Ease the camera toward the player's interpolated position

The camera target was the sim tile, which jumps 8 px per movement window,
and the follow was a constant-speed chase that stopped abruptly. Now the
target is the render-side lerp position and the camera closes the gap
exponentially, so it accelerates and settles smoothly. Also spawns the
first NPC and switches the game to World::blocked.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-19 10:51:44 +02:00
co-authored by Claude Opus 5
parent 7ea351f8e5
commit c512bf49da
2 changed files with 42 additions and 38 deletions
+17 -11
View File
@@ -54,9 +54,17 @@ crate's `tick`/`set_action` interface is the seam a server could be wrapped arou
replanning toward the tile under the cursor (only when that tile changes — cursor
or camera movement), sweeping across blocked tiles keeps the current route.
- [x] Smooth camera follow: the camera is a float pixel position (`cam` in `game.rs`)
that tracks the player linearly at ~64 px/s, snapping only to whole pixels at
render time (and outright on teleport-sized corrections). The viewport renders
with sub-tile offsets (31×31 tile pass + right-strip clip).
that eases toward the player's *interpolated* render position (exponential
approach, τ = 120 ms), snapping only to whole pixels at render time (and outright
on teleport-sized corrections). The viewport renders with sub-tile offsets
(31×31 tile pass + right-strip clip).
- [x] Entity blocking: `World::blocked` (solid tile ∨ out of world ∨ occupied) is the
one predicate the sim's `entity_tick` and the pathfinder share. Intents execute
in id order, so the player (id 1) wins a contested tile deterministically.
- [x] First NPC: `EntityKind { Player, Npc }` on `Entity`; `Sim::think` runs before
every movement window and schedules a random king move for each NPC one window
in four (seeded xorshift in `Sim`). Sprite = tile 1 in `entities.png` (a hen from
the Mini-Medieval pack). One is spawned at (6, 6) in `Game::start`.
- [x] Entity interpolation: per-id lerp table (`EntityLerp` in `game.rs`) — previous/current
tile plus a clock, rendered as a pixel lerp over one movement interval. Jumps of
more than one tile (Chebyshev) snap. Purely cosmetic; game logic keeps using the
@@ -91,13 +99,14 @@ Remaining follow-ups when the need is concrete:
---
### 08 — Basic NPC entity + AI budget
### 08 — Basic NPC entity + AI budget *(wanderer done — see Achieved)*
One dumb wandering enemy. Validates the simulation architecture before complexity accumulates.
Depends on the action-point model from 06 being reintroduced. NPCs schedule intents through
the same `Sim::set_action` the player uses.
The wandering NPC and entity blocking have landed; `Sim::think` is the hook where the
budget model goes once there are enough NPCs to need it. The action-point model from
06 is still pending and only matters once NPC speeds should differ.
- Add `EntityKind::Npc` with a `think() -> u32` method returning budget cost
- [x] `EntityKind::Npc`, `Sim::think` scheduling intents through the same intent table
- Bump-to-attack: a step onto an occupied tile becomes an attack instead of a refused move
- Per sim-tick: distribute a fixed `think_budget` across entities ordered by player proximity
- Complex entities consume more budget; simple ones less. Loop breaks at zero — natural load shedding.
- No framework. No trait objects yet. A match on `EntityKind` is fine.
@@ -110,9 +119,6 @@ for entity in entities_by_player_proximity() {
}
```
- Entity-vs-entity blocking: `step_allowed` only checks tiles. Once NPCs exist, occupied
tiles need to block too — in the sim *and* in the pathfinder's `blocked` closure.
---
### 09 — Client camera *(done — see Achieved)*