feat: Implement Phase 4 Trigger Events System
- Added a new event-driven system for reactive storytelling, allowing rules like "When X happens, do Y." - Introduced TriggerArea class for placeable sensors in the stage. - Enhanced StickmanRig to emit signals for actions and arrivals. - Updated StageDirectorVisuals to render rules visually with labels and badges. - Modified StageSpawner to support spawning TriggerAreas. - Improved text baseline calculations in speech bubbles and rule labels. - Added tests for text baseline fixes to ensure proper rendering. - Documented the implementation plan for Phase 4 in PHASE_4_TRIGGER_EVENTS.md. - Created a polish plan for Phase 4 in PHASE_4b_POLISH.md.
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@@ -47,4 +47,5 @@ func _draw() -> void:
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Vector2(TAIL_WIDTH * 0.5, -TAIL_HEIGHT),
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Vector2(0.0, 0.0),
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]), BG_COLOR)
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draw_string(font, box.position + PADDING, _text, HORIZONTAL_ALIGNMENT_LEFT, MAX_WIDTH, FONT_SIZE, TEXT_COLOR)
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var baseline := Vector2(box.position.x + PADDING.x, box.position.y + PADDING.y + font.get_ascent(FONT_SIZE))
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draw_string(font, baseline, _text, HORIZONTAL_ALIGNMENT_LEFT, MAX_WIDTH, FONT_SIZE, TEXT_COLOR)
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