19 +01:00

174 lines
6.4 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
const ENTITY_SIZE: int = 24
const ENTITY_OFFSET: float = (TILE_SIZE - ENTITY_SIZE) / 2.0 # center within tile
# 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)
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)
# 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_SIZE, ENTITY_SIZE)
entity_node.pivot_offset = Vector2(ENTITY_SIZE / 2.0, ENTITY_SIZE / 2.0)
# D-033 color by entity kind (Phase 1 default)
# TODO(#361): derive from RelationshipState via knowledge graph
entity_node.color = _color_for_kind(entity_data)
add_child(entity_node)
entity_nodes[entity_id] = entity_node
# 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,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
)
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,
floorf(entity_data.y) * TILE_SIZE + ENTITY_OFFSET
)
# 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)
# 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_SIZE / 2.0, ENTITY_SIZE / 2.0)
parent_node.add_child(indicator)
# Convert facing direction string to rotation in radians (0 = North/up)
static func _facing_to_rotation(facing: String) -> float:
match facing:
"North": return 0.0
"Northeast": return PI / 4.0
"East": return PI / 2.0
"Southeast": return 3.0 * PI / 4.0
"South": return PI
"Southwest": return 5.0 * PI / 4.0
"West": return 3.0 * PI / 2.0
"Northwest": return 7.0 * PI / 4.0
_: return 0.0