2.0 KiB
2.0 KiB
E1.M2 — IsometricCameraController
Summary
| Field | Value |
|---|---|
| Module ID | E1.M2 |
| Epic | Epic 1 — Core Player Runtime |
| Stage target | Prototype |
| Status | Planned (see dependency register) |
Purpose
Delivers a locked isometric camera that keeps the player readable during motion: follow behavior, discrete zoom bands, occlusion handling, and explicit no rotation so combat telegraphs and UI remain consistent with the vision for fixed isometric presentation.
Responsibilities
- Locked isometric follow (camera does not freely orbit).
- Zoom bands and configuration-driven limits.
- Occlusion policy so critical gameplay elements remain visible where possible.
- Enforcement of no-rotation rules for the prototype camera model.
Key contracts
| Contract | Role |
|---|---|
CameraState |
Current follow target, zoom level, and policy flags for consumers (e.g. risk UX). |
ZoomBandConfig |
Data-driven min/max or discrete zoom steps. |
OcclusionPolicy |
Rules for fading, dithering, or offset when geometry blocks the view. |
Module dependencies
- E1.M1 — InputAndMovementRuntime: camera follows the player anchor derived from movement/position.
Dependents (by design)
- E6.M2 — Consent and risk UX may use camera-adjacent presentation; epic lists E1.M2 as a dependency for in-zone risk signaling and readability.
Related implementation slices
See Epic 1 Slice 2 — Locked isometric camera: follow-center, zoom bands, occlusion policy, no rotation; optional telemetry such as throttled camera_zoom_changed and perf stress markers for occluders.
Risks and telemetry
- Occlusion hiding telegraphs: tune policy early and include readability checklist in prototype gates.
Source anchors
- Master plan:
neon_sprawl_vision.plan.md— Core Epic Map, Epic 1. - Module dependency register