spaceship/CaptureLabel.gd
Loïc Wisniewski 0582181f26 Generalize the resource HUD readouts (#49)
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>
2026-08-16 08:30:10 +02:00

32 lines
893 B
GDScript

extends Label
# Polls GameState directly, same convention as ResourceReadout, so it stays
# correct without anyone having to push updates into it. Hidden
# entirely when the current planet has no capture points (e.g. no setup
# resolved for it) rather than showing "0/0".
var _was_conquered: bool = false
func _process(_delta: float) -> void:
var planet_id: String = GameState.planet_id
var total: int = GameState.total_capture_points(planet_id)
if total <= 0:
visible = false
return
visible = true
var conquered: bool = GameState.is_planet_conquered(planet_id)
if conquered:
text = "CONQUERED"
if not _was_conquered:
_flash()
else:
text = "CAPTURED %d/%d" % [GameState.captured_point_count(planet_id), total]
_was_conquered = conquered
func _flash() -> void:
modulate.a = 0.0
var tween: Tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 1.2)