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>
469 lines
18 KiB
C#
469 lines
18 KiB
C#
using Godot;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Theriapolis.Core;
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using Theriapolis.Core.Tactical;
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using Theriapolis.Core.Util;
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using Theriapolis.Core.World;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.Core.World.Polylines;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost.Rendering;
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/// <summary>
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/// Unified seamless-zoom view (CLAUDE.md "Seamless Zoom Model"). One scene
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/// covers world-map and tactical scales; layers fade in/out at zoom
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/// thresholds. Polyline widths and the player marker counter-scale with
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/// zoom so they stay visually consistent across the full range.
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///
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/// Layers, bottom-up:
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/// BiomeLayer — 256x256 biome image, scaled by WORLD_TILE_PIXELS;
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/// always visible. Acts as the backdrop past the
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/// tactical streaming radius.
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/// TacticalChunks — TacticalChunkNode children added on chunk load;
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/// visible only when zoom > TacticalRenderZoomMin.
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/// Polylines/Bridges — Line2D children; always visible. Widths counter-
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/// scaled per frame.
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/// Settlements — SettlementDot children; visible only when zoom
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/// < SettlementHideZoom.
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/// Player — Always visible; counter-scaled.
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///
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/// Camera follows the player at all zooms; right-drag temporarily pans
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/// (PanZoomCamera handles drag input).
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/// </summary>
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public partial class WorldView : Node2D
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{
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private readonly ulong _seed;
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private readonly int _startWorldTileX;
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private readonly int _startWorldTileY;
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private readonly float _initialZoom;
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// Zoom thresholds, in Camera2D zoom units (1.0 = 1 world px per screen px,
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// 32.0 = sprite-native tactical view, ~0.07 = world fits 1080p).
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private const float TacticalRenderZoomMin = 4.0f;
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private const float SettlementHideZoom = 2.0f;
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private const float StreamRadiusZoomMin = 4.0f;
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// World-pixel movement speed. 32 wp = 1 world tile, so 96 = ~3 tiles/sec.
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private const float MoveSpeedWorldPx = 96f;
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private const int StreamingBufferWorldTiles = 2;
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// Polyline base widths in *screen* pixels (counter-scaled to world space
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// per frame). Mirrors the differentiation in LineFeatureRenderer.cs.
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private const float HighwayScreenPx = 4f;
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private const float PostRoadScreenPx = 3f;
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private const float DirtRoadScreenPx = 2f;
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private const float RiverMajorScreenPx = 4.5f;
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private const float RiverScreenPx = 3f;
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private const float StreamScreenPx = 2f;
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private const float RailTieScreenPx = 4f;
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private const float RailLineScreenPx = 2f;
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private const float BridgeScreenPx = 6f;
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// Polyline colours mirror LineFeatureRenderer.cs / WorldgenDump.cs.
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private static readonly Color RiverMajorColour = ColorByte(40, 100, 200);
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private static readonly Color RiverColour = ColorByte(60, 120, 200);
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private static readonly Color StreamColour = ColorByte(100, 150, 220);
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private static readonly Color HighwayColour = ColorByte(210, 180, 80);
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private static readonly Color PostRoadColour = ColorByte(180, 155, 70);
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private static readonly Color DirtRoadColour = ColorByte(150, 130, 90);
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private static readonly Color RailTieColour = ColorByte(120, 100, 80);
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private static readonly Color RailColour = ColorByte(80, 65, 50);
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private static readonly Color BridgeColour = ColorByte(160, 140, 100);
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private ChunkStreamer? _streamer;
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private Vec2 _playerPos;
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private PanZoomCamera? _camera;
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private Node2D? _tacticalLayer;
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private Node2D? _polylineLayer;
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private Node2D? _bridgeLayer;
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private Node2D? _settlementLayer;
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private PlayerMarker? _playerMarker;
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private readonly Dictionary<ChunkCoord, TacticalChunkNode> _chunkNodes = new();
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private readonly List<(Line2D line, float baseScreenWidth)> _scaledLines = new();
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public WorldView(ulong seed, int startWorldTileX = 128, int startWorldTileY = 128, float initialZoom = 0f)
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{
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_seed = seed;
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_startWorldTileX = startWorldTileX;
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_startWorldTileY = startWorldTileY;
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_initialZoom = initialZoom; // 0 = compute fit-to-viewport
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}
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public override void _Ready()
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{
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string dataDir = ContentPaths.DataDir;
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if (!Directory.Exists(dataDir))
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{
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GD.PrintErr($"[world] Data directory not found: {dataDir}");
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return;
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}
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GD.Print($"[world] seed=0x{_seed:X} start-tile=({_startWorldTileX},{_startWorldTileY})");
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var ctx = new WorldGenContext(_seed, dataDir);
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WorldGenerator.RunAll(ctx);
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var world = ctx.World;
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GD.Print($"[world] worldgen done — rivers={world.Rivers.Count} " +
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$"roads={world.Roads.Count} rails={world.Rails.Count} " +
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$"settlements={world.Settlements.Count} bridges={world.Bridges.Count}");
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_streamer = new ChunkStreamer(_seed, world, new InMemoryChunkDeltaStore());
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_streamer.OnChunkLoaded += AddChunkNode;
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_streamer.OnChunkEvicting += RemoveChunkNode;
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TacticalAtlas.EnsureLoaded();
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BuildBiomeSprite(world);
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_tacticalLayer = AddNamedLayer("TacticalChunks");
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BuildPolylines(world);
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BuildBridges(world);
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BuildSettlements(world);
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_playerPos = new Vec2(
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_startWorldTileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
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_startWorldTileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f);
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_playerMarker = new PlayerMarker { Position = new Vector2(_playerPos.X, _playerPos.Y) };
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AddChild(_playerMarker);
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AddCamera();
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UpdateLayerVisibility();
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StreamIfTactical();
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}
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public override void _Process(double delta)
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{
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if (_camera is null || _playerMarker is null) return;
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Vector2 dir = Vector2.Zero;
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if (Input.IsKeyPressed(Key.W) || Input.IsKeyPressed(Key.Up)) dir.Y -= 1;
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if (Input.IsKeyPressed(Key.S) || Input.IsKeyPressed(Key.Down)) dir.Y += 1;
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if (Input.IsKeyPressed(Key.A) || Input.IsKeyPressed(Key.Left)) dir.X -= 1;
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if (Input.IsKeyPressed(Key.D) || Input.IsKeyPressed(Key.Right)) dir.X += 1;
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if (dir != Vector2.Zero)
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{
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dir = dir.Normalized();
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float step = MoveSpeedWorldPx * (float)delta;
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_playerPos = new Vec2(_playerPos.X + dir.X * step, _playerPos.Y + dir.Y * step);
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float maxX = C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS - 1f;
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float maxY = C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS - 1f;
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_playerPos = new Vec2(
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Mathf.Clamp(_playerPos.X, 0f, maxX),
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Mathf.Clamp(_playerPos.Y, 0f, maxY));
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StreamIfTactical();
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}
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var pos = new Vector2(_playerPos.X, _playerPos.Y);
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_playerMarker.Position = pos;
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_camera.Position = pos;
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UpdateLayerVisibility();
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UpdateZoomScaledNodes();
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}
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// ──────────────────────────────────────────────────────────────────────
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// Layer construction
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private void BuildBiomeSprite(WorldState world)
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{
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int W = C.WORLD_WIDTH_TILES;
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int H = C.WORLD_HEIGHT_TILES;
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var palette = new Color[(int)BiomeId.Mangrove + 1];
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foreach (var def in world.BiomeDefs!)
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{
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var (r, g, b) = def.ParsedColor();
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int id = (int)ParseBiomeId(def.Id);
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if (id >= 0 && id < palette.Length) palette[id] = ColorByte(r, g, b);
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}
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var image = Image.CreateEmpty(W, H, false, Image.Format.Rgb8);
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for (int y = 0; y < H; y++)
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for (int x = 0; x < W; x++)
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{
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int id = (int)world.Tiles[x, y].Biome;
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Color c = (id >= 0 && id < palette.Length && palette[id].A > 0f)
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? palette[id]
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: ColorByte(255, 0, 255);
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image.SetPixel(x, y, c);
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}
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var sprite = new Sprite2D
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{
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Texture = ImageTexture.CreateFromImage(image),
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Centered = false,
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Scale = new Vector2(C.WORLD_TILE_PIXELS, C.WORLD_TILE_PIXELS),
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TextureFilter = TextureFilterEnum.Nearest,
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Name = "Biome",
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};
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AddChild(sprite);
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}
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private Node2D AddNamedLayer(string name)
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{
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var n = new Node2D { Name = name };
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AddChild(n);
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return n;
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}
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private void BuildPolylines(WorldState world)
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{
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_polylineLayer = AddNamedLayer("Polylines");
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foreach (var road in world.Roads.OrderBy(RoadDrawRank))
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{
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var (color, screenPx) = road.RoadClassification switch
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{
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RoadType.Highway => (HighwayColour, HighwayScreenPx),
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RoadType.PostRoad => (PostRoadColour, PostRoadScreenPx),
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_ => (DirtRoadColour, DirtRoadScreenPx),
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};
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AddScaledLine(_polylineLayer, road.Points, color, screenPx);
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}
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foreach (var river in world.Rivers)
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{
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var (color, screenPx) = river.RiverClassification switch
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{
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RiverClass.MajorRiver => (RiverMajorColour, RiverMajorScreenPx),
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RiverClass.River => (RiverColour, RiverScreenPx),
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_ => (StreamColour, StreamScreenPx),
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};
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float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f;
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AddScaledLine(_polylineLayer, river.Points, color,
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Mathf.Min(screenPx * flowScale, RiverMajorScreenPx * 1.5f));
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}
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foreach (var rail in world.Rails)
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{
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AddScaledLine(_polylineLayer, rail.Points, RailTieColour, RailTieScreenPx);
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AddScaledLine(_polylineLayer, rail.Points, RailColour, RailLineScreenPx);
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}
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}
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private void BuildBridges(WorldState world)
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{
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if (world.Bridges.Count == 0) return;
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_bridgeLayer = AddNamedLayer("Bridges");
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foreach (var bridge in world.Bridges)
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{
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var line = new Line2D
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{
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DefaultColor = BridgeColour,
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JointMode = Line2D.LineJointMode.Round,
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};
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line.AddPoint(new Vector2(bridge.Start.X, bridge.Start.Y));
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line.AddPoint(new Vector2(bridge.End.X, bridge.End.Y));
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_bridgeLayer.AddChild(line);
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_scaledLines.Add((line, BridgeScreenPx));
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}
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}
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private void BuildSettlements(WorldState world)
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{
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if (world.Settlements.Count == 0) return;
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_settlementLayer = AddNamedLayer("Settlements");
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foreach (var s in world.Settlements)
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{
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var (colour, tileRadius) = s.Tier switch
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{
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1 => (ColorByte(255, 215, 0), 2.5f),
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2 => (ColorByte(230, 230, 230), 1.8f),
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3 => (ColorByte(150, 200, 255), 1.3f),
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4 => (ColorByte(200, 200, 200), 0.8f),
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_ => (ColorByte(200, 60, 60), 0.7f),
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};
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float radius = tileRadius * C.WORLD_TILE_PIXELS;
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var dot = new SettlementDot
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{
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Position = new Vector2(
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s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f,
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s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f),
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Radius = radius,
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FillColor = colour,
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};
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_settlementLayer.AddChild(dot);
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}
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}
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private void AddScaledLine(Node2D parent, IReadOnlyList<Vec2> pts, Color colour, float screenPx)
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{
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var line = new Line2D
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{
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DefaultColor = colour,
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JointMode = Line2D.LineJointMode.Round,
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BeginCapMode = Line2D.LineCapMode.Round,
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EndCapMode = Line2D.LineCapMode.Round,
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Antialiased = false,
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};
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for (int i = 0; i < pts.Count; i++)
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line.AddPoint(new Vector2(pts[i].X, pts[i].Y));
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parent.AddChild(line);
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_scaledLines.Add((line, screenPx));
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}
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private void AddCamera()
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{
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Vector2 viewport = GetViewport().GetVisibleRect().Size;
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Vector2 worldSize = new(
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C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS,
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C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS);
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float fitZoom = Mathf.Min(viewport.X / worldSize.X, viewport.Y / worldSize.Y) * 0.95f;
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float startZoom = _initialZoom > 0f ? _initialZoom : fitZoom;
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_camera = new PanZoomCamera
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{
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Position = new Vector2(_playerPos.X, _playerPos.Y),
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Zoom = new Vector2(startZoom, startZoom),
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MinZoom = fitZoom * 0.5f,
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MaxZoom = 64f,
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};
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AddChild(_camera);
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_camera.MakeCurrent();
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}
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// ──────────────────────────────────────────────────────────────────────
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// Per-frame updates
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private void UpdateLayerVisibility()
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{
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if (_camera is null) return;
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float zoom = _camera.Zoom.X;
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if (_tacticalLayer is not null)
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_tacticalLayer.Visible = zoom >= TacticalRenderZoomMin;
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if (_settlementLayer is not null)
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_settlementLayer.Visible = zoom < SettlementHideZoom;
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}
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private void UpdateZoomScaledNodes()
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{
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if (_camera is null) return;
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float zoom = _camera.Zoom.X;
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if (zoom <= 0f) return;
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float invZoom = 1f / zoom;
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foreach (var (line, baseScreenPx) in _scaledLines)
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line.Width = baseScreenPx * invZoom;
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if (_playerMarker is not null)
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_playerMarker.Scale = new Vector2(invZoom, invZoom);
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}
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private void StreamIfTactical()
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{
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if (_streamer is null) return;
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if (_camera is null || _camera.Zoom.X < StreamRadiusZoomMin)
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{
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// Optional: evict everything outside a small fallback set so we
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// don't keep a stale tactical cache when zoomed out for a long
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// time. Skipping for M4 — soft cap in the streamer handles it.
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return;
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}
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Vector2 viewport = GetViewport().GetVisibleRect().Size;
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float halfExtentWorldPx = Mathf.Max(viewport.X, viewport.Y) / _camera.Zoom.X * 0.5f;
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int halfExtentTiles = Mathf.CeilToInt(halfExtentWorldPx / C.WORLD_TILE_PIXELS);
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int radius = halfExtentTiles + StreamingBufferWorldTiles;
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_streamer.EnsureLoadedAround(_playerPos, radius);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Chunk node lifecycle
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private void AddChunkNode(TacticalChunk chunk)
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{
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if (_tacticalLayer is null) return;
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if (_chunkNodes.ContainsKey(chunk.Coord)) return;
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var node = new TacticalChunkNode { Name = $"Chunk{chunk.Coord.X}_{chunk.Coord.Y}" };
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_tacticalLayer.AddChild(node);
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node.Bind(chunk);
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_chunkNodes[chunk.Coord] = node;
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}
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private void RemoveChunkNode(TacticalChunk chunk)
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{
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if (!_chunkNodes.TryGetValue(chunk.Coord, out var node)) return;
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node.QueueFree();
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_chunkNodes.Remove(chunk.Coord);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Helpers
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private static int RoadDrawRank(Polyline r) => r.RoadClassification switch
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{
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RoadType.Footpath => 0,
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RoadType.DirtRoad => 1,
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RoadType.PostRoad => 2,
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RoadType.Highway => 3,
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_ => 1,
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};
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private static Color ColorByte(byte r, byte g, byte b) =>
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new(r / 255f, g / 255f, b / 255f);
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private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch
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{
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"ocean" => BiomeId.Ocean,
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"tundra" => BiomeId.Tundra,
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"boreal" => BiomeId.Boreal,
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"temperate_deciduous" => BiomeId.TemperateDeciduous,
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"temperate_grassland" => BiomeId.TemperateGrassland,
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"mountain_alpine" => BiomeId.MountainAlpine,
|
|
"mountain_forested" => BiomeId.MountainForested,
|
|
"subtropical_forest" => BiomeId.SubtropicalForest,
|
|
"wetland" => BiomeId.Wetland,
|
|
"coastal" => BiomeId.Coastal,
|
|
"river_valley" => BiomeId.RiverValley,
|
|
"scrubland" => BiomeId.Scrubland,
|
|
"desert_cold" => BiomeId.DesertCold,
|
|
"forest_edge" => BiomeId.ForestEdge,
|
|
"foothills" => BiomeId.Foothills,
|
|
"marsh_edge" => BiomeId.MarshEdge,
|
|
"beach" => BiomeId.Beach,
|
|
"cliff" => BiomeId.Cliff,
|
|
"tidal_flat" => BiomeId.TidalFlat,
|
|
"mangrove" => BiomeId.Mangrove,
|
|
_ => BiomeId.TemperateGrassland,
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Filled circle settlement marker on the world map. Sized in world-pixel
|
|
/// space (parent layer's visibility flag handles the world-vs-tactical
|
|
/// hide threshold).
|
|
/// </summary>
|
|
public partial class SettlementDot : Node2D
|
|
{
|
|
public float Radius { get; set; } = 8f;
|
|
public Color FillColor { get; set; } = Colors.White;
|
|
|
|
public override void _Draw() => DrawCircle(Vector2.Zero, Radius, FillColor);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Player marker. Drawn at <see cref="C.PLAYER_MARKER_SCREEN_PX"/>/2 wp;
|
|
/// parent WorldView sets <see cref="Node2D.Scale"/> = 1/zoom every frame
|
|
/// so the on-screen size stays constant (~24 px radius / 48 px diameter,
|
|
/// matching MonoGame's PlayerSprite) across the seamless zoom range.
|
|
/// </summary>
|
|
public partial class PlayerMarker : Node2D
|
|
{
|
|
private const float RadiusWorldPx = C.PLAYER_MARKER_SCREEN_PX * 0.5f;
|
|
|
|
public override void _Draw()
|
|
{
|
|
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));
|
|
}
|
|
}
|