- Moved GateToCenter to sit right on the region-1/center table-edge
border (angle 30° bisector, radius ~13.2, where that edge's chord
actually sits) instead of a few units inside the region, and scaled
the instance down to 0.5x.
- target_position now lands just past the border on the table side
(radius ~11.5 at the same angle) instead of teleporting to the
absolute island center — "you walked through the gate," not "you
warped across the map."
- Gate is now genuinely non-interactive while locked: no prompt shown,
_input() doesn't even check for the key press, and the marker shows
"Verschlossen" instead of its real name (mirrors poi.gd's existing
"???" pattern for undiscovered POIs).
- Once unlocked, interacting opens a "Durchgehen?" Ja/Nein menu
instead of teleporting immediately. Added
InteractionManager.handle_interaction_action() delegation so POIs
can own custom menu actions without hardcoding them into the shared
manager.
Verified headless: locked state hides the prompt and shows
"Verschlossen"; unlocking (all 6 region1_pois visited) restores the
real name and prompt; "Nein" leaves the player position untouched;
"Ja" moves the player to exactly target_position.
poi.tscn now uses the checkerboard debug texture instead of the ruins
sprite, and poi.gd gained a marker_color export (multiplied into the
existing visited/undiscovered dimming) so each POI marker can be
tinted a distinct color. Six instances placed inside region k=0's
wedge (angle ~12-48°, radius ~18-38, clear of the border walls),
tagged with the "region1_pois" group, in red/orange/yellow/green/
blue/purple.
Simplified InteractionManager's "Erkunden" content to a plain
placeholder ("Das wurde besucht.") instead of the old random
animal-track flavor text, and removed the now-dead handle_explore()
submenu it drove. Added InteractionManager.open_message() for POIs
that need an info popup without the explore/rest/close menu.
New poi_gate.gd/.tscn: a portal placed near region k=0's table-edge
border. Checks whether every POI in "region1_pois" has been visited;
if not, shows a "not yet" message, otherwise teleports the player to
target_position (the center) — a one-way shortcut past the border
wall rather than an opening in it, matching the "explore everything,
then unlock the way onward" progression the user described (this
pattern will repeat per outer region later).
Verified headless: all 6 POIs register in the group with correct
names/colors, gate refuses the transition at 0/6 and 5/6 visited and
allows it at 6/6, and the teleport lands the player exactly on
target_position.
Godot 4.6 exploration game with player movement, step-rotation camera
rig, and POI interaction system (explore/rest/close menu). main.tscn
is a test scene with placeholder props; debug/ holds unwired terrain
prototypes (voxel river, procedural island mesh, cross-shaped hub