#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
baac11ae8b
commit
2f161621c3
495 changed files with 571 additions and 567 deletions
52
NeonDraw.gd
52
NeonDraw.gd
|
|
@ -1,52 +0,0 @@
|
|||
class_name NeonDraw
|
||||
extends RefCounted
|
||||
|
||||
# Cheap "poor man's glow": layered translucent strokes of increasing width
|
||||
# and decreasing opacity, topped with a bright core line. No solid fill -
|
||||
# gives ships/enemies/shots a light-made, neon/laser-sabre look without
|
||||
# needing an HDR bloom pipeline.
|
||||
#
|
||||
# The core colour is a parameter rather than always white: the effect is
|
||||
# built for a dark background, and a near-white core all but disappears
|
||||
# against a bright one (the lunar surface, whose colours are sampled from a
|
||||
# real NASA photograph, is a light grey). Callers drawing onto a bright
|
||||
# backdrop pass a dark core instead, which reads as an inked outline while
|
||||
# keeping the same layered-glow construction.
|
||||
|
||||
const DEFAULT_CORE: Color = Color(1.0, 1.0, 1.0)
|
||||
|
||||
|
||||
static func draw_glowing_polygon(item: CanvasItem, points: PackedVector2Array, glow_color: Color, pulse: float = 1.0, core_color: Color = DEFAULT_CORE, width_scale: float = 1.0) -> void:
|
||||
var closed: PackedVector2Array = points.duplicate()
|
||||
closed.append(points[0])
|
||||
_draw_layers(item, closed, glow_color, pulse, width_scale, core_color)
|
||||
|
||||
|
||||
static func draw_glowing_line(item: CanvasItem, from: Vector2, to: Vector2, glow_color: Color, pulse: float = 1.0, width_scale: float = 1.0, core_color: Color = DEFAULT_CORE) -> void:
|
||||
_draw_layers(item, PackedVector2Array([from, to]), glow_color, pulse, width_scale, core_color)
|
||||
|
||||
|
||||
static func draw_glowing_circle(item: CanvasItem, center: Vector2, radius: float,
|
||||
glow_color: Color, pulse: float = 1.0,
|
||||
core_color: Color = DEFAULT_CORE) -> void:
|
||||
var points := PackedVector2Array()
|
||||
for i in range(24):
|
||||
var angle := TAU * float(i) / 24.0
|
||||
points.append(center + Vector2(cos(angle), sin(angle)) * radius)
|
||||
draw_glowing_polygon(item, points, glow_color, pulse, core_color)
|
||||
|
||||
|
||||
# An open run of points - unlike draw_glowing_polygon, the ends are NOT
|
||||
# joined. For arcs, cradle ribs and other shapes that are deliberately open.
|
||||
static func draw_glowing_path(item: CanvasItem, points: PackedVector2Array, glow_color: Color, pulse: float = 1.0, width_scale: float = 1.0, core_color: Color = DEFAULT_CORE) -> void:
|
||||
if points.size() < 2:
|
||||
return
|
||||
_draw_layers(item, points, glow_color, pulse, width_scale, core_color)
|
||||
|
||||
|
||||
static func _draw_layers(item: CanvasItem, poly: PackedVector2Array, glow_color: Color, pulse: float, width_scale: float, core_color: Color) -> void:
|
||||
var c: Color = glow_color
|
||||
item.draw_polyline(poly, Color(c.r, c.g, c.b, 0.12 * pulse), 18.0 * width_scale, true)
|
||||
item.draw_polyline(poly, Color(c.r, c.g, c.b, 0.28 * pulse), 10.0 * width_scale, true)
|
||||
item.draw_polyline(poly, Color(c.r, c.g, c.b, 0.60 * pulse), 5.0 * width_scale, true)
|
||||
item.draw_polyline(poly, Color(core_color.r, core_color.g, core_color.b, 0.95 * pulse), 1.8 * width_scale, true)
|
||||
Loading…
Reference in a new issue