Replaces ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
hardcoded node plus one script per resource, times two scenes - with a
single ResourceReadout.gd that builds one banked + one fleet-hold row
per GameState.resource_types() entry at _ready(). A new resource added
to ResourceDefinitions gets a HUD row with no scene edit and no new
script, matching how ResourceBar and ResourceTransferList already
generalize over resources.
Preserves the existing visual layout (BANKED left, FLEET HOLD right),
the ore-on-bright-surface contrast (via a bright_background flag
replacing PlanetSurface's per-node color overrides), and the amber
fleet-in-transit color convention. Reuses the already-generic
ResourceGlyph for icons instead of NeonNumber's hardcoded ore hexagon.
Uncovered and fixed a second bug along the way: test_cargo_readout.gd
looked up its NeonNumber nodes immediately after add_child() in
_initialize(), but ResourceReadout builds its rows in _ready(), which
for a -s entry-point script does not fire synchronously during that
add_child() - it's deferred to the first frame. Moved the lookup to
after the existing elapsed wait in _process(), which is also what
tests/test_resource_readout.gd's setup does from the start.
Repo notes for the next agent, confirmed empirically this session:
- A -s entry-point script can only reach an autoload's CONSTANTS via
the bare identifier (GameState.RESOURCE_ORE works everywhere). Calling
any of its METHODS that way (GameState.resource_types()) fails to
compile with "Identifier not found: GameState", even from
_initialize(). Route method calls through the actual instance
(root.get_node("GameState")) instead, as the rest of the suite already
does.
- `git status --short | awk '{print $2}' | xargs touch` recreates
deleted files as empty stubs, since touch on a missing path creates
it. Filter out D-status paths before touching, or touch only the
paths you know still exist.
🤖 Generated with Claude Code
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
92 lines
3.4 KiB
GDScript
92 lines
3.4 KiB
GDScript
class_name NeonNumber
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extends Control
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# An ore amount drawn in the game's own hand-stroked style: the resource
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# hexagon followed by segment-drawn digits. Godot's default Label font has
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# no place in this look, which is why the digits are strokes rather than
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# text.
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#
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# Used both for the live resource readout (see ResourceReadout, which feeds
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# it from GameState) and for the fixed prices under each build option.
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@export var amount: int = 0: set = set_amount
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@export var show_icon: bool = true
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@export var glow_color: Color = Color(0.0, 0.62, 0.7)
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@export var core_color: Color = Color(0.0, 0.12, 0.15)
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@export var digit_height: float = 30.0
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@export var digit_gap: float = 9.0
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# Segment weight as a fraction of digit height, so the strokes keep the same
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# visual heft at any size. This used to be a fixed width regardless of the
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# digit height, which left large readouts looking hairline next to the solid
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# ore hexagon beside them.
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const STROKE_RATIO: float = 0.014
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const HEX_STROKE_RATIO: float = 0.030
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# Which of the seven segments each digit lights, in the usual order:
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# top, top-right, bottom-right, bottom, bottom-left, top-left, middle.
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const DIGIT_SEGMENTS: Array = [
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[true, true, true, true, true, true, false], # 0
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[false, true, true, false, false, false, false], # 1
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[true, true, false, true, true, false, true], # 2
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[true, true, true, true, false, false, true], # 3
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[false, true, true, false, false, true, true], # 4
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[true, false, true, true, false, true, true], # 5
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[true, false, true, true, true, true, true], # 6
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[true, true, true, false, false, false, false], # 7
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[true, true, true, true, true, true, true], # 8
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[true, true, true, true, false, true, true], # 9
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]
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func set_amount(value: int) -> void:
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if amount == value:
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return
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amount = value
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queue_redraw()
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func _draw() -> void:
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var h: float = digit_height
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var w: float = h * 0.56
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var x: float = 0.0
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if show_icon:
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_draw_hexagon(Vector2(h * 0.42, h * 0.5), h * 0.62)
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x = h * 1.15
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for ch in str(maxi(amount, 0)):
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_draw_digit(int(ch), Vector2(x, 0.0), w, h)
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x += w + digit_gap
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func _draw_hexagon(centre: Vector2, radius: float) -> void:
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# Same silhouette as the ore pickup itself, so a price and the thing it
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# is priced in are unmistakably the same resource.
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var pts: PackedVector2Array = PackedVector2Array()
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for i in range(6):
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var a: float = (float(i) / 6.0) * TAU - PI / 2.0
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pts.append(centre + Vector2(cos(a), sin(a)) * radius)
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NeonDraw.draw_glowing_polygon(self, pts, glow_color, 1.0, core_color, radius * HEX_STROKE_RATIO)
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NeonDraw.draw_glowing_line(self, pts[5], pts[2], glow_color, 0.6, radius * HEX_STROKE_RATIO * 0.8, core_color)
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func _draw_digit(value: int, at: Vector2, w: float, h: float) -> void:
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if value < 0 or value > 9:
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return
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var on: Array = DIGIT_SEGMENTS[value]
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var mid: float = h * 0.5
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var seg: Array = [
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[Vector2(0.0, 0.0), Vector2(w, 0.0)], # top
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[Vector2(w, 0.0), Vector2(w, mid)], # top-right
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[Vector2(w, mid), Vector2(w, h)], # bottom-right
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[Vector2(0.0, h), Vector2(w, h)], # bottom
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[Vector2(0.0, mid), Vector2(0.0, h)], # bottom-left
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[Vector2(0.0, 0.0), Vector2(0.0, mid)], # top-left
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[Vector2(0.0, mid), Vector2(w, mid)], # middle
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]
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var stroke: float = h * STROKE_RATIO
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for i in range(seg.size()):
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if not on[i]:
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continue
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NeonDraw.draw_glowing_line(self, at + seg[i][0], at + seg[i][1], glow_color, 1.0, stroke, core_color)
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