The build button overlapped the resource list. ResourceReadout builds one row per resource type AT RUNTIME (58px each), so how far down it reaches is not knowable when the scene is authored: PlanetSurface/Main declared offset_bottom 154, four resources actually reach 270, and BuildButton sat at a hardcoded 160. A 110px collision that grew with every resource type added. Because the readout spans the full width - the fleet hold column is at x 356 - it hit both button columns, TransferButton and EnterAtmosphereButton as well as the left one. Rather than nudge the offsets, the layout now derives from the readout: ResourceReadout.rows_height()/content_bottom() report the real extent and _ready() stops the node understating its own size, and BuildController._seat_hud_columns() seats both columns below that at load. Adding a fifth resource type pushes the buttons down on its own, so the overlap cannot come back. Two details worth keeping: the height is derived from the live resource list rather than cached in _ready(), because BuildController readies before UI's children in scene-tree order and a cached value would answer zero. And it translates the block rather than re-flowing it, since BuildingActionButton and HangarButton deliberately share a row as mutually exclusive options. The planet name moved from the centre - where it sat across resource rows 3 and 4 - to the top-right corner, right-aligned. Right alignment is what keeps it clear: short names sit against the right edge, well clear of the fleet hold column, and long ones wrap downward into empty space rather than growing left into it. That scene edit rode along in the #68 commit, both being changes to PlanetSurface.tscn. Also adds three .uid files orphaned by earlier commits this session; the repo tracks them for every other script. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
130 lines
4.9 KiB
GDScript
130 lines
4.9 KiB
GDScript
class_name ResourceReadout
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extends Control
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# Generalizes ResourceCounter/GasCounter/CargoCounter/GasCargoCounter - one
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# hardcoded node plus one script per resource, times two scenes - into one
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# row per GameState.resource_types() entry, built at _ready(). A new
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# resource added to ResourceDefinitions.ORDER/DEFINITIONS gets a HUD row
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# with no scene edit and no new script, the same way ResourceBar and
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# ResourceTransferList already pick up a new resource automatically.
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#
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# Layout mirrors what it replaces: a BANKED column (left) and a FLEET HOLD
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# column (right), one row per resource, each row a resource glyph plus a
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# digit readout. Banked rows are always visible, even at zero (matching
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# ResourceCounter/GasCounter today); fleet rows hide at zero, since that
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# hold isn't the player's yet (see CargoCounter's own note on why).
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const FLEET_GLOW: Color = Color(1.0, 0.78, 0.25)
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const FLEET_CORE: Color = Color(0.22, 0.12, 0.0)
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const ROW_HEIGHT: float = 58.0
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const COLUMN_GAP: float = 328.0
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const GLYPH_GAP: float = 8.0
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@export var digit_height: float = 38.0
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# The bright rocky/gas surfaces need a darker banked glow than deep space
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# for the same contrast reason PlanetSurface.tscn's old ResourceCounter
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# node overrode its colour - set true on the surface-scene instance only.
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@export var bright_background: bool = false
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var _banked_numbers: Dictionary = {}
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var _fleet_numbers: Dictionary = {}
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# #56: the fleet hold now has a finite total capacity. Rather than a new
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# node, this reuses the existing "FLEET HOLD" caption Label that both Main
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# and PlanetSurface already place as a sibling - get_node_or_null so a
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# scene that happens to embed ResourceReadout without that sibling (none
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# does today) degrades to just not showing a limit, instead of erroring.
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@onready var _fleet_caption: Label = get_node_or_null("../FleetCaption")
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var _fleet_caption_base_text: String = ""
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func _ready() -> void:
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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if _fleet_caption != null:
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_fleet_caption_base_text = _fleet_caption.text
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var y: float = 0.0
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for resource_type in GameState.resource_types():
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var banked_color: Color = GameState.resource_color(resource_type)
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if bright_background:
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banked_color = banked_color.darkened(0.4)
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_add_glyph(resource_type, Vector2(0.0, y))
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var banked: NeonNumber = _add_number(Vector2(digit_height + GLYPH_GAP, y),
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banked_color, banked_color.darkened(0.8))
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_banked_numbers[resource_type] = banked
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_add_glyph(resource_type, Vector2(COLUMN_GAP, y))
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var fleet: NeonNumber = _add_number(Vector2(COLUMN_GAP + digit_height + GLYPH_GAP, y),
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FLEET_GLOW, FLEET_CORE)
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_fleet_numbers[resource_type] = fleet
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y += ROW_HEIGHT
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# Stop understating our own extent. The rows are drawn by child nodes,
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# which happily paint outside this Control's rect, so the scene-authored
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# height stayed at its original guess no matter how many rows appeared.
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size.y = rows_height()
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# How tall the rows are, derived from the live resource list rather than from
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# whatever _ready() happened to have built. That matters: _ready() runs in
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# scene-tree order, so a sibling laying itself out relative to this readout
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# (BuildController._seat_hud_columns) can legitimately ask BEFORE this node
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# has built anything, and a cached height would answer zero.
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func rows_height() -> float:
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return float(GameState.resource_types().size()) * ROW_HEIGHT
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# Bottom edge of the rows in this Control's parent space - the line anything
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# stacked below the readout has to clear.
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func content_bottom() -> float:
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return position.y + rows_height()
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func _add_glyph(resource_type: String, at: Vector2) -> void:
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var glyph: ResourceGlyph = ResourceGlyph.new()
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glyph.resource_type = resource_type
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glyph.position = at
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glyph.size = Vector2(digit_height, digit_height)
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add_child(glyph)
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func _add_number(at: Vector2, glow: Color, core: Color) -> NeonNumber:
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var number: NeonNumber = NeonNumber.new()
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number.show_icon = false
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number.position = at
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number.size = Vector2(0.0, digit_height)
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number.glow_color = glow
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number.core_color = core
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number.digit_height = digit_height
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add_child(number)
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return number
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func banked_number(resource_type: String) -> NeonNumber:
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return _banked_numbers.get(resource_type)
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func fleet_number(resource_type: String) -> NeonNumber:
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return _fleet_numbers.get(resource_type)
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func _process(_delta: float) -> void:
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if _fleet_caption != null:
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var capacity: int = GameState.fleet_cargo_total_capacity()
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_fleet_caption.text = "%s %d/%d" % [_fleet_caption_base_text, GameState.fleet_cargo_used(), capacity] \
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if capacity >= 0 else _fleet_caption_base_text
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for resource_type in GameState.resource_types():
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var banked: NeonNumber = _banked_numbers.get(resource_type)
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if banked != null:
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banked.set_amount(GameState.banked_resource(resource_type))
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var fleet: NeonNumber = _fleet_numbers.get(resource_type)
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if fleet == null:
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continue
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var held: int = GameState.fleet_resource(resource_type)
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fleet.visible = held > 0
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if fleet.visible:
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fleet.set_amount(held)
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