Commit graph spaceship/ui/MainMenu.gd
Author SHA1 Message Date
Loïc Wisniewski
aabd5804cf #148: the main theme plays, and keeps playing
"All the time" is the whole of the requirement and it decides the shape.
The theme has to survive the main menu becoming the game, the game becoming
a planet surface, and the surface becoming the game again - so the player
cannot live in any of those scenes, because change_scene_to_file() frees
whichever one is current.

It is parented to the tree root instead, beside the GameState autoload,
which is the same trick for the same reason. Music.ensure() is idempotent by
node name, so each scene asks for the music on the way up and gets the one
already playing rather than a second copy over the top of it. Two call
sites cover everything: MainMenu, and GameController - which is the root
script of BOTH the space scene and the planet surface.

Done this way rather than as an autoload deliberately: project.godot carries
the developer's own uncommitted window settings, and adding music should not
drag those into a commit.

It is also PROCESS_MODE_ALWAYS. Since #128 a dialog stops the tree, and a
soundtrack that cuts out every time someone reads a line is worse than no
soundtrack.

The theme ships as MP3 rather than the 59MB WAV that was sitting in the
project root. Same 5m36s, 6.7MB, encoded with LAME at 160k - 89% smaller,
which is the difference between a repository that carries its music and one
that carries a WAV forever in its history. The original file is untouched
and still there, untracked, so nothing is lost.

The test checks CONTINUITY rather than "a sound started": the same player,
never a second one, through two scene changes and a dialog.
2026-08-29 13:05:21 +02:00
Loïc Wisniewski
2f161621c3 #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>
2026-08-21 19:44:14 +02:00
Renamed from MainMenu.gd (Browse further)