Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
co-located with scenes/ (not the scripts/autoloads/ mirror originally
sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
Mobile gestures (pinch/drag/long-press) handled at script level via
Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/
Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.
Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
compositions, 4 distinct roof palettes, no modular wall family.
~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
pieces. Wang-style Godot 4 terrain works with minimal extra art.
Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
full graveyard suite — direct use in Phase 14.
New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)
Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
/mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
false-positive on git diff.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
28 lines
831 B
GDScript
28 lines
831 B
GDScript
extends Node
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## Sim tick loop owner. Sim runs at 20 Hz, render at 60 Hz, decoupled.
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##
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## Speed factor controls how many sim ticks queue per render frame:
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## 1× — 1 tick per 3 render frames (20 ticks/s)
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## Fast — 5 ticks per 3 render frames (~100 ticks/s)
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## Ultra — 12 ticks per 3 render frames (~240 ticks/s)
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## Pause — 0
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##
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## Saves are taken between ticks only — never mid-tick — so JobRunner mid-toil
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## state round-trips cleanly. See docs/architecture.md "Time / tick model".
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const SIM_HZ: int = 20
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const TICK_INTERVAL_S: float = 1.0 / float(SIM_HZ)
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enum Speed { PAUSE, NORMAL, FAST, ULTRA }
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const SPEED_FACTOR: Dictionary = {
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Speed.PAUSE: 0,
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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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}
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var current_speed: Speed = Speed.PAUSE
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var tick: int = 0
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# Tick-loop body lands in Phase 1.
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