Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
134 lines
4.7 KiB
GDScript
134 lines
4.7 KiB
GDScript
extends Node2D
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# The menu stacks whatever entries are actually available, rather than
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# trusting the positions authored in the scene.
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#
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# Two of the three entries only exist when the game is run from Godot, so a
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# shipped build shows one entry and an editor run shows three. There is no
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# Quit: a web build has nothing to quit TO, and on Android the system back
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# gesture already does it. Fixed
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# offsets would leave holes where the hidden entries used to be - the same
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# failure the HUD's button columns had, where a literal y meant "below the
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# thing above me" and stopped being true when that thing moved. Here the
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# stack is measured instead, and centred on whatever it ends up containing.
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const ROW_BUTTON_HEIGHT: float = 128.0
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const ROW_LABEL_OFFSET: float = 134.0
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const ROW_LABEL_HEIGHT: float = 56.0
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const ROW_HEIGHT: float = ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
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const ROW_GAP: float = 20.0
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const ROW_PITCH: float = ROW_HEIGHT + ROW_GAP
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# The stack is centred on this rather than on the screen, to leave the title
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# above it room to breathe.
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const STACK_CENTER_Y: float = 40.0
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const STATUS_GAP: float = 20.0
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const STATUS_HEIGHT: float = 70.0
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@onready var play_button: IconButton = $UI/PlayButton
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@onready var play_label: Label = $UI/PlayLabel
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@onready var editor_button: IconButton = $UI/EditorButton
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@onready var editor_label: Label = $UI/EditorLabel
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@onready var dev_button: IconButton = $UI/DevModeButton
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@onready var dev_label: Label = $UI/DevModeLabel
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@onready var status_label: Label = $UI/StatusLabel
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func _ready() -> void:
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play_button.pressed.connect(_on_play_pressed)
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editor_button.pressed.connect(_on_editor_pressed)
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editor_button.enabled = true
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dev_button.pressed.connect(_on_dev_mode_pressed)
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dev_button.enabled = true
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# Dev mode and the map editor are development tools, not features of the
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# game: they are for building and play-testing it, and a player who
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# installed a build has no use for either. `editor` is the feature tag
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# Godot sets when running from the editor and clears in an export, which
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# is exactly the "started from Godot" distinction wanted here.
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var developing: bool = is_developer_build()
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editor_button.visible = developing
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editor_label.visible = developing
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dev_button.visible = developing
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dev_label.visible = developing
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_layout_stack()
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# Wrapped so tests can state the rule they are checking rather than
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# duplicating the feature-tag string.
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func is_developer_build() -> bool:
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return OS.has_feature("editor")
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func _layout_stack() -> void:
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var rows: Array = []
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for row in [[play_button, play_label], [editor_button, editor_label],
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[dev_button, dev_label]]:
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if row[0].visible:
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rows.append(row)
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if rows.is_empty():
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return
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# The last row carries no trailing gap, so the block is one pitch per row
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# minus that gap.
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var block_height: float = float(rows.size()) * ROW_PITCH - ROW_GAP
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var top: float = STACK_CENTER_Y - block_height * 0.5
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for row in rows:
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var button: Control = row[0]
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var label: Label = row[1]
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button.offset_top = top
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button.offset_bottom = top + ROW_BUTTON_HEIGHT
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label.offset_top = top + ROW_LABEL_OFFSET
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label.offset_bottom = top + ROW_LABEL_OFFSET + ROW_LABEL_HEIGHT
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top += ROW_PITCH
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# Status sits under the whole stack, where a message about any entry can
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# be read without it shifting the entries themselves.
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var status_top: float = top - ROW_GAP + STATUS_GAP
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status_label.offset_top = status_top
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status_label.offset_bottom = status_top + STATUS_HEIGHT
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func _on_play_pressed() -> void:
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GameState.reset_new_game()
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_start("res://world/Main.tscn")
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# Loaded, built and added by hand rather than through change_scene_to_file().
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# That call does all three in one opaque step, so when the web build hung
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# there was no way to tell which part failed. Split out, each step can say so
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# - and a scene change that fails otherwise leaves the menu up, which looks
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# exactly like an unpressed button.
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func _start(scene_path: String) -> void:
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var packed: PackedScene = load(scene_path)
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if packed == null:
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status_label.text = "Could not load %s" % scene_path.get_file()
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return
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var scene: Node = packed.instantiate()
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if scene == null:
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status_label.text = "Could not build %s" % scene_path.get_file()
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return
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get_tree().root.add_child(scene)
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get_tree().current_scene = scene
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queue_free()
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func _on_dev_mode_pressed() -> void:
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# Guarded as well as hidden. Visibility is presentation; this is the rule.
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if not is_developer_build():
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status_label.text = "Dev mode only runs from Godot"
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return
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GameState.start_dev_game()
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_start("res://world/Main.tscn")
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func _on_editor_pressed() -> void:
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if not is_developer_build():
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status_label.text = "Map editor only runs from Godot"
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return
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if editor_button.enabled:
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_start("res://surface/PlanetSetupEditor.tscn")
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return
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status_label.text = "Map editor coming soon"
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