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>
This commit is contained in:
Christopher Wiebe
2026-05-09 22:01:51 -07:00
parent f7cadaeb68
commit 2db442be7e
3 changed files with 154 additions and 15 deletions
+147
View File
@@ -0,0 +1,147 @@
using Godot;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Entry-point screen — vertical button stack on a parchment field with the
/// codex title and a version label. Per port-plan §M6, exists primarily to
/// validate the design system in a non-trivial composition before the player
/// reaches character creation.
///
/// Button actions:
/// New Character — swap self for the Wizard scene under the Main parent
/// (siblings cleared so the wizard fills the viewport).
/// Continue — disabled until <see cref="CharacterAssembler.PersistedStatePath"/>
/// exists; full pickup lands with the M7 play loop.
/// Quit — shut down the engine.
/// </summary>
public partial class TitleScreen : Control
{
private const string VersionLabel = "PORT / GODOT · M6.20";
private const string WizardScenePath = "res://Scenes/Wizard.tscn";
public override void _Ready()
{
SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
Theme = CodexTheme.Build();
// Backing panel so the parchment Bg fills the viewport (the Control
// itself paints nothing). Same pattern as Wizard.cs.
// Note: SetAnchorsAndOffsetsPreset is required (not just AnchorRight =
// 1) because Godot's anchor setters preserve visual position by
// adjusting offsets — manual anchor edits leave the control at 0×0.
var bg = new Panel { MouseFilter = MouseFilterEnum.Ignore };
AddChild(bg);
bg.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
MoveChild(bg, 0);
// Centered title + button stack column.
var center = new CenterContainer { MouseFilter = MouseFilterEnum.Ignore };
AddChild(center);
center.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
var col = new VBoxContainer { CustomMinimumSize = new Vector2(360, 0) };
col.AddThemeConstantOverride("separation", 28);
center.AddChild(col);
var titleBlock = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
titleBlock.AddThemeConstantOverride("separation", 4);
col.AddChild(titleBlock);
titleBlock.AddChild(new Label
{
Text = "THERIAPOLIS",
ThemeTypeVariation = "CodexTitle",
HorizontalAlignment = HorizontalAlignment.Center,
});
titleBlock.AddChild(new Label
{
Text = "CODEX OF BECOMING",
ThemeTypeVariation = "Eyebrow",
HorizontalAlignment = HorizontalAlignment.Center,
});
var buttonStack = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
buttonStack.AddThemeConstantOverride("separation", 12);
col.AddChild(buttonStack);
var newBtn = MakeMenuButton("New Character", primary: true);
newBtn.Pressed += OnNewCharacter;
buttonStack.AddChild(newBtn);
var continueBtn = MakeMenuButton("Continue", primary: false);
continueBtn.Disabled = !FileAccess.FileExists(CharacterAssembler.PersistedStatePath);
continueBtn.Pressed += OnContinue;
buttonStack.AddChild(continueBtn);
var quitBtn = MakeMenuButton("Quit", primary: false);
quitBtn.Pressed += OnQuit;
buttonStack.AddChild(quitBtn);
// Version chip in the bottom-right corner — small mono Eyebrow tag,
// sits over the parchment field at a comfortable margin.
var versionLabel = new Label
{
Text = VersionLabel,
ThemeTypeVariation = "Eyebrow",
AnchorLeft = 1, AnchorRight = 1,
AnchorTop = 1, AnchorBottom = 1,
OffsetLeft = -180, OffsetTop = -28,
OffsetRight = -16, OffsetBottom = -10,
HorizontalAlignment = HorizontalAlignment.Right,
};
AddChild(versionLabel);
}
private static Button MakeMenuButton(string text, bool primary)
{
var btn = new Button
{
Text = text,
FocusMode = FocusModeEnum.None,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
CustomMinimumSize = new Vector2(0, 44),
};
if (primary) btn.ThemeTypeVariation = "PrimaryButton";
return btn;
}
private void OnNewCharacter()
{
var packed = ResourceLoader.Load<PackedScene>(WizardScenePath);
if (packed is null)
{
GD.PushError($"[title] Failed to load {WizardScenePath}");
return;
}
var parent = GetParent();
if (parent is null) return;
// Clear siblings so the wizard fills the viewport, then swap in.
foreach (Node sibling in parent.GetChildren())
if (sibling != this) sibling.QueueFree();
var wizardNode = packed.Instantiate();
parent.AddChild(wizardNode);
// The wizard's "← Title" back-button (visible on step 0) emits
// BackToTitle; reinstate this title screen when that fires.
if (wizardNode is Wizard wizard)
wizard.BackToTitle += () => SwapBackToTitle(parent);
QueueFree();
}
private static void SwapBackToTitle(Node parent)
{
foreach (Node child in parent.GetChildren()) child.QueueFree();
parent.AddChild(new TitleScreen());
}
private void OnContinue()
{
// M7 territory — the play-loop screens that consume the persisted
// character don't exist yet. For now, surface a print so the click
// does something visible and the button isn't dead UI.
GD.Print($"[title] Continue: {CharacterAssembler.PersistedStatePath} exists. "
+ "Play-loop pickup lands with M7.");
}
private void OnQuit() => GetTree().Quit();
}