M6.20: TitleScreen entry point with parchment-themed button stack
Default boot now lands on a centered title screen instead of the M0 hello-world label. Vertical button stack — New Character, Continue, Quit — over the codex parchment field, with the H1 codex title and a PORT / GODOT · M6.20 version chip in the bottom-right. Continue is disabled until user://character.json exists; clicking it prints a placeholder until the M7 play loop can pick the persisted state up. New Character swaps the title for the wizard scene under the Main parent. The wizard's existing "← Title" back-button on Step 0 now actually does something — TitleScreen wires its BackToTitle signal to a parent-side swap that reinstates the title screen when the player backs out. --wizard command-line flag still skips straight to the wizard for fast-path development. Layout uses SetAnchorsAndOffsetsPreset (LayoutPreset.FullRect) on the backing panel and CenterContainer — manual AnchorRight = 1 doesn't fill in code because Godot's anchor setters preserve visual position by adjusting offsets, leaving the control at 0×0. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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using Godot;
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using Theriapolis.GodotHost.Platform;
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using Theriapolis.GodotHost.Rendering;
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using Theriapolis.GodotHost.Scenes;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost;
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@@ -128,7 +129,12 @@ public partial class Main : Control
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return;
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}
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GD.Print("Theriapolis.Godot host ready (M0 hello-world).");
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// Default entry point — TitleScreen. M0's hello-world Label is no
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// longer the boot UI; the title swaps itself for the wizard when
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// "New Character" is clicked, or shuts the engine down on Quit.
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foreach (Node child in GetChildren())
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child.QueueFree();
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AddChild(new TitleScreen());
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}
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public override void _UnhandledInput(InputEvent @event)
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