Fix idle/run animation flicker and bullet cell bleed; add F1 hitbox overlay
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ci / verify (push) Successful in 46s
The ship looked like it played both animations at once because it effectively did. is_moving() read the tail of `pending`, which _reconcile drains on every snapshot -- so it returned false about 20 times a second and the sprite alternated between the run and idle strips. Now reads the last sampled input, which survives the queue being emptied. Bullets were still wrong for a reason my earlier ASCII check could not see: I had dumped alpha only, and this pack animates as a colour shimmer over a fixed silhouette, so identical-looking frames told me nothing. The actual defect was that several sprites overflow their 16px cell and bleed into the neighbour below -- the first "heavy" I picked dragged in a solid slice of the sprite above it. Cells are re-picked to ones with empty borders in every frame, and build_local_assets.py now asserts that rather than trusting the choice, so a future pick that bleeds fails at build time instead of looking like a rendering bug. Added a hitbox overlay on F1 (src/view/debug_draw.gd). It draws what the simulation actually collides against over what is drawn: player hitbox against sprite radius, the muzzle point, enemy and boss radii, aggro rings, every live bullet's radius, and terrain outlined by which of the three flags each tile sets -- so a pit that stops feet but not bullets looks different from a wall. It deliberately ignores fog, since hiding half the evidence would defeat the point, and it reads every number from SimConfig/MapGrid/Content rather than keeping its own copies, or it would just confirm its own mistakes. Nearly every "that looked wrong" report in this project has been art and simulation disagreeing, and each took a round trip to diagnose. This makes that class of bug visible directly. 163 tests. check.sh, test.sh and smoke.sh pass.
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class_name DebugDraw
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extends RefCounted
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## Hitbox and geometry overlay, toggled with F1.
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##
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## Exists because almost every "that looked wrong" bug in this project so far
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## has been a mismatch between what is drawn and what the simulation actually
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## uses -- a sprite larger than its hitbox, a muzzle inside the ship, bullets
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## spawning off-centre. Those are invisible until you draw both and compare.
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##
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## Every number here is read from the same constants and server state the
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## simulation uses. It must never compute its own version of anything, or it
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## would confirm its own mistakes.
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const COL_HITBOX := Color(1.0, 0.25, 0.35, 0.9) # what actually collides
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const COL_VISUAL := Color(0.4, 0.8, 1.0, 0.5) # what is drawn
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const COL_BULLET := Color(1.0, 0.9, 0.2, 0.85)
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const COL_WALL := Color(1.0, 0.35, 0.2, 0.55)
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const COL_BULLET_WALL := Color(1.0, 0.6, 0.1, 0.5)
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const COL_PIT := Color(0.4, 0.5, 1.0, 0.5)
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const COL_AGGRO := Color(1.0, 0.5, 0.2, 0.25)
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const COL_MUZZLE := Color(0.4, 1.0, 0.6, 0.9)
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const COL_LOS := Color(0.5, 1.0, 0.8, 0.18)
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## Terrain: one outline per tile, coloured by which of the three flags it sets.
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## Drawn from MapGrid's own flag tables, so a tile that blocks bullets but not
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## sight is visibly different rather than something you have to take on trust.
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static func draw_terrain(c: CanvasItem, map: MapGrid, centre: Vector2, radius: float) -> void:
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if map == null:
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return
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var lo := map.to_tile(centre - Vector2(radius, radius))
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var hi := map.to_tile(centre + Vector2(radius, radius))
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for ty in range(lo.y, hi.y + 1):
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for tx in range(lo.x, hi.x + 1):
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var kind := map.at(tx, ty)
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if kind == MapGrid.Kind.FLOOR or kind == MapGrid.Kind.UNKNOWN:
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continue
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var at := map.tile_centre(tx, ty) - Vector2(MapGrid.TILE, MapGrid.TILE) * 0.5
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var r := Rect2(at, Vector2(MapGrid.TILE, MapGrid.TILE))
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if map.blocks_move(tx, ty):
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c.draw_rect(r.grow(-1.0), COL_WALL, false, 1.0)
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if map.blocks_bullet(tx, ty):
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c.draw_rect(r.grow(-4.0), COL_BULLET_WALL, false, 1.0)
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if not map.blocks_sight(tx, ty) and map.blocks_move(tx, ty):
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# See-over tiles: pits and barricades. Marked so a sightline that
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# "should" have been blocked is explicable.
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c.draw_line(r.position, r.end, COL_PIT, 1.0)
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## The two circles that matter and are easy to confuse: the hitbox the server
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## resolves against, and the sprite the player judges by.
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static func draw_player(c: CanvasItem, pos: Vector2, aim: float) -> void:
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c.draw_arc(pos, SimConfig.PLAYER_VISUAL_RADIUS, 0.0, TAU, 24, COL_VISUAL, 1.0)
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c.draw_arc(pos, SimConfig.PLAYER_RADIUS, 0.0, TAU, 20, COL_HITBOX, 1.5)
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var dir := Vector2.RIGHT.rotated(aim)
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var muzzle := pos + dir * SimConfig.PLAYER_MUZZLE_OFFSET
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c.draw_line(pos, muzzle, COL_MUZZLE, 1.0)
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c.draw_circle(muzzle, 2.0, COL_MUZZLE)
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static func draw_enemy(c: CanvasItem, pos: Vector2, radius: float, aggro: float) -> void:
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c.draw_arc(pos, radius, 0.0, TAU, 24, COL_HITBOX, 1.5)
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if aggro > 0.0:
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c.draw_arc(pos, aggro, 0.0, TAU, 48, COL_AGGRO, 1.0)
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static func draw_boss(c: CanvasItem, pos: Vector2, radius: float, room: Rect2) -> void:
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c.draw_arc(pos, radius, 0.0, TAU, 48, COL_HITBOX, 2.0)
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if room.size != Vector2.ZERO:
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c.draw_rect(room, COL_AGGRO, false, 1.0)
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## Bullet hitboxes are the ones most likely to disagree with the art, because
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## the sprite is deliberately drawn larger than the radius that collides.
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static func draw_bullets(c: CanvasItem, pool: BulletPool) -> void:
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for i in pool.high_water:
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if pool.alive[i] == 0:
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continue
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c.draw_arc(pool.pos[i], pool.radius[i], 0.0, TAU, 12, COL_BULLET, 1.0)
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## A ring at the fog radius, so "why can I not see that" has a visible answer.
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static func draw_ranges(c: CanvasItem, pos: Vector2) -> void:
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c.draw_arc(pos, SimConfig.FOG_VIEW_RADIUS, 0.0, TAU, 64, COL_LOS, 1.0)
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@@ -0,0 +1 @@
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uid://dd40sv1q0pba2
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@@ -31,6 +31,15 @@ var client: ClientRuntime = null
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## Elapsed seconds, driving sprite animation. Wall time rather than a frame
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## count, so animations run at the same speed regardless of framerate.
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var _anim_time: float = 0.0
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## F1 overlay: draws what the simulation collides against, over what is drawn.
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var debug_hitboxes: bool = false
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("debug_overlay"):
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debug_hitboxes = not debug_hitboxes
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GameLog.info("view", "hitbox overlay %s" % ("on" if debug_hitboxes else "off"))
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get_viewport().set_input_as_handled()
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func _process(delta: float) -> void:
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@@ -55,6 +64,37 @@ func _draw() -> void:
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if _visible(p["pos"]):
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_draw_remote_player(p)
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_draw_local_player()
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if debug_hitboxes:
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_draw_debug()
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## Overlay showing what actually collides, on top of what is drawn. Deliberately
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## ignores fog: the point is to check that art and simulation line up, and
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## hiding half the evidence would defeat that.
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func _draw_debug() -> void:
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DebugDraw.draw_terrain(self, client.world.map, client.predicted_pos,
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SimConfig.FOG_VIEW_RADIUS * 1.4)
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DebugDraw.draw_bullets(self, client.world.pool)
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for e in client.enemies():
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DebugDraw.draw_enemy(self, e["pos"], e["radius"], _aggro_for(int(e["visual"])))
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var b := client.boss_state()
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if not b.is_empty() and client.boss_def != null:
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DebugDraw.draw_boss(self, b["pos"], client.boss_def.radius, Rect2())
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for p in client.remote_players():
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DebugDraw.draw_player(self, p["pos"], p["aim"])
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DebugDraw.draw_player(self, client.predicted_pos, client.aim)
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DebugDraw.draw_ranges(self, client.predicted_pos)
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## Aggro radius by visual index. Read from the content definitions rather than
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## hardcoded, so the overlay cannot drift from what the server actually uses.
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func _aggro_for(visual: int) -> float:
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for id in [Content.ENEMY_DRIFTER, Content.ENEMY_TURRET,
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Content.ENEMY_STALKER, Content.ENEMY_DUMMY]:
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var def := Content.enemy(id)
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if def.visual == visual:
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return def.aggro_range if not def.emitters.is_empty() else 0.0
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return 0.0
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## Terrain, drawn only where the player can currently see it.
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