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19 changed files with 21 additions and 1064 deletions

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@ -34,23 +34,17 @@ const ASTEROID_BREAK: String = "asteroid_break"
const GAS_BLAST: String = "gas_blast"
const BLACK_HOLE: String = "black_hole"
# PRELOADED, not paths. play() used to load() on every call, which is a
# cache hit after the first time but a synchronous disk read and decode the
# first time - on the frame the sound was asked for. Ten sounds meant ten
# occasional late starts, one per sound, which is what "sometimes starting a
# bit late" was. Swapping in a different file is still just replacing the
# .wav; nothing here knows or cares which it is.
const SOUNDS: Dictionary = {
SHOT: preload("res://audio/sfx_shot.wav"),
SHIP_DEATH: preload("res://audio/sfx_ship_death.wav"),
ENEMY_DEATH: preload("res://audio/sfx_ship_death.wav"),
BUILDING_DEATH: preload("res://audio/sfx_building_death.wav"),
DIALOG: preload("res://audio/sfx_dialog.wav"),
BOSS_SCREAM: preload("res://audio/sfx_boss_scream.wav"),
PICKUP: preload("res://audio/sfx_pickup.wav"),
ASTEROID_BREAK: preload("res://audio/sfx_asteroid_break.wav"),
GAS_BLAST: preload("res://audio/sfx_gas_blast.wav"),
BLACK_HOLE: preload("res://audio/sfx_black_hole.wav"),
SHOT: "res://audio/sfx_shot.wav",
SHIP_DEATH: "res://audio/sfx_ship_death.wav",
ENEMY_DEATH: "res://audio/sfx_ship_death.wav",
BUILDING_DEATH: "res://audio/sfx_building_death.wav",
DIALOG: "res://audio/sfx_dialog.wav",
BOSS_SCREAM: "res://audio/sfx_boss_scream.wav",
PICKUP: "res://audio/sfx_pickup.wav",
ASTEROID_BREAK: "res://audio/sfx_asteroid_break.wav",
GAS_BLAST: "res://audio/sfx_gas_blast.wav",
BLACK_HOLE: "res://audio/sfx_black_hole.wav",
}
# Per-sound level. A shot is fired constantly and a death happens once, so
@ -87,22 +81,6 @@ const PITCH_SPREAD: Dictionary = {
}
# Builds the voice pool before anything needs it. _pool() is lazy, so without
# this the first sound in a session paid for twelve AudioStreamPlayer nodes
# being created on the frame it was asked for - the worst late start of all,
# and the one that happens every session.
static func warm(tree: SceneTree) -> void:
if tree == null:
return
# Deferred, like Music.ensure(): this is called from _ready(), where the
# parent is still setting up children and a direct add_child() is
# refused outright. The lazy path in play() runs during an ordinary
# frame and does not need it.
var build: Callable = func() -> void:
_pool(tree)
build.call_deferred()
static func _pool(tree: SceneTree) -> Node:
var existing: Node = tree.root.get_node_or_null(NODE_NAME)
if existing != null:
@ -125,7 +103,7 @@ static func _pool(tree: SceneTree) -> Node:
static func play(tree: SceneTree, id: String) -> void:
if tree == null or not SOUNDS.has(id):
return
var stream: AudioStream = SOUNDS[id] as AudioStream
var stream: AudioStream = load(String(SOUNDS[id]))
if stream == null:
return
var pool: Node = _pool(tree)

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@ -426,17 +426,8 @@ func _show_building_info(type: String) -> void:
else:
lines.append("Will mine %s from %s." % [
GameState.resource_name(planet.resource_type), planet.planet_name])
elif can_build:
if definition.unique and GameState.has_building_of_type(type):
lines.append("WARNING: only one may exist - this destroys your current one.")
# A unique structure replaces itself, so the one being demolished is
# not in the way.
var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
type if definition.unique else "")
if not blocker.is_empty():
lines.append("Too close to your %s - fly clear and try again." \
% _building_name(String(blocker.get("type", ""))))
can_build = false
elif can_build and definition.unique and GameState.has_building_of_type(type):
lines.append("WARNING: only one may exist - this destroys your current one.")
if can_build and not GameState.can_afford_resources(costs, fleet.get_centroid()):
can_build = false
pending_build_type = type if can_build else ""
@ -477,16 +468,6 @@ func _confirm_build() -> void:
planet.resource_type, planet.planet_id)
build_menu.close_menu()
return
# BEFORE the demolition below, not after: a unique structure replaces
# itself by removing the old one first, so a blocked placement discovered
# afterwards would leave the player with neither. The old one is excluded
# because it is the thing being replaced.
var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid(),
type if definition.unique else "")
if not blocker.is_empty():
build_menu.set_status("Too close to your %s" \
% _building_name(String(blocker.get("type", ""))))
return
if definition.unique and GameState.has_building_of_type(type):
if not GameState.can_afford_resources(GameState.building_costs(type), fleet.get_centroid()):
build_menu.set_status(_cannot_afford(type))
@ -496,11 +477,6 @@ func _confirm_build() -> void:
_try_place(type)
func _building_name(type: String) -> String:
var definition: Resource = BUILDING_DEFINITIONS.get_definition(type)
return String(definition.display_name) if definition != null else type.capitalize()
func _cannot_afford(type: String) -> String:
var missing: Array = []
for resource_type in GameState.building_costs(type):
@ -513,14 +489,6 @@ func _cannot_afford(type: String) -> String:
func _try_place(type: String) -> void:
# Re-checked here and not only in the preview: the fleet keeps moving
# between opening the menu and confirming, and this is the one place
# every space structure is actually placed.
var blocker: Dictionary = GameState.building_blocking(fleet.get_centroid())
if not blocker.is_empty():
build_menu.set_status("Too close to your %s" \
% _building_name(String(blocker.get("type", ""))))
return
if not GameState.spend_resources(GameState.building_costs(type), fleet.get_centroid()):
build_menu.set_status(_cannot_afford(type))
return

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@ -102,14 +102,6 @@ var keyboard_seen: bool = false
var keyboard_steering: bool = false
# Seconds between automatic saves. Long enough that writing the file is
# never felt, short enough that a lost run is an annoyance rather than an
# evening.
const AUTOSAVE_INTERVAL: float = 30.0
var autosave_countdown: float = AUTOSAVE_INTERVAL
func _ready() -> void:
# Most visuals still animate per rendered frame. The main/surface scenes opt
# their roots out of global interpolation, then opt their physics-follow
@ -122,9 +114,6 @@ func _ready() -> void:
# This script is the root of BOTH the space scene and the planet
# surface, so one call here covers the whole game.
Music.ensure(get_tree())
# Same moment, same reason: build the sfx voices before the first
# sound needs them rather than during it.
Sfx.warm(get_tree())
if joystick != null:
joystick.direction_changed.connect(_on_joystick_direction)
@ -158,12 +147,6 @@ func _held_pivot_direction() -> float:
func _notification(what: int) -> void:
if what == NOTIFICATION_UNPAUSED:
_forget_released_keys()
# #225: the phone is where this is played, and Android kills an app in
# the background without warning - so the run is written on the way out
# rather than only on a timer.
elif what == NOTIFICATION_WM_CLOSE_REQUEST \
or what == NOTIFICATION_APPLICATION_PAUSED:
autosave()
func _forget_released_keys() -> void:
@ -310,22 +293,7 @@ func _on_joystick_direction(direction: Vector2) -> void:
fleet.stop()
# Written on a timer as well as on the way out: a crash or a battery pull
# gives no notification at all, and losing half an hour is what makes a save
# system feel absent even when it is there.
func autosave() -> void:
if GameState.intro_active:
# Nothing worth keeping yet, and saving mid-prologue would resume
# into a run that has not been set up.
return
SaveGame.save(GameState)
autosave_countdown = AUTOSAVE_INTERVAL
func _process(delta: float) -> void:
autosave_countdown -= delta
if autosave_countdown <= 0.0:
autosave()
pivot_cw_tap_cooldown_left = maxf(pivot_cw_tap_cooldown_left - delta, 0.0)
pivot_ccw_tap_cooldown_left = maxf(pivot_ccw_tap_cooldown_left - delta, 0.0)
_update_pivot(delta)

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@ -2707,28 +2707,6 @@ func has_mothership() -> bool:
return get_mothership_position() != null
# Space structures may not be stacked (#224). The distance is Building's own
# interact_radius, rather than a new number: that is the circle BuildingField
# tests the fleet centroid against to decide which structure you are standing
# on, and it returns the FIRST match - so two structures inside one another
# make that a question of list order rather than of where you flew.
const MIN_BUILDING_SEPARATION: float = 150.0
# The structure a new one at this position would sit on top of, or an empty
# dictionary when the spot is clear. ignore_type skips a type that is about
# to be demolished, which is how the unique structures replace themselves -
# without it a mothership could never be rebuilt where the old one stood.
func building_blocking(at_position: Vector2, ignore_type: String = "") -> Dictionary:
for building in buildings:
if ignore_type != "" and String(building.get("type", "")) == ignore_type:
continue
var at: Vector2 = building.get("position", Vector2.ZERO)
if at.distance_to(at_position) < MIN_BUILDING_SEPARATION:
return building
return {}
func has_building_of_type(type: String) -> bool:
for building in buildings:
if building.type == type:

View file

@ -1,243 +0,0 @@
class_name SaveGame
extends RefCounted
# Forgejo #225. Writing the run to disk and reading it back.
#
# Saves are JSON rather than a binary resource: a save that can be opened in
# a text editor can be diagnosed from a bug report, and ResourceSaver would
# tie the file's shape to GDScript class layout, which is exactly the thing
# that keeps changing.
#
# WHAT IS SAVED is an explicit list (FIELDS), not every var on GameState.
# A blind dump would carry transient junk - which pointer last touched the
# screen, whether a dialog is currently holding the camera - and would break
# silently every time a field was renamed. The cost is that a new piece of
# progression has to be added to the list; the benefit is that forgetting to
# is a missing feature rather than a corrupt save.
const SAVE_PATH: String = "user://savegame.json"
# Bumped whenever the SHAPE of the saved data changes - a field renamed, a
# structure reorganised. Adding a brand new field does not need a bump: it
# simply arrives missing from old saves and keeps whatever GameState starts
# it at.
const SAVE_VERSION: int = 1
# The oldest version this build can still open. Raising it is how a format
# change too messy to migrate is DECLARED rather than bodged: #225 is
# explicit that breaking compatibility is the right call when the transition
# is too complex, and a save that loads subtly WRONG is far worse than one
# that refuses to load and says so.
const MIN_SUPPORTED_VERSION: int = 1
# version N -> N+1, keyed by the version being migrated FROM. A save is
# walked up one step at a time until it reaches SAVE_VERSION. A gap here is
# not an oversight - it is the declaration that saves below it are
# incompatible, and load() refuses them by name rather than guessing.
const MIGRATIONS: Dictionary = {}
# The run, field by field. Grouped by what they mean rather than by type, so
# it is obvious what a new piece of progression sits next to.
const FIELDS: Array = [
# The purse and the hold.
"bank_inventory", "fleet_inventory",
# What has been built, and what has been taken.
"buildings", "next_building_id", "extractors", "planet_capture",
# What has been learned.
"unlocked", "research_points", "vessel_levels",
# The fleet itself.
"fleet_position", "fleet_vessel_types", "surviving_ship_count",
"surviving_vessel_types", "formation", "stored_vessels",
"vessel_targets", "vessel_deliveries", "repair_drones",
"max_fleet_speed_multiplier", "fleet_speed_multiplier", "build_time_scale",
# The world as the player has seen it.
"explored_chunks", "scanner_target",
# The siege.
"wave_number", "wave_phase", "wave_timer",
# The campaign.
"quests_armed", "quest_index", "quest_announced", "quest_messages",
"visited_planets", "visited_planet_kinds",
]
static func has_save(path: String = SAVE_PATH) -> bool:
return FileAccess.file_exists(path)
# What the "load your last run?" prompt needs, without committing to loading
# it. Returns an empty dictionary when there is nothing to offer.
static func peek(path: String = SAVE_PATH) -> Dictionary:
if not FileAccess.file_exists(path):
return {}
var raw: Dictionary = _read(path)
if raw.is_empty():
return {}
return {
"version": int(raw.get("version", 0)),
"saved_at": String(raw.get("saved_at", "")),
"loadable": _refusal(int(raw.get("version", 0))) == "",
"refusal": _refusal(int(raw.get("version", 0))),
}
static func save(state: Node, path: String = SAVE_PATH) -> bool:
if state == null:
return false
var fields: Dictionary = {}
for name in FIELDS:
fields[name] = _encode(state.get(name))
var payload: Dictionary = {
"version": SAVE_VERSION,
"saved_at": Time.get_datetime_string_from_system(true),
"fields": fields,
}
var file: FileAccess = FileAccess.open(path, FileAccess.WRITE)
if file == null:
return false
file.store_string(JSON.stringify(payload, "\t"))
file.close()
return true
# Applies a save to GameState. Returns {ok, reason} - reason is empty on
# success and player-readable on failure, because "it did not load" with no
# explanation is the thing that makes people delete their save folder.
static func load_into(state: Node, path: String = SAVE_PATH) -> Dictionary:
if state == null:
return {"ok": false, "reason": "No game to load into."}
if not FileAccess.file_exists(path):
return {"ok": false, "reason": "There is no saved run."}
var raw: Dictionary = _read(path)
if raw.is_empty():
return {"ok": false, "reason": "The saved run could not be read - the file is damaged."}
var version: int = int(raw.get("version", 0))
var refusal: String = _refusal(version)
if refusal != "":
return {"ok": false, "reason": refusal}
var fields: Dictionary = raw.get("fields", {})
if not (fields is Dictionary) or fields.is_empty():
return {"ok": false, "reason": "The saved run has no contents."}
while version < SAVE_VERSION:
fields = (MIGRATIONS[version] as Callable).call(fields)
version += 1
for name in FIELDS:
# A field the save predates keeps whatever a new game starts it at,
# which is what makes ADDING progression a non-breaking change.
if fields.has(name):
state.set(name, _decode(fields[name]))
return {"ok": true, "reason": ""}
static func clear(path: String = SAVE_PATH) -> void:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
# Why this version cannot be opened, or "" if it can.
static func _refusal(version: int) -> String:
if version <= 0:
return "The saved run does not say what version it is."
if version > SAVE_VERSION:
return "That run was saved by a NEWER version of the game (save %d, this build reads %d)." \
% [version, SAVE_VERSION]
if version < MIN_SUPPORTED_VERSION:
return "That run was saved by an older version of the game (save %d) and cannot be opened by this one." \
% version
var at: int = version
while at < SAVE_VERSION:
if not MIGRATIONS.has(at):
return "That run was saved by an older version of the game (save %d) and there is no way to bring it forward." \
% version
at += 1
return ""
static func _read(path: String) -> Dictionary:
var file: FileAccess = FileAccess.open(path, FileAccess.READ)
if file == null:
return {}
var text: String = file.get_as_text()
file.close()
var parsed: Variant = JSON.parse_string(text)
return parsed if parsed is Dictionary else {}
# --- the type-tagged codec ---------------------------------------------
# JSON has numbers, strings, arrays and string-keyed objects. The run has
# Vector2s, chunk coordinates used AS dictionary keys, and Inventory
# objects, so each of those is written with a tag saying what to rebuild.
static func _encode(value: Variant) -> Variant:
if value is Vector2:
return {"__t": "v2", "x": value.x, "y": value.y}
if value is Vector2i:
return {"__t": "v2i", "x": value.x, "y": value.y}
if value is PackedStringArray:
return {"__t": "psa", "v": Array(value)}
if value is Inventory:
return {"__t": "inv", "a": value.snapshot(),
"cap": value.total_capacity,
"caps": value.resource_capacities.duplicate()}
if value is Array:
var out: Array = []
for item in value:
out.append(_encode(item))
return out
if value is Dictionary:
var out_d: Dictionary = {}
for key in value:
out_d[_encode_key(key)] = _encode(value[key])
return out_d
return value
static func _decode(value: Variant) -> Variant:
if value is Array:
var out: Array = []
for item in value:
out.append(_decode(item))
return out
if value is Dictionary:
match String(value.get("__t", "")):
"v2":
return Vector2(float(value.get("x", 0.0)), float(value.get("y", 0.0)))
"v2i":
return Vector2i(int(value.get("x", 0)), int(value.get("y", 0)))
"psa":
return PackedStringArray(value.get("v", []))
"inv":
var inv: Inventory = Inventory.new()
inv.total_capacity = int(value.get("cap", -1))
for id in Dictionary(value.get("caps", {})):
inv.resource_capacities[String(id)] = int(value["caps"][id])
for id in Dictionary(value.get("a", {})):
inv.set_amount(String(id), int(value["a"][id]))
return inv
var out_d: Dictionary = {}
for key in value:
out_d[_decode_key(String(key))] = _decode(value[key])
return out_d
return value
# Every key carries its type, so a planet id that happens to look like a
# chunk coordinate cannot be mistaken for one on the way back in.
static func _encode_key(key: Variant) -> String:
if key is Vector2i:
return "v2i:%d,%d" % [key.x, key.y]
if key is int:
return "i:%d" % key
return "s:%s" % String(key)
static func _decode_key(key: String) -> Variant:
if key.begins_with("v2i:"):
var parts: PackedStringArray = key.substr(4).split(",")
if parts.size() == 2:
return Vector2i(int(parts[0]), int(parts[1]))
return key
if key.begins_with("i:"):
return int(key.substr(2))
if key.begins_with("s:"):
return key.substr(2)
return key

View file

@ -26,12 +26,7 @@ var _rings: Array = []
func _ready() -> void:
# Planet.gd calls configure() BEFORE add_child(), so the disc is usually
# already built by the time _ready fires (which the SceneTree defers to
# the first frame). Without this guard the ring set was thrown away and
# re-tessellated - eighty antialiased polylines per spawn instead of forty.
if _rings.is_empty():
_build()
_build()
func configure(_shape_seed: int) -> void:

View file

@ -17,7 +17,6 @@ extends SceneTree
var scene: Node
var game_state: Node
var controller: Node
var fleet: Node2D
var popup: Control
var title: Label
var message: Label
@ -56,7 +55,6 @@ func _initialize() -> void:
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
controller = scene.get_node("BuildController")
fleet = scene.get_node("Fleet")
popup = scene.get_node("UI/BuildMenu/InfoPopup")
title = popup.get_node("Panel/TitleLabel")
message = popup.get_node("Panel/MessageLabel")
@ -85,15 +83,8 @@ func _process(delta: float) -> bool:
if elapsed < 0.2:
return false
for i in range(OPTIONS.size()):
var option: Dictionary = OPTIONS[i]
for option in OPTIONS:
var type: String = option.type
# #224: structures may not be stacked, and this loop BUILDS
# each option in turn. Without moving between them the second
# one is refused for sitting on the first, which is the rule
# working - but this test is about what the popup says, not
# about where things may go.
fleet.teleport_to(Vector2(float(i + 2) * GameState.MIN_BUILDING_SEPARATION * 2.0, 0.0))
var expected_cost: int = controller.cost_of(type)
var rocks_before: int = game_state.rocks
var built_before: int = _count(type)

View file

@ -1,135 +0,0 @@
extends SceneTree
# Forgejo #224: a structure may not be built on top of one that is already
# there.
#
# It matters beyond the look of it. BuildingField decides which structure the
# fleet is standing on by testing the centroid against interact_radius and
# returning the FIRST match, so two structures inside one another make that a
# question of list order rather than of where the player flew - you would fly
# to your workshop and open the crafter.
#
# Covers:
# A. the spot a structure already occupies is refused
# B. clear of it, the same build goes through
# C. a unique structure can still be rebuilt where the old one stands,
# because the old one is what is being replaced
# D. and a REFUSED rebuild does not demolish the existing one first
var game_state: Node
var scene: Node
var controller: Node
var fleet: Node2D
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_new_game()
game_state.intro_active = false
game_state.reset_quests()
game_state.rocks = 100000
game_state.bank_inventory.set_amount(GameState.RESOURCE_GAS, 100000)
game_state.bank_inventory.set_amount(GameState.RESOURCE_ENERGY, 100000)
scene = load("res://world/Main.tscn").instantiate()
root.add_child(scene)
current_scene = scene
controller = scene.get_node("BuildController")
fleet = scene.get_node("Fleet")
func _process(delta: float) -> bool:
elapsed += delta
if elapsed < 0.4:
return false
var sep: float = GameState.MIN_BUILDING_SEPARATION
# _confirm_build() returns SILENTLY on a locked structure, which would
# make every refusal below look like the separation rule working when it
# was only the unlock gate. Unlock what this test builds, and assert it.
for type in [GameState.BUILDING_COMMAND_CENTER, GameState.BUILDING_MOTHERSHIP,
GameState.BUILDING_SHIP_CRAFTER]:
var node_id: String = game_state.research_node_for_building(type)
if node_id != "" and not game_state.is_unlocked(node_id):
game_state.unlocked.append(node_id)
if not game_state.is_building_unlocked(type):
return _fail("'%s' is still locked, so a refusal would prove nothing" % type)
# --- A. the occupied spot is refused --------------------------------
game_state.buildings.clear()
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2.ZERO)
if game_state.building_blocking(Vector2.ZERO).is_empty():
return _fail("a structure's own position reads as a clear spot")
# Just inside the separation, and just outside it.
if game_state.building_blocking(Vector2(sep - 1.0, 0.0)).is_empty():
return _fail("a spot %.0f units away is not blocked, but the rule is %.0f" % [sep - 1.0, sep])
if not game_state.building_blocking(Vector2(sep + 1.0, 0.0)).is_empty():
return _fail("a spot %.0f units away is blocked, but the rule is %.0f" % [sep + 1.0, sep])
var blocker: Dictionary = game_state.building_blocking(Vector2.ZERO)
if String(blocker.get("type", "")) != GameState.BUILDING_SHIP_CRAFTER:
return _fail("the blocking structure is reported as '%s'" % blocker.get("type", ""))
print("a spot inside %.0f units of a structure is refused, outside it is clear" % sep)
# --- B. and the whole build path agrees -----------------------------
# On top of the crafter: refused, and nothing is built or spent.
fleet.teleport_to(Vector2.ZERO)
var before: int = game_state.buildings.size()
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
controller._confirm_build()
if game_state.buildings.size() != before:
return _fail("a structure was built on top of the crafter")
print("the build path refuses it too: %s" % controller.build_menu.status.text)
# Clear of it: the same build goes through.
fleet.teleport_to(Vector2(sep * 3.0, 0.0))
controller.pending_build_type = GameState.BUILDING_COMMAND_CENTER
controller._confirm_build()
if game_state.buildings.size() != before + 1:
return _fail("the same build was refused on a clear spot")
print("clear of it, the same build goes through")
# --- C. a unique structure replaces itself in place -----------------
game_state.buildings.clear()
game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
fleet.teleport_to(Vector2.ZERO)
if not game_state.building_blocking(Vector2.ZERO, GameState.BUILDING_MOTHERSHIP).is_empty():
return _fail("a unique structure blocks its own replacement")
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
controller._confirm_build()
if game_state.buildings.size() != 1:
return _fail("rebuilding the mothership in place left %d structures" % game_state.buildings.size())
if String(game_state.buildings[0].type) != GameState.BUILDING_MOTHERSHIP:
return _fail("the rebuilt structure is not a mothership")
print("a unique structure can still be rebuilt where the old one stood")
# --- D. a refused rebuild demolishes nothing ------------------------
# The mothership is unique and is removed before the new one is placed.
# Something ELSE in the way has to be caught before that demolition, or
# the player is left with neither.
game_state.buildings.clear()
var keep: int = game_state.add_building(GameState.BUILDING_MOTHERSHIP, Vector2.ZERO)
game_state.add_building(GameState.BUILDING_SHIP_CRAFTER, Vector2(sep * 4.0, 0.0))
fleet.teleport_to(Vector2(sep * 4.0, 0.0))
controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
controller._confirm_build()
if game_state.find_building(keep).is_empty():
return _fail("a refused rebuild demolished the existing mothership - the player is left with neither")
if game_state.buildings.size() != 2:
return _fail("a refused rebuild changed the structure count to %d" % game_state.buildings.size())
print("a refused rebuild leaves the existing structure standing")
print("TEST_BUILDING_SEPARATION: PASS")
quit(0)
return true
func _fail(message: String) -> bool:
print("TEST_BUILDING_SEPARATION: FAIL (%s)" % message)
quit(1)
return true

View file

@ -26,11 +26,6 @@ var stage: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
# #225 put a Continue entry in this stack, shown only when a save
# exists - and the autosave writes to the same user:// path every test
# that runs Main.tscn for long enough. Clear it, or which entries this
# menu has would depend on what ran before it.
SaveGame.clear()
menu = load("res://ui/MainMenu.tscn").instantiate()
root.add_child(menu)
current_scene = menu

View file

@ -1,117 +0,0 @@
extends SceneTree
# Forgejo #225: the menu offers to resume a run, and only when there is one.
#
# Covers:
# A. with no save on disk there is no Continue entry at all - a first-time
# player must not meet a button that does nothing
# B. with a save, Continue appears and is offered
# C. pressing it loads the run and starts the game, rather than resetting
# to a new one the way Play does
# D. a save this build cannot open is still SHOWN, disabled, with the
# reason - a run that silently vanishes reads as lost, not incompatible
var game_state: Node
var menu: Node
var elapsed: float = 0.0
var stage: int = 0
func _initialize() -> void:
game_state = root.get_node("GameState")
SaveGame.clear()
func _rebuild_menu() -> void:
if menu != null and is_instance_valid(menu):
menu.free()
menu = load("res://ui/MainMenu.tscn").instantiate()
root.add_child(menu)
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
if elapsed < 0.3:
return false
# --- A. nothing saved, nothing offered ----------------------
_rebuild_menu()
elapsed = 0.0
stage = 1
return false
1:
if elapsed < 0.3:
return false
if menu.continue_button.visible:
return _fail("a Continue entry is offered with no save on disk")
print("no save: no Continue entry")
# --- B. a saved run is offered ------------------------------
game_state.reset_progression()
game_state.reset_new_game()
game_state.research_points = 31
game_state.intro_active = false
if not SaveGame.save(game_state):
return _fail("could not write a save to offer")
_rebuild_menu()
elapsed = 0.0
stage = 2
return false
2:
if elapsed < 0.3:
return false
if not menu.continue_button.visible:
return _fail("a save exists but no Continue entry is offered")
if not menu.continue_button.enabled:
return _fail("Continue is offered but disabled: '%s'" % menu.status_label.text)
print("a saved run is offered")
# --- C. and pressing it resumes rather than resets -----------
game_state.research_points = 0
menu._on_continue_pressed()
if game_state.research_points != 31:
return _fail("Continue did not restore the run (research %d, expected 31)" \
% game_state.research_points)
if menu.loading_path == "":
return _fail("Continue restored the run but never started the game")
print("Continue restored the run and started the game")
# --- D. an unopenable save is shown, not hidden --------------
_corrupt_version()
_rebuild_menu()
elapsed = 0.0
stage = 3
return false
3:
if elapsed < 0.3:
return false
if not menu.continue_button.visible:
return _fail("a save this build cannot open was hidden, so the run looks lost")
if menu.continue_button.enabled:
return _fail("a save this build cannot open is still offered as loadable")
if menu.status_label.text.strip_edges() == "":
return _fail("an unopenable save is disabled with no reason given")
print("an unopenable save is shown, disabled: %s" % menu.status_label.text)
SaveGame.clear()
print("TEST_MAIN_MENU_CONTINUE: PASS")
quit(0)
return true
return false
func _corrupt_version() -> void:
var f: FileAccess = FileAccess.open("user://savegame.json", FileAccess.READ)
var data: Dictionary = JSON.parse_string(f.get_as_text())
f.close()
data["version"] = 999
f = FileAccess.open("user://savegame.json", FileAccess.WRITE)
f.store_string(JSON.stringify(data))
f.close()
func _fail(message: String) -> bool:
print("TEST_MAIN_MENU_CONTINUE: FAIL (%s)" % message)
quit(1)
return true

View file

@ -270,12 +270,6 @@ func _process(delta: float) -> bool:
game_state.fleet_inventory.set_amount(GameState.RESOURCE_ORE, HOLD_ORE)
var before: int = game_state.buildings.size()
# #224: structures may not be stacked, and _check_ship_lab left a
# lab standing at the origin as a prerequisite for an earlier
# case. Fly clear of it - the subject here is which purse the ore
# comes out of, not where a mothership may stand.
scene.get_node("Fleet").teleport_to(
Vector2(GameState.MIN_BUILDING_SEPARATION * 4.0, 0.0))
build_controller.pending_build_type = GameState.BUILDING_MOTHERSHIP
build_controller._confirm_build()

View file

@ -113,10 +113,6 @@ func _process(delta: float) -> bool:
break
if game_state.research_point_cost(String(options[controller.lab_choice].id)) <= 0:
return _fail("no lab option costs research data, so this proves nothing")
# The lab panel is open when the player presses buy - that is what
# puts the explainer on top of another dialog, which is the whole
# point of case D below.
controller.lab_menu.open_menu()
controller._on_lab_buy()
if not popup.visible:
return _fail("the lab refused for want of data with no explanation")
@ -124,30 +120,6 @@ func _process(delta: float) -> bool:
return _fail("the lab still blames the queue: '%s'" % controller.lab_menu.status.text)
print("ship lab: refused and explained, not blamed on the queue")
# --- D. and the player can get back out of it ----------------
# The explainer is the only dialog that opens ON TOP of another
# one, and IconButton refuses input to any button sitting behind
# an open panel. That used to include this popup's own close
# button, so the dialog could not be dismissed at all. Case B
# above left the ship lab open underneath, which is the real
# situation - assert that rather than arranging it.
if not controller.lab_menu.visible:
return _fail("the lab is not open underneath, so this proves nothing")
var close: Control = popup.get_node("CloseButton")
if close._blocked_by_modal():
return _fail("the explainer close button is blocked by the lab behind it - the dialog is inescapable")
close.pressed.emit()
if popup.visible:
return _fail("pressing close left the explainer open")
# The reverse must still hold: the lab's own buttons stay dead
# while a dialog covers them.
popup.open_for_shortfall(10, "anything")
var lab_close: Control = controller.lab_menu.get_node("CloseButton")
if not lab_close._blocked_by_modal():
return _fail("the lab buttons are live underneath an open dialog")
popup.close_menu()
print("close button works over the lab, and the lab stays blocked underneath")
print("TEST_RESEARCH_POINTS_EXPLAINER: PASS")
quit(0)
return true

View file

@ -1,179 +0,0 @@
extends SceneTree
# Forgejo #225: the run survives being written to disk and read back.
#
# The interesting part is not "does it write a file" but whether the things
# JSON cannot hold survive: Vector2 positions, chunk coordinates used as
# dictionary KEYS, and Inventory objects nested inside the buildings array.
# Those are what a naive save silently flattens.
#
# Covers:
# A. a rich run round-trips field for field
# B. Vector2i dictionary keys come back as Vector2i, not as strings
# C. inventories come back with their contents AND their capacity
# D. a save from a newer build is refused, with a reason
# E. a damaged file is refused rather than half-applied
# F. a field the save predates keeps its new-game value
# Mirrored rather than read off SaveGame: a bare ClassName.CONST in a
# SceneTree script has broken method resolution for a whole file here before.
const TEST_PATH: String = "user://test_savegame.json"
var game_state: Node
func _initialize() -> void:
game_state = root.get_node("GameState")
func _process(_delta: float) -> bool:
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_new_game()
game_state.reset_quests()
# --- a run with something in every awkward corner -------------------
game_state.research_points = 42
game_state.unlocked = ["shipyards", "coordination"]
game_state.rocks = 1234
game_state.fleet_position = Vector2(987.5, -321.25)
game_state.wave_number = 7
game_state.quest_index = 5
game_state.explored_chunks[Vector2i(3, -4)] = true
game_state.explored_chunks[Vector2i(-11, 0)] = true
game_state.visited_planets["some-planet-id"] = true
var b_id: int = game_state.add_building(GameState.BUILDING_TRANSPORT_HUB, Vector2(600.0, -150.0))
var record: Dictionary = game_state.find_building(b_id)
record.inventory.total_capacity = 88
record.inventory.set_amount(GameState.RESOURCE_ORE, 17)
game_state.fleet_inventory.set_amount(GameState.RESOURCE_GAS, 9)
var before: Dictionary = _snapshot()
if not SaveGame.save(game_state, TEST_PATH):
return _fail("the run would not save")
if not SaveGame.has_save(TEST_PATH):
return _fail("saved, but has_save() cannot see the file")
# Wipe it back to a fresh game, so a load that does nothing cannot pass.
game_state.buildings.clear()
game_state.extractors.clear()
game_state.reset_progression()
game_state.reset_new_game()
game_state.reset_quests()
game_state.explored_chunks.clear()
if _snapshot() == before:
return _fail("wiping the run changed nothing, so a load would prove nothing")
var result: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
if not bool(result.get("ok", false)):
return _fail("the run would not load back: %s" % result.get("reason", ""))
# --- A. field for field ---------------------------------------------
var after: Dictionary = _snapshot()
for key in before:
if after.get(key) != before[key]:
return _fail("'%s' did not survive the round trip: %s -> %s" \
% [key, before[key], after.get(key)])
print("a run with %d fields round-tripped intact" % before.size())
# --- B. chunk coordinates are still coordinates ----------------------
if not game_state.explored_chunks.has(Vector2i(3, -4)):
return _fail("chunk keys came back as something other than Vector2i: %s" \
% str(game_state.explored_chunks.keys()))
print("explored chunks came back keyed by Vector2i")
# --- C. inventories keep contents and capacity -----------------------
var loaded: Dictionary = game_state.find_building(b_id)
if loaded.is_empty():
return _fail("the transport hub did not come back")
if int(loaded.inventory.amount(GameState.RESOURCE_ORE)) != 17:
return _fail("the hub's ore did not survive: %d" % loaded.inventory.amount(GameState.RESOURCE_ORE))
if int(loaded.inventory.total_capacity) != 88:
return _fail("the hub's capacity did not survive: %d" % loaded.inventory.total_capacity)
if int(game_state.fleet_inventory.amount(GameState.RESOURCE_GAS)) != 9:
return _fail("the fleet hold's gas did not survive")
print("inventories came back with their contents and their capacity")
# --- D. a save from a newer build is refused --------------------------
_rewrite_version(999)
var newer: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
if bool(newer.get("ok", false)):
return _fail("a save from a newer build loaded anyway")
if not String(newer.get("reason", "")).to_lower().contains("newer"):
return _fail("a newer save was refused without saying why: '%s'" % newer.get("reason", ""))
print("a newer save is refused: %s" % newer.get("reason", ""))
# --- E. a damaged file is refused, not half-applied -------------------
var f: FileAccess = FileAccess.open(TEST_PATH, FileAccess.WRITE)
f.store_string("{ this is not json")
f.close()
var marker: int = game_state.research_points
var damaged: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
if bool(damaged.get("ok", false)):
return _fail("a damaged save reported success")
if game_state.research_points != marker:
return _fail("a damaged save was partly applied before it failed")
print("a damaged save is refused: %s" % damaged.get("reason", ""))
# --- F. a field the save predates keeps its new-game value ------------
# Adding progression must not invalidate every existing save, so a
# missing field is left alone rather than cleared.
SaveGame.save(game_state, TEST_PATH)
_drop_field("research_points")
game_state.research_points = 77
var partial: Dictionary = SaveGame.load_into(game_state, TEST_PATH)
if not bool(partial.get("ok", false)):
return _fail("a save missing one field was refused entirely: %s" % partial.get("reason", ""))
if game_state.research_points != 77:
return _fail("a missing field was cleared instead of left alone (%d)" % game_state.research_points)
print("a field the save predates keeps its current value")
SaveGame.clear(TEST_PATH)
print("TEST_SAVE_GAME: PASS")
quit(0)
return true
# The fields this test compares. Deliberately a hand-picked spread rather
# than SaveGame.FIELDS: comparing the list against itself would pass even if
# the codec dropped everything.
func _snapshot() -> Dictionary:
return {
"research_points": game_state.research_points,
"unlocked": game_state.unlocked.duplicate(),
"rocks": game_state.rocks,
"fleet_position": game_state.fleet_position,
"wave_number": game_state.wave_number,
"quest_index": game_state.quest_index,
"building_count": game_state.buildings.size(),
"chunk_count": game_state.explored_chunks.size(),
"visited": game_state.visited_planets.size(),
}
func _rewrite_version(to: int) -> void:
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
var data: Dictionary = JSON.parse_string(file.get_as_text())
file.close()
data["version"] = to
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
file.store_string(JSON.stringify(data))
file.close()
func _drop_field(name: String) -> void:
var file: FileAccess = FileAccess.open(TEST_PATH, FileAccess.READ)
var data: Dictionary = JSON.parse_string(file.get_as_text())
file.close()
data["fields"].erase(name)
file = FileAccess.open(TEST_PATH, FileAccess.WRITE)
file.store_string(JSON.stringify(data))
file.close()
func _fail(message: String) -> bool:
print("TEST_SAVE_GAME: FAIL (%s)" % message)
quit(1)
return true

View file

@ -22,10 +22,6 @@ extends SceneTree
# once, so a shot must be the quieter of the two
# F. sound keeps working while a dialog has the game stopped (#128)
# 20ms is well clear of what the generator actually produces (1.5ms at
# worst, on the black hole) while still catching a real lazy attack.
const MAX_LEAD_SILENCE_MS: float = 20.0
var game_state: Node
var scene: Node
var fleet: Node2D
@ -64,76 +60,16 @@ func _sounding() -> int:
return n
# Every sample committed in audio/, not just the ones the catalog names.
func _wav_file_names() -> Array:
var names: Array = []
var dir: DirAccess = DirAccess.open("res://audio")
if dir == null:
return names
for file_name in dir.get_files():
# The editor leaves .import siblings; take the real files only.
if file_name.ends_with(".wav"):
names.append(file_name)
names.sort()
return names
# Leading samples that are exactly zero, in milliseconds. Negative if the
# file could not be parsed, which the caller treats as a failure rather than
# quietly passing.
func _leading_silence_ms(path: String) -> float:
var f: FileAccess = FileAccess.open(path, FileAccess.READ)
if f == null:
return -1.0
if f.get_buffer(4).get_string_from_ascii() != "RIFF":
return -1.0
f.get_32()
if f.get_buffer(4).get_string_from_ascii() != "WAVE":
return -1.0
var channels: int = 0
var rate: int = 0
var bits: int = 0
while f.get_position() + 8 <= f.get_length():
var chunk_id: String = f.get_buffer(4).get_string_from_ascii()
var chunk_size: int = f.get_32()
var next: int = f.get_position() + chunk_size + (chunk_size & 1)
if chunk_id == "fmt ":
f.get_16()
channels = f.get_16()
rate = f.get_32()
f.get_32()
f.get_16()
bits = f.get_16()
elif chunk_id == "data":
if bits != 16 or channels <= 0 or rate <= 0:
return -1.0
var silent_frames: int = 0
var data_end: int = f.get_position() + chunk_size
while f.get_position() + 2 * channels <= data_end:
var quiet: bool = true
for c in range(channels):
if f.get_16() != 0:
quiet = false
if not quiet:
break
silent_frames += 1
return float(silent_frames) / float(rate) * 1000.0
f.seek(next)
return -1.0
func _process(delta: float) -> bool:
elapsed += delta
match stage:
0:
# --- A. the catalog is real -----------------------------
for id in Sfx.SOUNDS:
# Preloaded, so this asserts the catalog is already resident
# rather than merely loadable - play() must never touch the
# disk on the frame a sound is asked for.
var stream: AudioStream = Sfx.SOUNDS[id] as AudioStream
var path: String = String(Sfx.SOUNDS[id])
var stream: AudioStream = load(path)
if stream == null:
return _fail("the \"%s\" sound is not a preloaded stream" % id)
return _fail("the \"%s\" sound (%s) does not load" % [id, path])
if stream.get_length() <= 0.02:
return _fail("the \"%s\" sound is %.3fs long - that is silence" \
% [id, stream.get_length()])
@ -141,36 +77,6 @@ func _process(delta: float) -> bool:
return _fail("the \"%s\" sound has no level set" % id)
print("%d sounds, all loading, all with a level" % Sfx.SOUNDS.size())
# --- F. and none of them opens on silence ---------------
# Reported from the game as sounds "sometimes starting a bit
# late". Measured, the samples were clean and the cause was
# elsewhere - play() used to load() on the frame the sound was
# asked for. But make_sfx.py regenerates these, and an envelope
# that eased in from zero would put the delay back somewhere
# nobody would think to look.
#
# Reads the source .wav rather than the imported stream: these
# import as QOA (compress/mode=2), so AudioStreamWAV.data is
# not PCM and cannot be inspected sample by sample. True digital
# silence only - the black hole deliberately SWELLS (see its
# docstring in make_sfx.py) and a soft attack is a choice.
var checked: int = 0
var worst_id: String = ""
var worst_ms: float = 0.0
for file_name in _wav_file_names():
var lead: float = _leading_silence_ms("res://audio/" + file_name)
if lead < 0.0:
return _fail("could not read %s to check its attack" % file_name)
checked += 1
if lead > worst_ms:
worst_ms = lead
worst_id = file_name
if lead > MAX_LEAD_SILENCE_MS:
return _fail("%s opens with %.1fms of dead air" % [file_name, lead])
if checked < Sfx.SOUNDS.size() - 1:
return _fail("only %d wav files checked for dead air - that proves nothing" % checked)
print("%d samples checked, worst attack %s at %.1fms" % [checked, worst_id, worst_ms])
# --- E. and in proportion -------------------------------
if float(Sfx.LEVELS[Sfx.SHOT]) >= float(Sfx.LEVELS[Sfx.SHIP_DEATH]):
return _fail("a shot is as loud as a death - one happens constantly, the other once")

View file

@ -1,4 +1,3 @@
@tool
class_name IconButton
extends Control
@ -130,7 +129,6 @@ func _blocked_by_modal() -> bool:
# touches through the GUI system swallows them before they ever get
# there. So the panels stay transparent to input and the buttons check
# instead.
var own_modal: Node = _own_modal()
for menu in get_tree().get_nodes_in_group("modal_menus"):
# is_visible_in_tree(), NOT visible. Hiding a parent leaves the
# child's own `visible` flag true, and the build menu's info popup is
@ -138,48 +136,12 @@ func _blocked_by_modal() -> bool:
# invisible popup still claiming to be open, and every button in the
# game was blocked from then on. That is not a state a player can
# get out of.
if not menu.is_visible_in_tree():
continue
if menu.is_ancestor_of(self):
continue
# Stacking order matters, and used not to be considered at all. A
# panel that this button's own panel is drawn ON TOP OF sits behind
# it, not over it, so it must not swallow the input. The research
# shortfall popup opens over the skill tree and the ship lab, and
# without this every button in it - its close button included - was
# dead, leaving the player no way out of the dialog.
if own_modal != null and not _covers(menu, own_modal):
continue
return true
if menu.is_visible_in_tree() and not menu.is_ancestor_of(self):
return true
return false
# The modal panel this button lives inside, or null for a HUD button that
# belongs to no panel (those stay blocked by any open panel, as before).
func _own_modal() -> Node:
var node: Node = get_parent()
while node != null:
if node.is_in_group("modal_menus"):
return node
node = node.get_parent()
return null
func _covers(other: Node, own: Node) -> bool:
# Later siblings draw on top. Different parents means one of them is
# nested inside something else - the build menu's info popup is a child
# of the build menu - and there the conservative answer is "covered".
if other.get_parent() != own.get_parent():
return true
return other.get_index() > own.get_index()
func _gui_input(event: InputEvent) -> void:
# @tool runs this in the editor too, where a click on the canvas would
# emit `pressed` at whatever it is wired to. The glyph is what we want
# visible there, not the behaviour.
if Engine.is_editor_hint():
return
if _blocked_by_modal():
return
if event is InputEventScreenTouch:

View file

@ -26,8 +26,6 @@ const STATUS_HEIGHT: float = 70.0
@onready var play_button: IconButton = $UI/PlayButton
@onready var play_label: Label = $UI/PlayLabel
@onready var continue_button: IconButton = $UI/ContinueButton
@onready var continue_label: Label = $UI/ContinueLabel
@onready var editor_button: IconButton = $UI/EditorButton
@onready var editor_label: Label = $UI/EditorLabel
@onready var dev_button: IconButton = $UI/DevModeButton
@ -58,22 +56,7 @@ func _ready() -> void:
# #148: the theme starts here, at the first screen, and keeps playing
# through every scene after it.
Music.ensure(get_tree())
# Same moment, same reason: build the sfx voices before the first
# sound needs them rather than during it.
Sfx.warm(get_tree())
play_button.pressed.connect(_on_play_pressed)
# Offered only when there is something to offer, so a first-time player
# never sees a button that does nothing. #225.
continue_button.pressed.connect(_on_continue_pressed)
var save: Dictionary = SaveGame.peek()
continue_button.visible = not save.is_empty()
continue_label.visible = continue_button.visible
if not save.is_empty() and not bool(save.get("loadable", false)):
# A save that cannot be opened is still shown, greyed, with the
# reason under it - silently hiding someone's run makes it look
# lost rather than incompatible.
continue_button.enabled = false
status_label.text = String(save.get("refusal", ""))
editor_button.pressed.connect(_on_editor_pressed)
editor_button.enabled = true
dev_button.pressed.connect(_on_dev_mode_pressed)
@ -101,8 +84,7 @@ func is_developer_build() -> bool:
func _layout_stack() -> void:
var rows: Array = []
for row in [[continue_button, continue_label], [play_button, play_label],
[editor_button, editor_label],
for row in [[play_button, play_label], [editor_button, editor_label],
[dev_button, dev_label]]:
if row[0].visible:
rows.append(row)
@ -129,20 +111,6 @@ func _layout_stack() -> void:
status_label.offset_bottom = status_top + STATUS_HEIGHT
func _on_continue_pressed() -> void:
if loading_path != "":
return
var result: Dictionary = SaveGame.load_into(GameState)
if not bool(result.get("ok", false)):
status_label.text = String(result.get("reason", "That run could not be opened."))
continue_button.enabled = false
return
# A resumed run never replays the prologue, whatever it was doing when
# it was written.
GameState.intro_active = false
_start("res://world/Main.tscn")
func _on_play_pressed() -> void:
# Checked here as well as in _start: this one has a side effect, and a
# second press while the first is still loading must not wipe the game

View file

@ -68,37 +68,6 @@ theme_override_font_sizes/font_size = 32
text = "Play"
horizontal_alignment = 1
[node name="ContinueButton" type="Control" parent="UI"]
layout_mode = 3
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -64.0
offset_top = -300.0
offset_right = 64.0
offset_bottom = -172.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("2")
icon = 2
glow_color = Color(0.45, 0.78, 1, 1)
[node name="ContinueLabel" type="Label" parent="UI"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -160.0
offset_top = -160.0
offset_right = 160.0
offset_bottom = -94.0
theme_override_font_sizes/font_size = 32
text = "Continue"
horizontal_alignment = 1
[node name="EditorButton" type="Control" parent="UI" unique_id=1570704159]
layout_mode = 3
anchors_preset = 8

View file

@ -1,4 +1,3 @@
@tool
class_name NeonPanel
extends Control
@ -40,12 +39,6 @@ var design_centre: Vector2 = Vector2.ZERO
func _ready() -> void:
# _fit_to_screen() below rewrites offset_left/right/top/bottom. Under
# @tool that runs against the editor viewport, overwriting the authored
# layout and dirtying the scene, so the card previews at its authored
# size and is only ever fitted at runtime.
if Engine.is_editor_hint():
return
# Fitting adjusts the four offsets around a fixed centre, which is only
# meaningful for a card pinned to a point - both anchor pairs collapsed,
# as a centred dialog's are. A panel stretched between different anchors

View file

@ -1,4 +1,3 @@
@tool
class_name TouchJoystick
extends Control
@ -41,11 +40,6 @@ var knob_pos: Vector2 = Vector2.ZERO
func _ready() -> void:
# _relayout() writes max_radius, which is @export - under @tool that
# would persist a computed value into the scene. The preview uses the
# authored radius instead; only a running game refits.
if Engine.is_editor_hint():
return
# Dialogs release every spring-loaded stick through one compositional
# contract, without NarrationBanner knowing scene paths or joystick roles.
add_to_group("touch_joysticks")