Files
settled-reach/client/scripts/constants.gd
T
jpmschweitzerandClaude Opus 4.6 f3793bf16e feat(client): D-033 entity colors, peripheral dimming, facing indicator (#130)
Replace hardcoded entity colors with D-033 relationship palette:
Player=#e0e8ff, Npc=unknown teal #4a9ebb, Object=grey #8b8ba0.
Phase 1 defaults by entity kind; Phase 2 (#361) will derive color
from RelationshipState via knowledge graph.

Entities in peripheral vision dimmed to 50% alpha (D-015).
Player entity gets a Polygon2D triangle indicator showing facing
direction, rotated from GameState.player_facing.

82 tests total, 0 failures.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 00:53:28 +01:00

24 lines
1.1 KiB
GDScript

class_name Constants
# Shared constants used across rendering, game state, and protocol layers.
## Tile size in pixels — all renderers and coordinate conversions use this.
const TILE_SIZE: int = 32
# D-033: Entity relationship color palette
# Color represents the player's RELATIONSHIP to the entity, not an objective property.
# Phase 1: default colors by entity kind. Phase 2 (#361): driven by RelationshipState.
const ENTITY_COLOR_UNKNOWN: Color = Color("#4a9ebb") # Unknown/Neutral — cool teal
const ENTITY_COLOR_FRIENDLY: Color = Color("#6bc9a6") # Known/Friendly — soft green
const ENTITY_COLOR_POI: Color = Color("#e8c547") # Person of Interest — warm amber
const ENTITY_COLOR_HOSTILE: Color = Color("#d45d5d") # Hostile/Dangerous — muted red
const ENTITY_COLOR_OBJECT: Color = Color("#8b8ba0") # Static objects — muted grey
const ENTITY_COLOR_PLAYER: Color = Color("#e0e8ff") # Player character (detective)
# D-015: Peripheral vision dimming
const PERIPHERAL_ALPHA: float = 0.5
# Facing direction indicator
const FACING_INDICATOR_SIZE: float = 6.0
const FACING_INDICATOR_OFFSET: float = 14.0