Three-scope z-layer rendering pipeline (D-049): world z:0-900 inside CanvasGroup, insert overlay CanvasLayer 10, UI CanvasLayer 20, modal CanvasLayer 30. Y-sort contract enforced (entities z_index=0). Reserved ranges for VFX, airborne, lower floors documented in constants.gd. Sprint 6 client tickets: - #429: Cursor state machine — 4 states, 150ms transitions (D-056) - #430: Fog shader rebuild — 5-layer fragment shader, animated noise (D-059) - #432: Entity interaction list — vertical multi-verb, insert-styled (D-057) - #433: World radial menu — 2 spokes, drag-release + click-click (D-058) - #438: Inventory UI — 3x3 grid, 40x40px, 1-9 hotkeys (D-065) - #439: Stance indicator — color-coded HUD, C/X keybinds (D-053) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
67 lines
3.4 KiB
GDScript
67 lines
3.4 KiB
GDScript
class_name Constants
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# Shared constants used across rendering, game state, and protocol layers.
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## Tile size in pixels — all renderers and coordinate conversions use this.
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const TILE_SIZE: int = 32
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# D-049 Z-level rendering pipeline — three-scope architecture.
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# Full spec: docs/architecture/z-layer-gap-analysis.md
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#
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# WORLD SCOPE (z:-200 to z:900, inside FogGroup CanvasGroup)
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# All world content composited into one texture, then fog drawn over it.
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# Y-sort contract: all children of YSortGroup MUST use z_index = 0.
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# z_index is PRIMARY sort, y-position is SECONDARY (Godot #62715).
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const Z_FLOOR: int = 0 # Floor tiles — ground plane
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const Z_FLOOR_OBJECTS: int = 10 # Floor objects — cosmetic, ground shadows
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# z:20-99 reserved: liquid surface (z:110), surface effects
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const Z_YSORT: int = 100 # YSortGroup — furniture + entities + walls, all z:0 relative
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# z:110 reserved: liquid surface occlusion (alpha by depth)
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# z:150-199 reserved: ground VFX (smoke origins, gas pools, sparks)
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const Z_AIRBORNE: int = 200 # Projectiles, low-flying objects (scale ~1.0)
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# z:250-299 reserved: mid-air VFX (rising smoke, floating particles)
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const Z_OVERHEAD: int = 300 # Ceiling edges, upper structure, semi-transparent
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# z:325-349 reserved: ceiling VFX (smoke through ceiling)
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const Z_HIGH_AIRBORNE: int = 350 # Above-ceiling flying (scale 1.03-1.30, alpha fades)
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const Z_UPPER_CONTENT: int = 400 # Upper-floor entities (rare with fixed camera)
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# z:500-899 reserved: edge cases
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const Z_FOG: int = 900 # FogOverlay — OUTSIDE FogGroup, fog shader
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# Lower floors: z:-100 per floor (floor-1: z:-100 to z:-1, floor-2: z:-200 to z:-101)
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# z:-75 to z:-51 reserved: lower floor VFX
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#
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# INSERT SCOPE (CanvasLayer 10)
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# Bloom-rendered, not affected by fog or camera transform.
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const CANVAS_INSERT: int = 10 # CanvasLayer number for InsertOverlay
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#
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# UI SCOPE (CanvasLayer 20)
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# HUD, monologue, cursor — always visible.
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const CANVAS_UI: int = 20 # CanvasLayer number for UILayer
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#
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# MODAL SCOPE (CanvasLayer 30)
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# Full-screen overlays: pause, inventory modal, death screen.
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const CANVAS_MODAL: int = 30 # CanvasLayer number for ModalLayer
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#
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# Rendering ceiling: 10 floors (25m) above current floor.
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# Above this: no sprites, ground shadows + environmental effects only.
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const RENDER_CEILING_FLOORS: int = 10
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# Visible floor window (looking down): current - 2 floors (detailed + parallax).
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const VISIBLE_FLOOR_DEPTH: int = 2
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# D-033: Entity relationship color palette
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# Color represents the player's RELATIONSHIP to the entity, not an objective property.
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# Phase 1: default colors mapped by entity kind (Player/Npc/Object/Terrain).
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# Phase 2 (#361): colors derived from RelationshipState via the knowledge graph.
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const ENTITY_COLOR_UNKNOWN: Color = Color("#4a9ebb") # Unknown/Neutral — cool teal
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const ENTITY_COLOR_FRIENDLY: Color = Color("#6bc9a6") # Known/Friendly — soft green
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const ENTITY_COLOR_POI: Color = Color("#e8c547") # Person of Interest — warm amber
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const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous — muted red
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const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
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const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
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# D-015: Peripheral vision dimming
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const PERIPHERAL_ALPHA: float = 0.5
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# Facing direction indicator
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const FACING_INDICATOR_SIZE: float = 6.0
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const FACING_INDICATOR_OFFSET: float = 14.0
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