User feedback after first visual inspection: 'walls looked really thick and there was hardly any inside space'. Five targeted fixes: 1. Wall._draw rewrite — proper within-tile 3/4 perspective. Previously the wall was a 16w×32h bottom-anchored rect that rose UP into the cell above (which encroached on the cabin interior whenever the wall faced south). New layout: 16×16 fitting strictly inside its own tile, with a lit-top 5px band + shaded-front 11px band + mortar lines + outline. Reads as 'a wall standing up' without overlapping adjacent cells. Same shape for stone and wood materials (different palettes). 2. Demo cabin expanded from 5×4 to 8×6 — interior went from 6 cells (closet) to 24 cells (actual room). 3. Grass-tile border darken: 0.15 → 0.04. Killed the graph-paper effect that dominated at 3×+ zoom. Tile boundary still readable when looking carefully; doesn't dominate the visual. 4. Removed Phase 1 _paint_sample_walls() seed. That 8×8 stone ring lived only on the Wall TileMap layer (set to visible=false in the Phase 5 rendering pivot) — so it was an invisible path obstacle. Cleaner to not seed it at all now that walls render at entity level. 5. CameraRig default target_zoom: 1.0 → 2.5. At 1× on a 1280-px viewport the world feels sparse and pawns become 6-pixel dots. 2.5× shows ~30 tiles wide which is the 'comfortable inspection' level. MCP-verified visually: the cabin now reads as a proper 8×6 stone room with raised 3/4 walls and a real 24-cell interior. Subtle grass field. The 'commit to 3/4 perspective' rendering decision is now actually visible (was conceptual-only before). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
116 lines
4 KiB
GDScript
116 lines
4 KiB
GDScript
extends Camera2D
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## World-view camera rig — pinch-zoom, drag-pan, double-tap-centre.
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## All input handled via _unhandled_input so CanvasLayer UI overlays swallow first.
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## Call set_world_bounds(rect) once from the world scene after map generation.
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const MIN_ZOOM: float = 0.5 # strategic / whole-map-ish
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const MAX_ZOOM: float = 4.0 # close / sprite-readable
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const BOUNDS_BLEED_PX: int = 32 # 2 tiles of bleed at map edge
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const DOUBLE_TAP_MS: int = 300 # window for double-tap detection
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const DOUBLE_TAP_DIST_PX: float = 16.0 # 1 tile radius
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var target_zoom: float = 1.0
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var _dragging: bool = false # desktop left-mouse drag tracking
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var _last_tap_time_ms: int = 0
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var _last_tap_world_pos: Vector2 = Vector2.ZERO
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var _centre_tween: Tween = null
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func _ready() -> void:
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position_smoothing_enabled = false
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# Phase 5 visual polish: default 2.5× — at 1× the world feels sparse on phone
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# and pawns become 6-pixel dots; 2.5× shows ~30 tiles wide which is the
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# "comfortable inspection" zoom level.
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target_zoom = 2.5
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zoom = Vector2(target_zoom, target_zoom)
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func _process(delta: float) -> void:
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# Lerp zoom toward target each render frame.
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# Plain 0.15 factor is correct at 60 fps; frame-rate independent form used for safety.
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var t: float = 1.0 - pow(1.0 - 0.15, delta * 60.0)
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zoom = zoom.lerp(Vector2(target_zoom, target_zoom), t)
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func _unhandled_input(event: InputEvent) -> void:
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# --- Pinch-zoom via magnify gesture (trackpad + native touch pinch) ---
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if event is InputEventMagnifyGesture:
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target_zoom = clampf(target_zoom * event.factor, MIN_ZOOM, MAX_ZOOM)
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return
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# --- Scroll-wheel zoom (desktop) ---
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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target_zoom = clampf(target_zoom * 1.1, MIN_ZOOM, MAX_ZOOM)
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return
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
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target_zoom = clampf(target_zoom / 1.1, MIN_ZOOM, MAX_ZOOM)
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return
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# --- Desktop left-mouse: drag-pan tracking + double-tap detection ---
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if event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_dragging = true
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_check_double_tap(event.position)
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else:
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_dragging = false
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return
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# --- Touch drag-pan ---
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if event is InputEventScreenDrag:
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_apply_pan(event.relative)
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return
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# --- Desktop mouse-motion drag-pan (only while left mouse held) ---
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if event is InputEventMouseMotion and _dragging:
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_apply_pan(event.relative)
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return
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# --- Touch press: double-tap detection ---
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if event is InputEventScreenTouch and event.pressed:
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_check_double_tap(event.position)
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func _apply_pan(relative: Vector2) -> void:
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# zoom.x > 1 means more zoomed-in; each screen pixel = fewer world units.
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position -= relative / zoom.x
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func _check_double_tap(screen_pos: Vector2) -> void:
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var now_ms: int = Time.get_ticks_msec()
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var world_pos: Vector2 = get_canvas_transform().affine_inverse() * screen_pos
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var dt: int = now_ms - _last_tap_time_ms
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var dist: float = world_pos.distance_to(_last_tap_world_pos)
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if dt < DOUBLE_TAP_MS and dist < DOUBLE_TAP_DIST_PX:
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_centre_on(world_pos)
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# Reset so a triple-tap doesn't re-trigger immediately
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_last_tap_time_ms = 0
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else:
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_last_tap_time_ms = now_ms
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_last_tap_world_pos = world_pos
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func _centre_on(world_pos: Vector2) -> void:
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# Kill any in-progress centre tween before starting a new one
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if _centre_tween != null and _centre_tween.is_valid():
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_centre_tween.kill()
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_centre_tween = create_tween()
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_centre_tween.set_ease(Tween.EASE_OUT)
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_centre_tween.set_trans(Tween.TRANS_QUAD)
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_centre_tween.tween_property(self, "position", world_pos, 0.2)
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## Public API — call once from the world scene after map bounds are known.
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func set_world_bounds(rect: Rect2) -> void:
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limit_left = int(rect.position.x) - BOUNDS_BLEED_PX
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limit_top = int(rect.position.y) - BOUNDS_BLEED_PX
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limit_right = int(rect.end.x) + BOUNDS_BLEED_PX
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limit_bottom = int(rect.end.y) + BOUNDS_BLEED_PX
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Audit.log("camera", "bounds set: %s (bleed %d)" % [rect, BOUNDS_BLEED_PX])
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