quests overlap the new wave button. create a quest button next to the map one #140

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opened 2026-08-28 13:18:05 +00:00 by metaheavens · 1 comment
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Done in 970eafc.

Confirmed the overlap: the tracker was at offset_top 268-400 down the right edge and the dev wave button at 268-384 - the same rows.

There is no free strip of that edge to move it to, since everything down it is already something (map button 24-172, wave alert 188-252, wave button 268-384). So the objective stops living on the HUD, exactly as the ticket asks: a quest button beside the map's, and a panel when you press it.

The panel shows the current objective, its progress bar, and the road behind it - what has been ticked off. Deliberately not what comes next: the chain is meant to open the game up a step at a time (#133), and a list of everything still to come is that discovery given away on the first press.

It owns its own button rather than being wired through BuildController, the same way WorldMap owns the map button, and hides it during the prologue for the same reason - in two places, at _ready as well as in _process, because since #128 a dialog stops the tree before the first _process frame ever comes.

Both scenes carry it. On a planet surface there is no map button to sit beside, so it goes under the planet's name.

The test checks the button sits beside the map's and clear of the wave button by comparing rectangles rather than by eye - the bug the ticket reported would fail it.

Suite: 145/145.

Done in `970eafc`. Confirmed the overlap: the tracker was at `offset_top` 268-400 down the right edge and the dev wave button at 268-384 - the same rows. There is no free strip of that edge to move it to, since everything down it is already something (map button 24-172, wave alert 188-252, wave button 268-384). So the objective stops living on the HUD, exactly as the ticket asks: a quest button beside the map's, and a panel when you press it. The panel shows the current objective, its progress bar, and the road behind it - what has been ticked off. Deliberately **not** what comes next: the chain is meant to open the game up a step at a time (#133), and a list of everything still to come is that discovery given away on the first press. It owns its own button rather than being wired through `BuildController`, the same way `WorldMap` owns the map button, and hides it during the prologue for the same reason - in two places, at `_ready` as well as in `_process`, because since #128 a dialog stops the tree before the first `_process` frame ever comes. Both scenes carry it. On a planet surface there is no map button to sit beside, so it goes under the planet's name. The test checks the button sits beside the map's and clear of the wave button by comparing rectangles rather than by eye - the bug the ticket reported would fail it. Suite: 145/145.
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metaheavens/spaceship#140
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