42d66c00c3
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>
58 lines
1.9 KiB
C#
58 lines
1.9 KiB
C#
using Godot;
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using Theriapolis.Core;
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using Theriapolis.Core.Tactical;
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namespace Theriapolis.GodotHost.Rendering;
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/// <summary>
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/// One Node2D per tactical chunk. Positioned at (chunk.OriginX, chunk.OriginY)
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/// in world-pixel space; renders all CHUNK_SIZE x CHUNK_SIZE tiles via _Draw.
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///
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/// Godot caches CanvasItem _Draw output, so _Draw runs once on first paint
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/// and the rasterised result is reused every frame thereafter. We only call
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/// QueueRedraw() if the chunk's delta changes (M4 doesn't yet — chunks are
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/// static once generated).
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///
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/// Each tactical tile is 1 world pixel wide; the source sprite is
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/// TACTICAL_TILE_SPRITE_PX² and gets squashed into that 1×1 cell via
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/// DrawTextureRect's destination rect. The camera's zoom (32x for tactical
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/// view) magnifies the rasterisation back to native sprite resolution.
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/// </summary>
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public partial class TacticalChunkNode : Node2D
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{
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private TacticalChunk? _chunk;
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public void Bind(TacticalChunk chunk)
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{
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_chunk = chunk;
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Position = new Vector2(chunk.OriginX, chunk.OriginY);
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QueueRedraw();
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}
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public override void _Draw()
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{
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if (_chunk is null) return;
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int size = C.TACTICAL_CHUNK_SIZE;
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// Pass 1: surfaces.
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for (int ly = 0; ly < size; ly++)
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for (int lx = 0; lx < size; lx++)
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{
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ref var t = ref _chunk.Tiles[lx, ly];
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var tex = TacticalAtlas.GetSurface(t.Surface, t.Variant);
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DrawTextureRect(tex, new Rect2(lx, ly, 1, 1), false);
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}
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// Pass 2: decos on top.
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for (int ly = 0; ly < size; ly++)
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for (int lx = 0; lx < size; lx++)
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{
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ref var t = ref _chunk.Tiles[lx, ly];
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var tex = TacticalAtlas.GetDeco(t.Deco, t.Variant);
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if (tex is null) continue;
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DrawTextureRect(tex, new Rect2(lx, ly, 1, 1), false);
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}
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}
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}
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