M4: Tactical render + unified seamless-zoom WorldView
Implements the seamless-zoom contract from CLAUDE.md: one Camera2D
covers both world-map and tactical scales; layers fade in/out at zoom
thresholds; polyline widths and the player marker counter-scale with
zoom so on-screen sizing stays consistent across the full range.
Layers (bottom-up in WorldView):
Biome sprite — 256x256 ImageTexture scaled by WORLD_TILE_PIXELS;
always visible (acts as backdrop past the tactical
streaming radius).
TacticalChunks — TacticalChunkNode children added on chunk-loaded
event; visible only when zoom ≥ 4.
Polylines/Bridge — Line2D children; always visible. Width recomputed
each frame as baseScreenPx / camera.Zoom so the
on-screen stroke is constant (4 px highway, 3 px
post road, 2 px dirt road, 4.5/3/2 for major-river/
river/stream, 4/2 for rail tie/line, 6 for bridge).
Settlements — SettlementDot children; hidden when zoom ≥ 2 (you
are visually "inside" them at tactical scale).
PlayerMarker — Always visible; Scale = 1/zoom keeps it at
PLAYER_MARKER_SCREEN_PX on-screen across all zooms.
TacticalAtlas:
Loads PNGs from Content/Gfx/tactical/{surface,deco}/ via ContentLoader
with name_0.png/name_1.png/... variant probing (silent miss). Falls
back to procedurally-generated solid placeholders matching MonoGame's
TacticalAtlas colour table so missing art doesn't break rendering.
TacticalChunkNode:
One Node2D per cached chunk, positioned at (OriginX, OriginY) in
world-pixel space. _Draw iterates the 64x64 tile grid once and Godot
caches the rasterised CanvasItem; subsequent frames blit instead of
re-issuing 4096 DrawTextureRect calls.
ChunkStreamer integration:
WorldView listens to OnChunkLoaded / OnChunkEvicting and adds /
removes TacticalChunkNode children. Streaming radius is computed
dynamically from the viewport size and camera zoom plus a 2-tile
buffer, so chunk loads always cover the visible viewport with margin.
Chunks only stream when zoom ≥ 4 (tactical is visible).
Main.cs:
--world-map [seed] → WorldView, fit-to-viewport zoom
--tactical [seed] [tx] [ty] → WorldView, zoom 32 at given tile
Both flags converge on the same scene; mouse wheel transitions
seamlessly between modes.
ContentLoader silent miss:
Removed the "Missing texture" PrintErr — atlas variant probing
legitimately tries name_3.png that doesn't exist, and the noise
drowned the console. Genuine asset failures still surface via
AssetTest's count summary.
Deleted (replaced by WorldView):
Theriapolis.Godot/Rendering/WorldMapView.cs
Theriapolis.Godot/Rendering/TacticalView.cs (created earlier in M4,
never committed — superseded before commit).
Closes M4 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M5 (codex design system).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -20,6 +20,7 @@ public partial class Main : Node
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ulong? smokeTestSeed = null;
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ulong? worldMapSeed = null;
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bool runAssetTest = false;
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(ulong seed, int tx, int ty)? tacticalArgs = null;
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for (int i = 0; i < args.Length; i++)
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{
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if (args[i] == "--smoke-test")
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@@ -43,6 +44,19 @@ public partial class Main : Node
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worldMapSeed = seed;
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break;
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}
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if (args[i] == "--tactical")
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{
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ulong seed = 12345UL;
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int tx = 128, ty = 128;
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if (i + 1 < args.Length && ulong.TryParse(args[i + 1], out var s))
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seed = s;
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if (i + 2 < args.Length && int.TryParse(args[i + 2], out var x))
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tx = x;
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if (i + 3 < args.Length && int.TryParse(args[i + 3], out var y))
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ty = y;
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tacticalArgs = (seed, tx, ty);
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break;
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}
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}
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if (smokeTestSeed.HasValue)
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@@ -61,10 +75,22 @@ public partial class Main : Node
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if (worldMapSeed.HasValue)
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{
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// Replace the M0 hello-world children with the M2 world-map view.
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// M4: unified seamless-zoom view. --world-map starts zoomed out
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// (fit-to-viewport, initialZoom=0 = compute fit), --tactical
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// starts at native sprite zoom 32 with the player at the given
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// tile. Wheel between them seamlessly.
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foreach (Node child in GetChildren())
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child.QueueFree();
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AddChild(new WorldMapView(worldMapSeed.Value));
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AddChild(new WorldView(worldMapSeed.Value));
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return;
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}
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if (tacticalArgs.HasValue)
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{
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foreach (Node child in GetChildren())
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child.QueueFree();
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var (seed, tx, ty) = tacticalArgs.Value;
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AddChild(new WorldView(seed, tx, ty, initialZoom: 32f));
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return;
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}
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