M7.4a: PlayScreen polish — facing tick, road overlap, WASD pan

Facing tick stuck at the initial angle. PlayerMarker._Draw was
computing the tick direction from a FacingAngleRad auto-property,
but Godot caches CanvasItem draw commands and only re-runs _Draw on
QueueRedraw. Setter never called QueueRedraw → tick never rotated.
Fixed by leaning on the Node2D transform instead: tick is drawn
along the local +X axis, PlayScreen sets marker.Rotation = facing
each frame. The transform rotation applies to the cached commands
without re-invoking _Draw — efficient and correct. FacingAngleRad
property removed; ShowFacingTick became a property with QueueRedraw
on change (visibility toggle still needs to invalidate the cache).

Tactical view double-drew roads. TacticalChunkGen.Pass2_Polylines
already bakes roads + rivers + bridges into the surface tiles of
each chunk. WorldRenderNode's Line2D overlay was still visible at
tactical zoom, stroking the same path on top of the rasterised
version — showed as a brown line over every road. Ported the
MonoGame "suppress polyline overlay in tactical" rule into
UpdateLayerVisibility: _polylineLayer and _bridgeLayer hide when
zoom >= TacticalRenderZoomMin.

WASD now pans the world map. Previously WASD did nothing in
world-map mode — only right-drag / middle-drag / mouse-wheel worked.
WASD is now context-sensitive: tactical mode steps the player
(unchanged), world-map mode pans the camera at 400 screen px/sec
(world-pixel speed scales as 1/zoom so the perceived rate stays
constant). Diagonal motion is √2-normalised to match tactical step.
Suppressed during click-to-travel since the camera-follow would
clobber any pan input anyway. HUD hint updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-10 19:51:44 -07:00
parent 116193c1e3
commit 6f47700820
3 changed files with 69 additions and 31 deletions
+26 -16
View File
@@ -7,36 +7,46 @@ namespace Theriapolis.GodotHost.Rendering;
/// Player marker — small dot with a thin facing tick. Drawn at /// Player marker — small dot with a thin facing tick. Drawn at
/// <see cref="C.PLAYER_MARKER_SCREEN_PX"/>/2 wp; the owner sets /// <see cref="C.PLAYER_MARKER_SCREEN_PX"/>/2 wp; the owner sets
/// <see cref="Node2D.Scale"/> = 1/zoom every frame so the on-screen size /// <see cref="Node2D.Scale"/> = 1/zoom every frame so the on-screen size
/// stays constant across the seamless zoom range. /// stays constant across the seamless zoom range. Facing is driven by
/// /// the owner via <see cref="Node2D.Rotation"/>; the tick is drawn along
/// Mirrors the MonoGame PlayerSprite's visual vocabulary — dark outline, /// the local +X axis so rotating the node rotates the tick without
/// faction-red fill, optional facing tick. Phase-7-styled `PlayerSprite` /// invalidating the cached <c>_Draw</c> commands.
/// proper (walking animation frames) lands later.
/// </summary> /// </summary>
public partial class PlayerMarker : Node2D public partial class PlayerMarker : Node2D
{ {
private const float RadiusWorldPx = C.PLAYER_MARKER_SCREEN_PX * 0.5f; private const float RadiusWorldPx = C.PLAYER_MARKER_SCREEN_PX * 0.5f;
private const float FacingTickPx = RadiusWorldPx * 1.4f; private const float FacingTickPx = RadiusWorldPx * 1.4f;
/// <summary>Facing direction in radians; 0 = +X. Drives the optional private bool _showFacingTick = true;
/// tick rendered on the body's leading edge.</summary>
public float FacingAngleRad { get; set; }
/// <summary>When true, draws a small tick at the leading edge so the /// <summary>When true, draws a small tick along the local +X axis
/// player can read facing without a full sprite. Hidden at low zoom /// so the player can read facing without a full sprite. Hidden at
/// to avoid clutter.</summary> /// low zoom to avoid clutter. Triggers <see cref="CanvasItem.QueueRedraw"/>
public bool ShowFacingTick { get; set; } = true; /// on change.</summary>
public bool ShowFacingTick
{
get => _showFacingTick;
set
{
if (_showFacingTick == value) return;
_showFacingTick = value;
QueueRedraw();
}
}
public override void _Draw() public override void _Draw()
{ {
DrawCircle(Vector2.Zero, RadiusWorldPx, new Color(0, 0, 0, 0.78f)); DrawCircle(Vector2.Zero, RadiusWorldPx, new Color(0, 0, 0, 0.78f));
DrawCircle(Vector2.Zero, RadiusWorldPx * 0.85f, new Color(0.86f, 0.31f, 0.24f)); DrawCircle(Vector2.Zero, RadiusWorldPx * 0.85f, new Color(0.86f, 0.31f, 0.24f));
if (ShowFacingTick) if (_showFacingTick)
{ {
var dir = new Vector2(Mathf.Cos(FacingAngleRad), Mathf.Sin(FacingAngleRad)); DrawLine(
DrawLine(dir * (RadiusWorldPx * 0.4f), dir * FacingTickPx, new Vector2(RadiusWorldPx * 0.4f, 0),
new Color(1f, 0.96f, 0.86f), width: RadiusWorldPx * 0.18f, antialiased: false); new Vector2(FacingTickPx, 0),
new Color(1f, 0.96f, 0.86f),
width: RadiusWorldPx * 0.18f,
antialiased: false);
} }
} }
} }
+13 -1
View File
@@ -288,10 +288,22 @@ public partial class WorldRenderNode : Node2D
{ {
if (_camera is null) return; if (_camera is null) return;
float zoom = _camera.Zoom.X; float zoom = _camera.Zoom.X;
bool tactical = zoom >= TacticalRenderZoomMin;
if (_tacticalLayer is not null) if (_tacticalLayer is not null)
_tacticalLayer.Visible = zoom >= TacticalRenderZoomMin; _tacticalLayer.Visible = tactical;
if (_settlementLayer is not null) if (_settlementLayer is not null)
_settlementLayer.Visible = zoom < SettlementHideZoom; _settlementLayer.Visible = zoom < SettlementHideZoom;
// Polylines and bridges are baked into the tactical chunk surface
// tiles by TacticalChunkGen.Pass2_Polylines, so re-stroking the
// Line2D overlay at tactical zoom double-draws the road and shows
// as a brown line over top of the rasterised one. Hide the line
// overlay when tactical is active.
if (_polylineLayer is not null)
_polylineLayer.Visible = !tactical;
if (_bridgeLayer is not null)
_bridgeLayer.Visible = !tactical;
} }
private void UpdateZoomScaledNodes() private void UpdateZoomScaledNodes()
+30 -14
View File
@@ -152,7 +152,7 @@ public partial class PlayScreen : Control
_playerMarker = new PlayerMarker _playerMarker = new PlayerMarker
{ {
Position = new Vector2(_actors.Player!.Position.X, _actors.Player.Position.Y), Position = new Vector2(_actors.Player!.Position.X, _actors.Player.Position.Y),
FacingAngleRad = _actors.Player.FacingAngleRad, Rotation = _actors.Player.FacingAngleRad,
}; };
AddChild(_playerMarker); AddChild(_playerMarker);
@@ -182,23 +182,39 @@ public partial class PlayScreen : Control
bool tactical = _render.Camera.Zoom.X >= WorldRenderNode.TacticalRenderZoomMin; bool tactical = _render.Camera.Zoom.X >= WorldRenderNode.TacticalRenderZoomMin;
// Tactical WASD direction (world-map mode ignores keys — middle-drag // WASD is context-sensitive: tactical mode steps the player,
// pans, click-to-travel sets the destination). // world-map mode pans the camera. Same keys, intent depends on zoom.
float dx = 0f, dy = 0f; float wasdX = 0f, wasdY = 0f;
if (tactical) if (Godot.Input.IsKeyPressed(Key.W) || Godot.Input.IsKeyPressed(Key.Up)) wasdY -= 1f;
if (Godot.Input.IsKeyPressed(Key.S) || Godot.Input.IsKeyPressed(Key.Down)) wasdY += 1f;
if (Godot.Input.IsKeyPressed(Key.A) || Godot.Input.IsKeyPressed(Key.Left)) wasdX -= 1f;
if (Godot.Input.IsKeyPressed(Key.D) || Godot.Input.IsKeyPressed(Key.Right)) wasdX += 1f;
// Controller always ticks (path-follow runs even when WASD is idle).
// Pass step input only in tactical mode.
float stepX = tactical ? wasdX : 0f;
float stepY = tactical ? wasdY : 0f;
_controller.Update(dt, stepX, stepY, tactical, isFocused: true);
// World-map WASD pan. Skip while traveling — the follow logic below
// re-centres the camera on the player and would clobber the pan.
// Speed scales inversely with zoom so the on-screen pan rate feels
// consistent at any zoom level (matches MonoGame's 400 px/sec).
if (!tactical && !_controller.IsTraveling && (wasdX != 0f || wasdY != 0f))
{ {
if (Godot.Input.IsKeyPressed(Key.W) || Godot.Input.IsKeyPressed(Key.Up)) dy -= 1f; const float PanScreenPxPerSec = 400f;
if (Godot.Input.IsKeyPressed(Key.S) || Godot.Input.IsKeyPressed(Key.Down)) dy += 1f; float invLen = (wasdX != 0f && wasdY != 0f) ? 0.70710678f : 1f;
if (Godot.Input.IsKeyPressed(Key.A) || Godot.Input.IsKeyPressed(Key.Left)) dx -= 1f; float panSpeed = PanScreenPxPerSec / Mathf.Max(_render.Camera.Zoom.X, 0.01f);
if (Godot.Input.IsKeyPressed(Key.D) || Godot.Input.IsKeyPressed(Key.Right)) dx += 1f; _render.Camera.Position += new Vector2(wasdX * invLen, wasdY * invLen) * panSpeed * dt;
} }
_controller.Update(dt, dx, dy, tactical, isFocused: true); // Sync the player marker from Core state. Rotation drives the
// facing tick via the transform — auto-property setters on a
// Sync the player marker from Core state. // PlayerMarker field would skip QueueRedraw and the cached
// _Draw commands would stay stuck at the initial angle.
var p = _actors.Player; var p = _actors.Player;
_playerMarker.Position = new Vector2(p.Position.X, p.Position.Y); _playerMarker.Position = new Vector2(p.Position.X, p.Position.Y);
_playerMarker.FacingAngleRad = p.FacingAngleRad; _playerMarker.Rotation = p.FacingAngleRad;
// Camera follow when traveling or in tactical (matches MonoGame). // Camera follow when traveling or in tactical (matches MonoGame).
if (_controller.IsTraveling || tactical) if (_controller.IsTraveling || tactical)
@@ -591,7 +607,7 @@ public partial class PlayScreen : Control
string viewBlock = tactical string viewBlock = tactical
? "View: Tactical (WASD to step)" ? "View: Tactical (WASD to step)"
: "View: World Map (click a tile to travel)"; : "View: World Map (WASD to pan · click a tile to travel)";
string status = _controller.IsTraveling string status = _controller.IsTraveling
? "Traveling…" ? "Traveling…"