spaceship/ui/NarrationBanner.gd
Loïc Wisniewski 0fad1dd155 #166-#173: plainer words, a point to shoot at, and a catalog that says when it is broken
Eight tickets. The last one is the interesting one.

#166 - PLAINER DIALOG. Every spoken line rewritten: the nine prologue lines and
all twenty quest brief/done pairs. Mostly splitting em-dash subclauses into
sentences and dropping the literary register ("hulls" -> "ships", "That is our
hands back" -> "That frees us for other work"). Same meaning, same voice.

#167 - NOTHING ANNOUNCED TWICE. Quests carry an `important` flag; seven of the
twenty have it, and they are the search for the World Ship. A quest handed out
with its goal ALREADY met is now credited in silence unless it is one of those
- no brief, no answer, both signals still fired and the index still moved, so
it appears ticked in the objectives panel. The chain used to stop the game to
set a task the player had already done, then stop it again to congratulate
them on it.

#168 - THE KEYBOARD CAN ANSWER A DIALOG. The rule the ticket asks for (still
arriving, show it all; already whole, move on) was already the rule for a
click since #149, but a key press reached the banner and did nothing - and
this game is played with WASD and a mouse. Touch, click and key now go through
one door. Modifiers alone and auto-repeat echoes are not presses.

#169 - A LOADING SCREEN. A press raises a cover, and the load happens after it
has been on screen for a frame, so the wait is something the player is
watching. Deliberately still a blocking load: load_threaded_request() comes
back FAILED for these scenes, reporting text-parse errors that load() does not
produce, because the global class names and preloads they reach each other
through are not resolvable off the loading thread. A progress bar is not worth
a menu that sometimes refuses to start the game, and the web build ships with
thread support off anyway. Further presses while loading are ignored - on the
web a button fires on PRESS, so an impatient double tap costs nothing to make
and used to build the world twice.

#170 - THE PICTURE BEFORE THE CAPTION. The prologue's first line was up before
the scene had finished arriving, so the game opened STOPPED (#128) over a
convoy nobody had seen yet. It flies for three seconds first.

#171 - THE CONTROLS FOLLOW WHAT IS BEING HELD. is_touchscreen_available() asks
whether a touch COULD arrive, and in a browser that is yes on any laptop whose
panel reports touch support - so the web build put thumb sticks over a screen
being played with a mouse, and switched mouse aiming off on the machine it
exists for. The reading is now the last input actually used, it lives in
GameState so the sticks and the guns cannot disagree, and it is two-way:
nothing can strand a tablet, because the gesture that needs the controls is
the gesture that brings them back. A touch suppresses mouse evidence for a
second, so the click Godot manufactures out of a tap is not mistaken for a
mouse.

#172 - AIM AT A PLACE. Every gun was handed the same direction, so a fleet
firing at something threw a sheet of parallel bolts past either side of it and
only the middle hull could hit - worse the wider the formation. Guns now take
a POINT and each hull works out its own heading to it, so the fleet's fire
converges. The mouse already had a place and was flattening it into a bearing;
a pushed stick names the point at the guns' reach along it, so touch loses
nothing. The assist (#89) still bends a shot onto an enemy, now per hull and
around that hull's own heading. The aim guide stops at the point and marks it.

#173 - AND THE ONE THAT EXPLAINS ITSELF. "In the web export version the fleet
can not store any resources" is not a web bug. It is the third time the Godot
editor's .tres writer has quietly dropped a property it thought was
default-valued: InterceptorVesselDefinition losing `capabilities` leaves
cargo_capacity at 20 and takes away the "cargo" claim that
fleet_cargo_capacity() actually gates on, so the hold is zero and nothing can
be mined or carried. That is the symptom, word for word.

test_definitions_intact caught it in the suite. What it could not do is catch
it in a BUILD - an export is taken from the working tree at whatever moment
the editor last touched it, which is exactly when the damage is done and
exactly where nobody is running tests. The checks move to core/CatalogCheck.gd
and now run at startup in every build as well as in the test, from the same
function. On the web push_error lands in the on-page log web_shell.html
mirrors, which is the only error a phone can read.

The tree is intact today, so a fresh export should restore the hold. The point
of the change is that the next time it is not, the build says so.

Full suite green at 154/154.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0139MmxRAJSUe1j77kftAWv3
2026-08-30 14:04:46 +02:00

390 lines
15 KiB
GDScript

extends Control
# #122: what the guide says during the prologue.
#
# A banner rather than a dialogue box: the player is flying while they read
# it, so it sits across the top out of the way of the fleet.
#
# #127 makes it wait for the player. A line stays until it is DISMISSED -
# there is no timer under it - because a prologue whose lines expire on
# their own is a prologue that reads at the game's pace rather than at the
# reader's. Lines queue rather than replacing each other, so a beat that
# fires while the previous line is still up does not silently eat it.
#
# The beats that are about the guide talking hold while this is speaking
# (see IntroDirector._waits_for_narration), so dismissing a line is what
# advances the prologue.
#
# #128 makes that unconditional: while a line is up the WHOLE GAME is
# stopped - get_tree().paused, which freezes the fleet, the enemies, the
# production in GameState, and the director's own beat clock, and which
# stops input reaching any node that is not this one. So there is nothing
# to miss while reading and nothing to fumble a command into, and a beat's
# deadline can no longer run out from under an unacknowledged line: the
# player's click is the only thing that starts the world again.
#
# The pause is owned HERE rather than by each caller, because the thing that
# must not get out of step is "a line is showing" and "the game is stopped",
# and the only code that knows the first is this file.
#
# #149: a line ARRIVES rather than appearing. It is typed out at a readable
# rate, with a scan sweep running down the panel while it does - a
# transmission being decoded rather than a caption being switched on.
#
# A press during the typing FINISHES it instead of dismissing the line. That
# is not a flourish: without it, a player who clicks quickly through two
# lines never sees the second one at all, and the whole point of #127 was
# that lines wait for the reader.
#
# #168 says the same rule out loud - still arriving, show it all; already
# whole, move on - and extends it to the KEYBOARD, which had no way in at
# all. See _is_advance_press.
signal dismissed
const FADE_IN_SECONDS: float = 0.35
const TEXT_COLOR: Color = Color(0.82, 0.92, 1.0)
const FRAME_COLOR: Color = Color(0.45, 0.68, 0.95)
const SPEAKER_COLOR: Color = Color(0.62, 0.86, 1.0)
# #125: the panel was a plain rectangle with a line under it. These are the
# pieces that make it read as a transmission window instead - the corners
# are cut and the short edges are brackets rather than sides. All geometry
# rather than art, so it scales with the banner and costs nothing.
const CUT: float = 26.0
const BRACKET: float = 34.0
const INSET: float = 7.0
# #127: the speaker's name sits ON the top edge at the left, in a notch cut
# out of the border, the way a label is riveted to a panel.
const SPEAKER_FONT_SIZE: int = 20
const SPEAKER_PAD: float = 12.0
const SPEAKER_INSET: float = 46.0
const DEFAULT_SPEAKER: String = "CONVOY CONTROL"
# #149: how fast a line decodes. Fast enough not to be a wait, slow enough
# to read as arriving - about three and a half words a second.
const CHARS_PER_SECOND: float = 42.0
# The scan sweep's travel time, top to bottom of the panel.
const SWEEP_SECONDS: float = 0.9
const SWEEP_COLOR: Color = Color(0.55, 0.95, 1.0)
# Faint horizontal rules over the whole panel, the way a screen has them.
const SCANLINE_GAP: float = 7.0
var label: Label
var speaker_label: Label
var queued: Array = []
var current: String = ""
var speaker: String = ""
var shown_for: float = 0.0
# How much of the current line has been decoded, in characters.
var revealed: float = 0.0
# Whether the pause currently in force is OURS. Checked before lifting it, so
# a pause somebody else put on (a menu, a future one) is never lifted by a
# dialog closing.
var _holds_pause: bool = false
func _ready() -> void:
# #128: the one node that keeps running while the game is stopped. Set
# here as well as in _ensure_label() because a banner that pauses the
# tree and then cannot process its own dismissal would wedge the game.
process_mode = Node.PROCESS_MODE_ALWAYS
_ensure_label()
# The pause goes on when a line goes up and comes off when the last one is
# gone. Both are idempotent, so it does not matter how many times the state
# is re-derived - only that it is derived from one place (_sync_pause).
func _sync_pause() -> void:
var wanted: bool = current != ""
if wanted == _holds_pause:
return
var tree: SceneTree = get_tree()
if tree == null:
# Not in the tree: there is nothing to pause, and nothing we could
# have paused earlier is still ours to lift.
_holds_pause = false
return
if wanted:
tree.paused = true
_holds_pause = true
return
tree.paused = false
_holds_pause = false
# Leaving the tree with a line up - the scene swapping to a planet surface,
# a test dropping the scene - must not leave the game stopped with nothing
# left that could start it again.
func _exit_tree() -> void:
if not _holds_pause:
return
var tree: SceneTree = get_tree()
if tree != null:
tree.paused = false
_holds_pause = false
# The director is a world node and this banner lives under the UI layer,
# which readies afterwards - so the first line can arrive before _ready().
# Building on demand is simpler than making the director wait a frame, and
# it cannot be got wrong twice.
func _ensure_label() -> void:
if label != null:
return
process_mode = Node.PROCESS_MODE_ALWAYS
mouse_filter = Control.MOUSE_FILTER_IGNORE
visible = false
label = Label.new()
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
label.add_theme_font_size_override("font_size", 30)
label.add_theme_color_override("font_color", TEXT_COLOR)
label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
label.add_theme_constant_override("outline_size", 4)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
add_child(label)
speaker_label = Label.new()
speaker_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
speaker_label.add_theme_font_size_override("font_size", SPEAKER_FONT_SIZE)
speaker_label.add_theme_color_override("font_color", SPEAKER_COLOR)
speaker_label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
speaker_label.add_theme_constant_override("outline_size", 3)
speaker_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
add_child(speaker_label)
resized.connect(_layout)
_layout()
func _layout() -> void:
if label == null:
return
# The text clears the speaker tab at the top and the brackets at the
# sides, so a long line never runs underneath either.
label.position = Vector2(BRACKET, SPEAKER_FONT_SIZE * 0.9)
label.size = Vector2(maxf(size.x - BRACKET * 2.0, 0.0),
maxf(size.y - SPEAKER_FONT_SIZE * 0.9, 0.0))
speaker_label.position = Vector2(SPEAKER_INSET + SPEAKER_PAD,
-SPEAKER_FONT_SIZE * 0.5)
speaker_label.size = Vector2(_speaker_width(), SPEAKER_FONT_SIZE)
func _speaker_width() -> float:
if speaker_label == null or speaker_label.text == "":
return 0.0
var font: Font = speaker_label.get_theme_font("font")
if font == null:
return float(speaker_label.text.length()) * SPEAKER_FONT_SIZE * 0.6
return font.get_string_size(speaker_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1.0,
SPEAKER_FONT_SIZE).x
# Says one line, from someone. It stays up until dismissed.
func say(line: String, who: String = DEFAULT_SPEAKER) -> void:
_ensure_label()
queued.append({"line": line, "speaker": who})
if current == "":
_advance()
func clear() -> void:
queued.clear()
current = ""
speaker = ""
shown_for = 0.0
visible = false
_sync_pause()
func is_speaking() -> bool:
return current != "" or not queued.is_empty()
# Closes the current line and shows whatever is behind it. Public so a test
# - or any other way of dismissing a dialog that gets added later - has the
# same door the click uses.
func dismiss() -> bool:
if current == "":
return false
# #149: still arriving, so this press is "show me the rest" rather than
# "I have read it". It still counts as handled - the press must not fall
# through and steer the fleet either way.
if is_typing():
finish_typing()
return true
dismissed.emit()
_advance()
return true
func _advance() -> void:
shown_for = 0.0
revealed = 0.0
if queued.is_empty():
current = ""
speaker = ""
visible = false
_sync_pause()
return
var next: Dictionary = queued.pop_front()
current = String(next.line)
speaker = String(next.speaker)
revealed = 0.0
label.text = current
# The full text is set and then hidden a character at a time, rather than
# the text growing. Growing it would re-wrap the line on nearly every
# frame, so words would jump between rows as they were typed.
label.visible_characters = 0
speaker_label.text = speaker
visible = true
_layout()
queue_redraw()
_sync_pause()
func is_typing() -> bool:
return current != "" and revealed < float(current.length())
# Shows the whole line at once. What a press does while it is still arriving.
func finish_typing() -> void:
revealed = float(current.length())
if label != null:
label.visible_characters = -1
queue_redraw()
func _process(delta: float) -> void:
if current == "":
return
# The fade-in, the prompt's blink, and the decode. Nothing here closes
# the line - that is the player's job (#127).
shown_for += delta
if is_typing():
revealed = minf(revealed + delta * CHARS_PER_SECOND, float(current.length()))
label.visible_characters = -1 if not is_typing() else int(revealed)
queue_redraw()
# #168: what counts as "go on". A tap, a left click, or a key.
#
# The rule the ticket asks for was already the rule for a click (#149) - a
# press finishes a line still arriving, a press on a finished line moves to
# the next - but the game is played on a desktop with WASD and a mouse, and
# a keyboard press reached nothing at all. Sitting behind a dialog pressing
# space is the most obvious thing a player can do, so the keyboard now goes
# through the same one door every other press does (dismiss()).
#
# Modifiers alone are not a press: holding shift before typing must not eat
# a line. Neither is an auto-repeat echo - a held key would otherwise run
# the whole queue out in a second.
func _is_advance_press(event: InputEvent) -> bool:
if event is InputEventScreenTouch:
return event.pressed
if event is InputEventMouseButton:
return event.pressed and event.button_index == MOUSE_BUTTON_LEFT
if event is InputEventKey:
if not event.pressed or event.echo:
return false
return not (event.keycode in [KEY_SHIFT, KEY_CTRL, KEY_ALT, KEY_META,
KEY_CAPSLOCK, KEY_NUMLOCK, KEY_SCROLLLOCK])
return false
func _unhandled_input(event: InputEvent) -> void:
if current == "":
return
if not _is_advance_press(event):
return
# A dismissed line eats the press: it must not also be steering the
# fleet or firing something on the way through.
if dismiss():
get_viewport().set_input_as_handled()
# The panel's outline: a rectangle with its corners cut off, and a notch in
# the top edge where the speaker's name sits. Returned rather than drawn so
# the fill and the stroke are guaranteed to be the same shape.
func _frame() -> PackedVector2Array:
var w: float = size.x
var h: float = size.y
var tab_start: float = SPEAKER_INSET
var tab_end: float = SPEAKER_INSET + _speaker_width() + SPEAKER_PAD * 2.0
var lift: float = SPEAKER_FONT_SIZE * 0.9
return PackedVector2Array([
Vector2(CUT, 0.0),
# The notch: up over the speaker's name and back down.
Vector2(tab_start, 0.0), Vector2(tab_start + 6.0, -lift),
Vector2(tab_end - 6.0, -lift), Vector2(tab_end, 0.0),
Vector2(w - CUT, 0.0), Vector2(w, CUT),
Vector2(w, h - CUT), Vector2(w - CUT, h), Vector2(CUT, h),
Vector2(0.0, h - CUT), Vector2(0.0, CUT),
])
func _draw() -> void:
if current == "":
return
var alpha: float = clampf(shown_for / FADE_IN_SECONDS, 0.0, 1.0)
label.modulate.a = alpha
speaker_label.modulate.a = alpha
var frame: PackedVector2Array = _frame()
draw_colored_polygon(frame, Color(0.02, 0.05, 0.12, 0.78 * alpha))
NeonDraw.draw_glowing_polygon(self, frame, Color(FRAME_COLOR, alpha), 0.8)
# Brackets at the short edges: a doubled inner line that stops well short
# of the corners, so the panel reads as held open rather than closed.
for side in [0.0, 1.0]:
var x: float = lerpf(INSET, size.x - INSET, side)
NeonDraw.draw_glowing_line(self, Vector2(x, CUT + INSET),
Vector2(x, size.y - CUT - INSET), Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
var arm: float = BRACKET * (1.0 if side < 0.5 else -1.0)
for y in [CUT + INSET, size.y - CUT - INSET]:
NeonDraw.draw_glowing_line(self, Vector2(x, y), Vector2(x + arm, y),
Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
# #127: nothing under the text. The tick strip that used to run along the
# bottom edge read as an underline attached to the last line rather than
# as part of the frame.
# #149: the panel reads as a screen decoding something.
#
# Faint rules across the whole of it, always - a surface with a raster
# rather than a sheet of glass - and a bright sweep running down it while
# the line is still arriving, which stops when the decode does. The
# sweep is the thing that says "this is happening now"; without it a
# half-typed line just looks like a short line.
var inner: Rect2 = Rect2(Vector2(INSET, CUT * 0.5),
Vector2(maxf(size.x - INSET * 2.0, 0.0), maxf(size.y - CUT, 0.0)))
var rule: float = inner.position.y
while rule < inner.end.y:
draw_line(Vector2(inner.position.x, rule), Vector2(inner.end.x, rule),
Color(SWEEP_COLOR, 0.05 * alpha), 1.0)
rule += SCANLINE_GAP
if is_typing():
var sweep: float = fposmod(shown_for, SWEEP_SECONDS) / SWEEP_SECONDS
var y: float = lerpf(inner.position.y, inner.end.y, sweep)
# Brightest at the head with a short trail above it, so it reads as
# travelling rather than as a line that moved.
for step in range(6):
var trail: float = y - float(step) * 3.0
if trail < inner.position.y:
break
draw_line(Vector2(inner.position.x, trail), Vector2(inner.end.x, trail),
Color(SWEEP_COLOR, alpha * 0.30 * (1.0 - float(step) / 6.0)), 1.0)
# And the frame carries the same charge while it is working.
NeonDraw.draw_glowing_line(self, Vector2(INSET, y), Vector2(size.x - INSET, y),
Color(SWEEP_COLOR, alpha * 0.5), 0.7, 0.25)
# A blinking caret at the bottom right - the one thing that says a click
# is what moves this on.
# Solid while decoding - there is nothing to prompt for yet - and
# blinking once the line is complete and waiting on the reader.
var blink: float = 1.0 if is_typing() else 0.45 + 0.55 * absf(sin(shown_for * 3.0))
var tip: Vector2 = Vector2(size.x - CUT - 6.0, size.y - INSET - 12.0)
NeonDraw.draw_glowing_path(self, PackedVector2Array([
tip + Vector2(-11.0, -7.0), tip, tip + Vector2(-11.0, 7.0),
]), Color(0.78, 0.94, 1.0, alpha * blink), 0.9, 0.4)