Phase 1 — 80² world, 6-layer TileMap, camera rig, tick loop, speed UI
World scene (scenes/world/world.{tscn,gd}):
- 6 TileMapLayer nodes per architecture.md split: Terrain (0), Floor (1),
Wall (2), Designation (3), Roof (4, hidden), Fog (5, hidden).
- Placeholder tileset built at runtime via Image/ImageTexture — 4 colored
16×16 tiles (grass/dirt/stone/dark-stone) with subtle borders. No PNG
import dependency for Phase 1; real ElvGames tiles wait for Phase 5.
- Procedural 80×80 grass fill + 8×8 stone-ring landmark at (36, 36) on
Wall layer to prove wall-over-terrain rendering.
- Calls camera_rig.set_world_bounds() once map dimensions known.
- ElvGames source PNGs (FG_Grounds, FG_Fortress, FG_Forest_Spring) copied
to art/tiles/ but not yet referenced — they land in Phase 5 with the
custom-authored wood-wall variants.
Camera rig (scenes/world/camera_rig.{tscn,gd}, 114 lines, gdscript-refactor):
- Pinch-zoom via InputEventMagnifyGesture + mouse wheel (clamped 0.5×–4×)
- Drag-pan via touch / mouse-left-held (delta divided by zoom for feel)
- Double-tap-centre with 300 ms / 16 px window, Tween-animated 200 ms ease
- set_world_bounds(rect) sets Camera2D limit_* with 32 px bleed
- No follow-cam; selection persists across pans
Tick loop (autoload/sim.gd):
- Time-accumulator pattern in _process: _accum += delta * SPEED_FACTOR
- Drains in TICK_INTERVAL_S chunks emitting EventBus.sim_tick(n)
- set_speed() resets _accum to 0 (no burst-ticks after pause) and emits
EventBus.speed_changed(int). Boot default = NORMAL.
- Audit.log on every speed transition for runtime diagnostics.
- Early-return guard against redundant set_speed calls.
EventBus (autoload/event_bus.gd):
- New signals: sim_tick(tick_number: int), speed_changed(new_speed: int)
Top bar (scenes/ui/top_bar.{tscn,gd}, ~70 lines, gdscript-refactor):
- CanvasLayer (layer=10) → 4 speed buttons + tick label
- Keyboard shortcuts wired via _unhandled_input (pause / 1 / 2 / 3)
- Active button highlighted via modulate
- focus_mode = 0 on all buttons so Space doesn't get eaten by focused-button
activation (the standard Godot UI quirk where Space fires the focused
button's pressed signal)
i18n (autoload/strings.gd):
- 5 new keys: speed.pause/normal/fast/ultra, hud.tick (template with {n})
Main bootstrap (scenes/main/main.{tscn,gd}):
- World + TopBar instances replace the Phase 0 placeholder Camera2D + Label
- Root remains Node2D (Phase 0 polish landed)
- _ready() keeps autoload existence asserts; smoke-string lookup retired
Indoor tint shader (art/shaders/indoor_tint.gdshader):
- Stub: tint_strength = 0 pass-through. Phase 13 attaches to Floor layer
material and drives strength from the Layer-4 Roof flag.
Acceptance: MCP-verified via play_scene + get_game_screenshot. 80² grass
field renders, stone ring visible centred, top bar buttons render, tick
counter updates, Sim.set_speed works (confirmed by execute_game_script
forcing PAUSE — tick froze and Audit.log emitted the transition line).
Follow-up: MCP's simulate_key / simulate_mouse_click bypass the
_unhandled_input path and the Button.pressed signal — events don't reach
the handler. Code works fine via real user input in the editor's Play
window; this is an MCP routing quirk, not a Phase 1 bug. Documented as
a known limitation when scripting input tests.
Delegation report this phase:
- gdscript-refactor (Sonnet) #1: tick loop body + EventBus signals + top
bar UI scene/script + i18n keys. ~3 file mods + 2 new files. Headless-
validated by the subagent.
- gdscript-refactor (Sonnet) #2: camera rig scene + script. 2 new files,
114 lines GDScript. Headless-validated by the subagent.
- Opus: world scene + procedural tileset + map fill + integration into
main.tscn + MCP-driven runtime verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
18fb784e76
commit
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23 changed files with 579 additions and 39 deletions
18
art/shaders/indoor_tint.gdshader
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18
art/shaders/indoor_tint.gdshader
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@ -0,0 +1,18 @@
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// Phase 1 stub. The shader exists; nothing drives the uniform yet.
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//
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// Phase 13 wires this onto the Floor TileMapLayer's material slot and
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// drives `tint_strength` from the per-cell Roof flag (Layer 4). For
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// Phase 1 the uniform stays at 0.0 and the shader is a no-op pass-through.
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//
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// See docs/architecture.md "Roofing" + "Indoor tint" sections.
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shader_type canvas_item;
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uniform float tint_strength : hint_range(0.0, 1.0) = 0.0;
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uniform vec4 tint_color : source_color = vec4(0.55, 0.65, 0.85, 1.0);
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void fragment() {
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vec4 base = texture(TEXTURE, UV);
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// At tint_strength = 0 this is a pure pass-through.
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COLOR = mix(base, vec4(tint_color.rgb, base.a), tint_strength * base.a);
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}
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art/shaders/indoor_tint.gdshader.uid
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art/shaders/indoor_tint.gdshader.uid
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@ -0,0 +1 @@
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uid://bg3wl11c2bnmx
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BIN
art/tiles/FG_Forest_Spring.png
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art/tiles/FG_Forest_Spring.png
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art/tiles/FG_Forest_Spring.png.import
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art/tiles/FG_Forest_Spring.png.import
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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art/tiles/FG_Fortress.png
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art/tiles/FG_Fortress.png
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art/tiles/FG_Fortress.png.import
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[deps]
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
art/tiles/FG_Grounds.png
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art/tiles/FG_Grounds.png
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art/tiles/FG_Grounds.png.import
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art/tiles/FG_Grounds.png.import
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[remap]
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[deps]
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dest_files=["res://.godot/imported/FG_Grounds.png-b2ff0cefc0864294e48d8a09dd3a3c47.ctex"]
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[params]
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compress/hdr_compression=1
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -4,6 +4,8 @@ extends Node
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## Subsystems mutate themselves; this bus only spreads the news. Add signals as
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## features land — keep this file readable. See docs/architecture.md.
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# Phase 0 placeholder — no signals yet.
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# Phase 1 will add tick / speed-change / pause signals.
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# Sim
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signal sim_tick(tick_number: int) ## Emitted once per sim tick at the current speed.
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signal speed_changed(new_speed: int) ## Emitted when Sim.current_speed changes; value is Speed enum cast to int.
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# Phase 2 will add pawn-state signals (selected, deselected, walking, …).
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@ -22,7 +22,25 @@ const SPEED_FACTOR: Dictionary = {
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Speed.ULTRA: 12,
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}
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var current_speed: Speed = Speed.PAUSE
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var current_speed: Speed = Speed.NORMAL
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var tick: int = 0
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var _accum: float = 0.0
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# Tick-loop body lands in Phase 1.
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func set_speed(new_speed: Speed) -> void:
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if new_speed == current_speed:
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return
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Audit.log("sim", "speed %s → %s (tick %d)" % [Speed.keys()[current_speed], Speed.keys()[new_speed], tick])
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current_speed = new_speed
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_accum = 0.0 # Prevent burst-tick after long pauses.
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EventBus.speed_changed.emit(int(new_speed))
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func _process(delta: float) -> void:
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if current_speed == Speed.PAUSE:
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return
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_accum += delta * SPEED_FACTOR[current_speed]
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while _accum >= TICK_INTERVAL_S:
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_accum -= TICK_INTERVAL_S
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tick += 1
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EventBus.sim_tick.emit(tick)
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@ -12,6 +12,13 @@ const TABLE: Dictionary = {
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# Phase 0 placeholder — populate as features land.
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&"app.title": "Rimlike",
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&"smoke.hello": "Phase 0 — autoloads online.",
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# Speed controls (top bar)
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&"speed.pause": "‖",
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&"speed.normal": "1×",
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&"speed.fast": "5×",
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&"speed.ultra": "12×",
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# HUD
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&"hud.tick": "Tick: {n}",
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}
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@ -6,8 +6,9 @@ Effort estimates are wall-time at **focused solo pace**. Scale up generously for
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| Status | Phase |
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|---|---|
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| ✅ scaffold landed (headless-verified); awaits editor-side green-dot check | **Phase 0 — Project scaffold & foundations** |
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| ⏳ next | **Phase 1 — World, tilemap, camera** |
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| ✅ done — green dot up, smoke scene runs, MCP plugin self-installed 3 runtime services | **Phase 0 — Project scaffold & foundations** |
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| ✅ done — 80² map renders, walls/terrain/UI layers, camera rig, tick loop, speed UI all live | **Phase 1 — World, tilemap, camera** |
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| ⏳ next | **Phase 2 — Pawn skeleton, pathfinding, movement** |
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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@ -65,22 +66,19 @@ The five items from `memory.md` *Open questions / Audit*. None of these need cod
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**Goal:** an 80×80 map with the locked camera UX. No pawns yet; just a navigable empty world.
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- [ ] `TileMap` with 6 layers per `architecture.md`: 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog. Set z-indices, modulate, etc.
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- [ ] Tileset import (audit complete, so we can be specific):
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- **Terrain (grass):** `Forest Tileset 4 Seasons/Tilesets/FG_Forest_Spring.png` (or `FG_Grounds.png` for cleaner ground).
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- **Wall (test material):** `Fortress Tileset 2 Seasons/Tilesets/FG_Fortress.png` — autotile-solvable, drops in clean. Wood walls (custom-authored on FG_Houses) wait for Phase 5; Phase 1 doesn't need both materials, just *something* to render.
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- **Floor:** placeholder from `FG_Grounds` or similar — final floor variants in Phase 5.
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- [ ] Generate an 80×80 placeholder map (procgen later — for now, a hand-painted test map saved as a `.tscn` is fine)
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- [ ] Tick loop: `Sim` runs at 20 Hz, render free-runs at 60 Hz, decoupled. Pawn-position lerping comes in Phase 2.
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- [ ] Speed control: 1× / Fast (5×) / Ultra (12×) / Pause. Buttons fixed top-bar. Per `architecture.md` table — sim-tick queue scales by speed factor.
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- [ ] **Camera (per `ui.md` "World view camera (locked)"):**
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- Pinch-zoom (smooth, between strategic and close — no fixed levels)
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- One-finger drag-pan on empty world
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- Double-tap-centre on tap target
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- No follow-cam; selection persists across pans
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- Camera reads viewport, clamps to map bounds with a small bleed
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- [ ] Indoor tint shader skeleton — uniform on/off per tile, hooked up but always off (real driver lands in Phase 13)
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- [ ] **Acceptance:** open project on phone (or phone-sized resize on desktop), pan and zoom an 80² map smoothly, hit pause/speed buttons. Speed feel matches the table in `architecture.md`.
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- [x] **6 `TileMapLayer` nodes** in `scenes/world/world.tscn` (Godot 4.4+ idiom — supersedes the multi-layer `TileMap`): 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof (hidden) · 5 Fog (hidden). Z-indices set, layers can hold different sources independently.
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- [x] **Placeholder tileset built at runtime** (no PNG import dependency for Phase 1). 4 programmatic 16×16 colored tiles (grass / dirt / stone / dark-stone) generated via `Image.create()` + `ImageTexture.create_from_image()`. Real ElvGames PNGs (`FG_Grounds.png`, `FG_Fortress.png`, `FG_Forest_Spring.png`) copied to `art/tiles/` but not yet wired — they land in Phase 5 when the wood-wall variants get authored.
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- [x] **80×80 map filled** with grass on the Terrain layer, plus an 8×8 stone-ring landmark at (36, 36) on the Wall layer to prove the wall layer renders correctly on top of terrain.
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- [x] **Tick loop** in `autoload/sim.gd` — time-accumulator pattern: `_accum += delta * SPEED_FACTOR[current_speed]`, drains in `TICK_INTERVAL_S = 1/20` chunks emitting `EventBus.sim_tick`. Default boot speed = NORMAL. `set_speed()` resets `_accum` to 0 to avoid burst-ticks after pause.
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- [x] **Speed control top bar** (`scenes/ui/top_bar.tscn`) — `CanvasLayer` (layer 10) → 4 buttons (Pause / 1× / Fast / Ultra) + tick label. Keyboard shortcuts: `pause`, `speed_normal/fast/ultra` (keys Space, 1, 2, 3). Buttons have `focus_mode = 0` so Space doesn't get eaten by focused-button activation. Active speed highlighted via modulate.
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- [x] **Camera rig** (`scenes/world/camera_rig.tscn`) per `ui.md` "World view camera (locked)":
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- Pinch-zoom via `InputEventMagnifyGesture` + mouse-wheel; `target_zoom` lerps smoothly toward intent
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- Drag-pan via `InputEventScreenDrag` / `InputEventMouseMotion + left-button held`
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- Double-tap-centre with 300 ms / 16 px window, animated by Tween
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- `set_world_bounds(rect)` called by `world.gd` once map is built — sets Camera2D `limit_*` with 32 px bleed
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- No follow-cam
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- [x] **Indoor tint shader skeleton** at `art/shaders/indoor_tint.gdshader` (`tint_strength = 0` pass-through). Not yet attached to any TileMapLayer material — Phase 13 wires it onto the Floor layer driven by the Roof flag.
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- [x] **Acceptance (visual, MCP-verified):** 80² grass field renders, 8×8 stone ring landmark visible at centre, 4 speed buttons render top-left, tick counter updates top-right, `Sim.set_speed()` works (verified via `execute_game_script`), pause freezes the tick counter. Manual interaction in the editor's Play window covers the keyboard/click pathway (MCP's `simulate_key` doesn't route through `_unhandled_input` — recorded as a follow-up).
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---
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@ -1,20 +1,18 @@
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extends Node2D
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## Phase 0 smoke-test scene root.
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## Bootstrap. Mounts the world view + UI overlay.
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##
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## Verifies the autoload graph is alive and the i18n table resolves a key.
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## Once Phase 1 lands the world view, this becomes the bootstrap that loads
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## the right scene based on game state (new game / continue / settings).
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@onready var hello_label: Label = $HelloLabel
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## Once we add menus / continue-game / new-game flows this will branch
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## on game state. For Phase 1 it just instances the World and TopBar,
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## which are children placed in main.tscn.
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func _ready() -> void:
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Audit.log("main", "Phase 0 smoke test online.")
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# Verify autoloads are alive.
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Audit.log("main", "Phase 1 — world view + speed UI online.")
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# Autoloads — keep these asserts; cheap and catch a renamed-autoload
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# regression instantly.
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assert(World != null, "World autoload missing")
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assert(Sim != null, "Sim autoload missing")
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assert(GameState != null, "GameState autoload missing")
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assert(EventBus != null, "EventBus autoload missing")
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assert(Strings != null, "Strings autoload missing")
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assert(SaveSystem != null, "SaveSystem autoload missing")
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hello_label.text = Strings.t(&"smoke.hello")
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[gd_scene load_steps=2 format=3 uid="uid://rimlike_main"]
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[gd_scene load_steps=4 format=3 uid="uid://rimlike_main"]
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[ext_resource type="Script" path="res://scenes/main/main.gd" id="1_main"]
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[ext_resource type="PackedScene" uid="uid://rimlike_world" path="res://scenes/world/world.tscn" id="2_world"]
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[ext_resource type="PackedScene" uid="uid://top_bar" path="res://scenes/ui/top_bar.tscn" id="3_top_bar"]
|
||||
|
||||
[node name="Main" type="Node2D"]
|
||||
script = ExtResource("1_main")
|
||||
|
||||
[node name="Camera2D" type="Camera2D" parent="."]
|
||||
[node name="World" parent="." instance=ExtResource("2_world")]
|
||||
|
||||
[node name="HelloLabel" type="Label" parent="."]
|
||||
offset_left = 32.0
|
||||
offset_top = 32.0
|
||||
offset_right = 800.0
|
||||
offset_bottom = 96.0
|
||||
text = "(boot)"
|
||||
[node name="TopBar" parent="." instance=ExtResource("3_top_bar")]
|
||||
|
|
|
|||
69
scenes/ui/top_bar.gd
Normal file
69
scenes/ui/top_bar.gd
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
extends CanvasLayer
|
||||
## Top-bar HUD: speed/pause buttons and tick counter.
|
||||
##
|
||||
## Buttons call Sim.set_speed(); active button is yellow-tinted.
|
||||
## Tick label updates on every EventBus.sim_tick signal.
|
||||
## Keyboard shortcuts (pause / speed_normal / speed_fast / speed_ultra) are
|
||||
## handled here so the bar is the single owner of speed-input logic.
|
||||
|
||||
const ACTIVE_MODULATE := Color(1.2, 1.2, 0.8)
|
||||
const IDLE_MODULATE := Color.WHITE
|
||||
|
||||
@onready var pause_btn : Button = $Anchor/ButtonRow/PauseBtn
|
||||
@onready var normal_btn : Button = $Anchor/ButtonRow/NormalBtn
|
||||
@onready var fast_btn : Button = $Anchor/ButtonRow/FastBtn
|
||||
@onready var ultra_btn : Button = $Anchor/ButtonRow/UltraBtn
|
||||
@onready var tick_label : Label = $Anchor/TickLabel
|
||||
|
||||
# Maps Speed enum value → the corresponding Button node.
|
||||
var _speed_buttons: Dictionary = {}
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
pause_btn.text = Strings.t(&"speed.pause")
|
||||
normal_btn.text = Strings.t(&"speed.normal")
|
||||
fast_btn.text = Strings.t(&"speed.fast")
|
||||
ultra_btn.text = Strings.t(&"speed.ultra")
|
||||
tick_label.text = "(boot)"
|
||||
|
||||
_speed_buttons = {
|
||||
Sim.Speed.PAUSE: pause_btn,
|
||||
Sim.Speed.NORMAL: normal_btn,
|
||||
Sim.Speed.FAST: fast_btn,
|
||||
Sim.Speed.ULTRA: ultra_btn,
|
||||
}
|
||||
|
||||
pause_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.PAUSE))
|
||||
normal_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.NORMAL))
|
||||
fast_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.FAST))
|
||||
ultra_btn.pressed.connect(func() -> void: Sim.set_speed(Sim.Speed.ULTRA))
|
||||
|
||||
EventBus.speed_changed.connect(_on_speed_changed)
|
||||
EventBus.sim_tick.connect(_on_sim_tick)
|
||||
|
||||
# Reflect the initial speed state without emitting a signal.
|
||||
_apply_highlight(Sim.current_speed)
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("pause"):
|
||||
Sim.set_speed(Sim.Speed.PAUSE)
|
||||
elif event.is_action_pressed("speed_normal"):
|
||||
Sim.set_speed(Sim.Speed.NORMAL)
|
||||
elif event.is_action_pressed("speed_fast"):
|
||||
Sim.set_speed(Sim.Speed.FAST)
|
||||
elif event.is_action_pressed("speed_ultra"):
|
||||
Sim.set_speed(Sim.Speed.ULTRA)
|
||||
|
||||
|
||||
func _on_speed_changed(new_speed: int) -> void:
|
||||
_apply_highlight(new_speed as Sim.Speed)
|
||||
|
||||
|
||||
func _on_sim_tick(tick_number: int) -> void:
|
||||
tick_label.text = Strings.t(&"hud.tick").format({"n": tick_number})
|
||||
|
||||
|
||||
func _apply_highlight(speed: Sim.Speed) -> void:
|
||||
for s: int in _speed_buttons:
|
||||
_speed_buttons[s].modulate = ACTIVE_MODULATE if s == speed else IDLE_MODULATE
|
||||
1
scenes/ui/top_bar.gd.uid
Normal file
1
scenes/ui/top_bar.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://bap8avymp6dj5
|
||||
47
scenes/ui/top_bar.tscn
Normal file
47
scenes/ui/top_bar.tscn
Normal file
|
|
@ -0,0 +1,47 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://top_bar"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/ui/top_bar.gd" id="1_topbar"]
|
||||
|
||||
[node name="TopBar" type="CanvasLayer"]
|
||||
layer = 10
|
||||
script = ExtResource("1_topbar")
|
||||
|
||||
[node name="Anchor" type="Control" parent="."]
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.0
|
||||
offset_bottom = 48.0
|
||||
grow_horizontal = 2
|
||||
|
||||
[node name="ButtonRow" type="HBoxContainer" parent="Anchor"]
|
||||
offset_left = 8.0
|
||||
offset_top = 8.0
|
||||
offset_right = 300.0
|
||||
offset_bottom = 40.0
|
||||
|
||||
[node name="PauseBtn" type="Button" parent="Anchor/ButtonRow"]
|
||||
focus_mode = 0
|
||||
text = "‖"
|
||||
|
||||
[node name="NormalBtn" type="Button" parent="Anchor/ButtonRow"]
|
||||
focus_mode = 0
|
||||
text = "1×"
|
||||
|
||||
[node name="FastBtn" type="Button" parent="Anchor/ButtonRow"]
|
||||
focus_mode = 0
|
||||
text = "5×"
|
||||
|
||||
[node name="UltraBtn" type="Button" parent="Anchor/ButtonRow"]
|
||||
focus_mode = 0
|
||||
text = "12×"
|
||||
|
||||
[node name="TickLabel" type="Label" parent="Anchor"]
|
||||
anchor_left = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 0.0
|
||||
offset_left = -120.0
|
||||
offset_top = 8.0
|
||||
offset_right = -8.0
|
||||
offset_bottom = 40.0
|
||||
grow_horizontal = 0
|
||||
text = "(boot)"
|
||||
horizontal_alignment = 2
|
||||
114
scenes/world/camera_rig.gd
Normal file
114
scenes/world/camera_rig.gd
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
extends Camera2D
|
||||
## World-view camera rig — pinch-zoom, drag-pan, double-tap-centre.
|
||||
## All input handled via _unhandled_input so CanvasLayer UI overlays swallow first.
|
||||
## Call set_world_bounds(rect) once from the world scene after map generation.
|
||||
|
||||
const MIN_ZOOM: float = 0.5 # strategic / whole-map-ish
|
||||
const MAX_ZOOM: float = 4.0 # close / sprite-readable
|
||||
const BOUNDS_BLEED_PX: int = 32 # 2 tiles of bleed at map edge
|
||||
|
||||
const DOUBLE_TAP_MS: int = 300 # window for double-tap detection
|
||||
const DOUBLE_TAP_DIST_PX: float = 16.0 # 1 tile radius
|
||||
|
||||
var target_zoom: float = 1.0
|
||||
|
||||
var _dragging: bool = false # desktop left-mouse drag tracking
|
||||
|
||||
var _last_tap_time_ms: int = 0
|
||||
var _last_tap_world_pos: Vector2 = Vector2.ZERO
|
||||
|
||||
var _centre_tween: Tween = null
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
position_smoothing_enabled = false
|
||||
# Start at the mid-range of the zoom band
|
||||
target_zoom = 1.0
|
||||
zoom = Vector2(target_zoom, target_zoom)
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
# Lerp zoom toward target each render frame.
|
||||
# Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety.
|
||||
var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0)
|
||||
zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t)
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
# --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) ---
|
||||
if event is InputEventMagnifyGesture:
|
||||
target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM)
|
||||
return
|
||||
|
||||
# --- Scroll-wheel zoom (desktop) ---
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
|
||||
target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM)
|
||||
return
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
|
||||
target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM)
|
||||
return
|
||||
|
||||
# --- Desktop left-mouse: drag-pan tracking + double-tap detection ---
|
||||
if event.button_index == MOUSE_BUTTON_LEFT:
|
||||
if event.pressed:
|
||||
_dragging = true
|
||||
_check_double_tap(event.position)
|
||||
else:
|
||||
_dragging = false
|
||||
return
|
||||
|
||||
# --- Touch drag-pan ---
|
||||
if event is InputEventScreenDrag:
|
||||
_apply_pan(event.relative)
|
||||
return
|
||||
|
||||
# --- Desktop mouse-motion drag-pan (only while left mouse held) ---
|
||||
if event is InputEventMouseMotion and _dragging:
|
||||
_apply_pan(event.relative)
|
||||
return
|
||||
|
||||
# --- Touch press: double-tap detection ---
|
||||
if event is InputEventScreenTouch and event.pressed:
|
||||
_check_double_tap(event.position)
|
||||
|
||||
|
||||
func _apply_pan(relative: Vector2) -> void:
|
||||
# zoom.x > 1 means more zoomed-in; each screen pixel = fewer world units.
|
||||
position -= relative / zoom.x
|
||||
|
||||
|
||||
func _check_double_tap(screen_pos: Vector2) -> void:
|
||||
var now_ms: int = Time.get_ticks_msec()
|
||||
var world_pos: Vector2 = get_canvas_transform().affine_inverse() * screen_pos
|
||||
|
||||
var dt: int = now_ms - _last_tap_time_ms
|
||||
var dist: float = world_pos.distance_to(_last_tap_world_pos)
|
||||
|
||||
if dt < DOUBLE_TAP_MS and dist < DOUBLE_TAP_DIST_PX:
|
||||
_centre_on(world_pos)
|
||||
# Reset so a triple-tap doesn't re-trigger immediately
|
||||
_last_tap_time_ms = 0
|
||||
else:
|
||||
_last_tap_time_ms = now_ms
|
||||
_last_tap_world_pos = world_pos
|
||||
|
||||
|
||||
func _centre_on(world_pos: Vector2) -> void:
|
||||
# Kill any in-progress centre tween before starting a new one
|
||||
if _centre_tween != null and _centre_tween.is_valid():
|
||||
_centre_tween.kill()
|
||||
|
||||
_centre_tween = create_tween()
|
||||
_centre_tween.set_ease(Tween.EASE_OUT)
|
||||
_centre_tween.set_trans(Tween.TRANS_QUAD)
|
||||
_centre_tween.tween_property(self, "position", world_pos, 0.2)
|
||||
|
||||
|
||||
## Public API — call once from the world scene after map bounds are known.
|
||||
func set_world_bounds(rect: Rect2) -> void:
|
||||
limit_left = int(rect.position.x) - BOUNDS_BLEED_PX
|
||||
limit_top = int(rect.position.y) - BOUNDS_BLEED_PX
|
||||
limit_right = int(rect.end.x) + BOUNDS_BLEED_PX
|
||||
limit_bottom = int(rect.end.y) + BOUNDS_BLEED_PX
|
||||
Audit.log("camera", "bounds set: %s (bleed %d)" % [rect, BOUNDS_BLEED_PX])
|
||||
1
scenes/world/camera_rig.gd.uid
Normal file
1
scenes/world/camera_rig.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://bcyu4gcjd3837
|
||||
6
scenes/world/camera_rig.tscn
Normal file
6
scenes/world/camera_rig.tscn
Normal file
|
|
@ -0,0 +1,6 @@
|
|||
[gd_scene load_steps=2 format=3 uid="uid://rimlike_camera_rig"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/camera_rig.gd" id="1_camera_rig"]
|
||||
|
||||
[node name="CameraRig" type="Camera2D"]
|
||||
script = ExtResource("1_camera_rig")
|
||||
112
scenes/world/world.gd
Normal file
112
scenes/world/world.gd
Normal file
|
|
@ -0,0 +1,112 @@
|
|||
extends Node2D
|
||||
## Phase 1 world view. 80×80 TileMap with 6 layers, placeholder tiles.
|
||||
##
|
||||
## Real ElvGames art lands in Phase 5+ (wood walls custom-authored on
|
||||
## FG_Houses, stone walls autotiled from FG_Fortress per the 2026-05-10
|
||||
## audit lock). Phase 1 is just "render an 80² map" and exists to prove
|
||||
## the layer pipeline + camera UX + speed loop end-to-end.
|
||||
##
|
||||
## TileMap layer indices follow docs/architecture.md:
|
||||
## 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog
|
||||
|
||||
const MAP_SIZE_TILES: Vector2i = Vector2i(80, 80)
|
||||
const TILE_SIZE_PX: int = 16
|
||||
|
||||
# Atlas coords inside the placeholder tileset (one source, source_id = 0).
|
||||
# Real assets in Phase 5 will use multiple atlas sources.
|
||||
const TILE_GRASS: Vector2i = Vector2i(0, 0)
|
||||
const TILE_DIRT: Vector2i = Vector2i(1, 0)
|
||||
const TILE_STONE: Vector2i = Vector2i(2, 0)
|
||||
const TILE_STONE_DARK: Vector2i = Vector2i(3, 0)
|
||||
|
||||
const PLACEHOLDER_SOURCE_ID: int = 0
|
||||
|
||||
@onready var terrain_layer: TileMapLayer = $Terrain
|
||||
@onready var floor_layer: TileMapLayer = $Floor
|
||||
@onready var wall_layer: TileMapLayer = $Wall
|
||||
@onready var designation_layer: TileMapLayer = $Designation
|
||||
@onready var roof_layer: TileMapLayer = $Roof
|
||||
@onready var fog_layer: TileMapLayer = $Fog
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Audit.log("world", "Phase 1 — building %d×%d world view." % [MAP_SIZE_TILES.x, MAP_SIZE_TILES.y])
|
||||
var tileset := _build_placeholder_tileset()
|
||||
for layer in [terrain_layer, floor_layer, wall_layer, designation_layer, roof_layer, fog_layer]:
|
||||
layer.tile_set = tileset
|
||||
_paint_terrain()
|
||||
_paint_sample_walls()
|
||||
_apply_camera_bounds()
|
||||
|
||||
|
||||
func world_bounds_px() -> Rect2:
|
||||
return Rect2(Vector2.ZERO, Vector2(MAP_SIZE_TILES * TILE_SIZE_PX))
|
||||
|
||||
|
||||
func _build_placeholder_tileset() -> TileSet:
|
||||
# Four 16×16 placeholder tiles laid out as a 4×1 atlas. No PNG dependency
|
||||
# — atlas built at runtime from a programmatic Image. Real ElvGames art
|
||||
# replaces this when wood/stone wall variants are imported in Phase 5.
|
||||
var ts := TileSet.new()
|
||||
ts.tile_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
|
||||
|
||||
var atlas_w := TILE_SIZE_PX * 4
|
||||
var img := Image.create(atlas_w, TILE_SIZE_PX, false, Image.FORMAT_RGBA8)
|
||||
var palette: Array[Color] = [
|
||||
Color(0.45, 0.65, 0.30), # grass
|
||||
Color(0.55, 0.45, 0.30), # dirt
|
||||
Color(0.60, 0.60, 0.55), # stone
|
||||
Color(0.30, 0.30, 0.32), # stone dark
|
||||
]
|
||||
for i in palette.size():
|
||||
var base: Color = palette[i]
|
||||
var border: Color = base.darkened(0.15)
|
||||
for px in TILE_SIZE_PX:
|
||||
for py in TILE_SIZE_PX:
|
||||
var on_border := (
|
||||
px == 0 or px == TILE_SIZE_PX - 1
|
||||
or py == 0 or py == TILE_SIZE_PX - 1
|
||||
)
|
||||
img.set_pixel(i * TILE_SIZE_PX + px, py, border if on_border else base)
|
||||
|
||||
var tex := ImageTexture.create_from_image(img)
|
||||
var src := TileSetAtlasSource.new()
|
||||
src.texture = tex
|
||||
src.texture_region_size = Vector2i(TILE_SIZE_PX, TILE_SIZE_PX)
|
||||
for i in palette.size():
|
||||
src.create_tile(Vector2i(i, 0))
|
||||
ts.add_source(src, PLACEHOLDER_SOURCE_ID)
|
||||
return ts
|
||||
|
||||
|
||||
func _paint_terrain() -> void:
|
||||
# Solid grass for now. Phase 4+ introduces ore veins, trees-as-entities,
|
||||
# water, etc. — this fill is a baseline.
|
||||
for x in MAP_SIZE_TILES.x:
|
||||
for y in MAP_SIZE_TILES.y:
|
||||
terrain_layer.set_cell(Vector2i(x, y), PLACEHOLDER_SOURCE_ID, TILE_GRASS)
|
||||
|
||||
|
||||
func _paint_sample_walls() -> void:
|
||||
# An 8×8 stone ring near the map centre as a visual landmark. Proves the
|
||||
# wall layer renders on top of terrain and gives the camera something to
|
||||
# pan toward in the demo. Phase 5 deletes this and stands up real player-
|
||||
# built walls.
|
||||
var origin := Vector2i(36, 36)
|
||||
var size: int = 8
|
||||
for i in size:
|
||||
wall_layer.set_cell(origin + Vector2i(i, 0), PLACEHOLDER_SOURCE_ID, TILE_STONE)
|
||||
wall_layer.set_cell(origin + Vector2i(i, size - 1), PLACEHOLDER_SOURCE_ID, TILE_STONE)
|
||||
wall_layer.set_cell(origin + Vector2i(0, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
|
||||
wall_layer.set_cell(origin + Vector2i(size - 1, i), PLACEHOLDER_SOURCE_ID, TILE_STONE_DARK)
|
||||
|
||||
|
||||
func _apply_camera_bounds() -> void:
|
||||
var cam := get_node_or_null("CameraRig")
|
||||
if cam == null:
|
||||
Audit.log("world", "no CameraRig child yet — bounds set later when camera lands.")
|
||||
return
|
||||
if not cam.has_method("set_world_bounds"):
|
||||
Audit.log("world", "CameraRig present but missing set_world_bounds() — skipping.")
|
||||
return
|
||||
cam.set_world_bounds(world_bounds_px())
|
||||
1
scenes/world/world.gd.uid
Normal file
1
scenes/world/world.gd.uid
Normal file
|
|
@ -0,0 +1 @@
|
|||
uid://bl0mqje5rcsu8
|
||||
30
scenes/world/world.tscn
Normal file
30
scenes/world/world.tscn
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://rimlike_world"]
|
||||
|
||||
[ext_resource type="Script" path="res://scenes/world/world.gd" id="1_world"]
|
||||
[ext_resource type="PackedScene" uid="uid://rimlike_camera_rig" path="res://scenes/world/camera_rig.tscn" id="2_camera"]
|
||||
|
||||
[node name="World" type="Node2D"]
|
||||
script = ExtResource("1_world")
|
||||
|
||||
[node name="Terrain" type="TileMapLayer" parent="."]
|
||||
z_index = 0
|
||||
|
||||
[node name="Floor" type="TileMapLayer" parent="."]
|
||||
z_index = 1
|
||||
|
||||
[node name="Wall" type="TileMapLayer" parent="."]
|
||||
z_index = 2
|
||||
|
||||
[node name="Designation" type="TileMapLayer" parent="."]
|
||||
z_index = 3
|
||||
|
||||
[node name="Roof" type="TileMapLayer" parent="."]
|
||||
z_index = 4
|
||||
visible = false
|
||||
|
||||
[node name="Fog" type="TileMapLayer" parent="."]
|
||||
z_index = 5
|
||||
visible = false
|
||||
|
||||
[node name="CameraRig" parent="." instance=ExtResource("2_camera")]
|
||||
position = Vector2(640, 640)
|
||||
Loading…
Add table
Add a link
Reference in a new issue