port/godot
4 Commits
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116193c1e3 |
M7.4: Pause menu + save-from-pause, slot rows show wall-clock time
PauseMenuScreen — CanvasLayer overlay on PlayScreen, Layer=50 with ProcessMode=WhenPaused so it stays responsive while the tree is paused. _Ready sets GetTree().Paused=true; Resume/Close/QuitToTitle unpause first. Two sub-states share one VBoxContainer-and-status-label panel: main menu (Resume / ★ Level Up / Save Game / Quicksave / Quit to Title) and slot picker. Save Game flips to the picker, click a slot to write, back returns to main. Esc backs out of picker to main on first press, closes the overlay on a second. CodexTheme applied at the panel root since overlays mount outside PlayScreen's Control tree and theme cascade doesn't cross CanvasLayer boundaries. Level-up button surfaces only when LevelUpFlow.CanLevelUp(pc) returns true (matches MonoGame), and is rendered disabled with a "ships with M8" tooltip — fresh L1 characters won't see it in M7 play-tests. Quit to Title autosaves first (matches MonoGame). A failed autosave doesn't block the quit; better to let the user leave than trap them. Save-from-pause writes to an internal status label inside the panel rather than PlayScreen's save-flash toast — the toast lives on the paused tree branch and would freeze mid-fade. PlayScreen Esc now AddChild(new PauseMenuScreen(this)) instead of BackToTitle. Added paused-guard + Echo filter in _Input. New public PlayerCharacter() accessor lets the pause panel call CanLevelUp. HUD hint updated to "F5 quicksaves · Esc opens pause". SaveSlotFormat — shared helper between SaveLoadScreen (load picker) and PauseMenuScreen (save picker) so both surfaces render rows with the same prefix + in-game time + wall-clock time. Parses SavedAtUtc, converts to local time, renders relative (today/yesterday), short (MMM d, HH:mm within year), or full (yyyy-MM-dd HH:mm), with "<unknown>" fallback for empty headers. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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8e2efdd878 |
M7.3: Save/load round-trip — F5 quicksave, Continue → slot picker
SavePaths ported verbatim from Theriapolis.Game/Platform/. Same OS directories as MonoGame (%LOCALAPPDATA%\Theriapolis\Saves on Windows, ~/Library/Application Support/Theriapolis/Saves on macOS, $XDG_DATA_HOME/Theriapolis/saves on Linux) so saves round-trip across the two builds without migration. PlayScreen save layer. Wired PlayerReputation + Flags + QuestEngine + QuestContext + _killedByChunk + _pendingEncounterRestore in _Ready, even though M7.3 doesn't actively drive any of those — they're round-trip-required, so a save written by the MonoGame build with non-empty rep/flags/quest state loads here and re-saves without data loss. SaveTo/BuildHeader/CaptureBody/ApplyRestoredBody are field-for-field ports of the MonoGame methods (Phase 5 M3 + M5, Phase 6 M2 + M4); CaptureBody flushes the streamer first so chunk deltas land in the store before serialisation. HandleChunkLoaded now honours _killedByChunk so a killed spawn stays dead across chunk reload + save round-trip. F5 quicksaves to the autosave slot. Save-flash toast (bottom-center Label, fade-out via Modulate.A) confirms each write. _Ready branches on session.PendingRestore: when set (load path), calls ApplyRestoredBody and skips the new-game spawn; otherwise spawns at the Tier-1 anchor with the M6 character. The mid-combat encounter snapshot is captured on save but the push to CombatHUDScreen is the M8 stub (logs a console diagnostic). SaveLoadScreen — load-only slot picker. Header-only deserialise per row (SaveCodec.DeserializeHeaderOnly reads just the JSON prefix, body untouched), so opening the picker is cheap even with many large saves. Slot label matches MonoGame's SlotLabel() format exactly. Incompatible / unreadable rows render disabled with the reason inline. TitleScreen Continue. Enable-gate replaced — was "user://character.json exists" (M7.1 placeholder), now scans SavesDir for *.trps + checks SaveCodec.IsCompatible. OnContinue swaps to SaveLoadScreen instead of the print stub. Manual play-test loop confirmed: F5 in run #1, quit, relaunch, Continue → Autosave row → progress bar → PlayScreen with character restored at saved tile. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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42d66c00c3 |
M4: Tactical render + unified seamless-zoom WorldView
Implements the seamless-zoom contract from CLAUDE.md: one Camera2D
covers both world-map and tactical scales; layers fade in/out at zoom
thresholds; polyline widths and the player marker counter-scale with
zoom so on-screen sizing stays consistent across the full range.
Layers (bottom-up in WorldView):
Biome sprite — 256x256 ImageTexture scaled by WORLD_TILE_PIXELS;
always visible (acts as backdrop past the tactical
streaming radius).
TacticalChunks — TacticalChunkNode children added on chunk-loaded
event; visible only when zoom ≥ 4.
Polylines/Bridge — Line2D children; always visible. Width recomputed
each frame as baseScreenPx / camera.Zoom so the
on-screen stroke is constant (4 px highway, 3 px
post road, 2 px dirt road, 4.5/3/2 for major-river/
river/stream, 4/2 for rail tie/line, 6 for bridge).
Settlements — SettlementDot children; hidden when zoom ≥ 2 (you
are visually "inside" them at tactical scale).
PlayerMarker — Always visible; Scale = 1/zoom keeps it at
PLAYER_MARKER_SCREEN_PX on-screen across all zooms.
TacticalAtlas:
Loads PNGs from Content/Gfx/tactical/{surface,deco}/ via ContentLoader
with name_0.png/name_1.png/... variant probing (silent miss). Falls
back to procedurally-generated solid placeholders matching MonoGame's
TacticalAtlas colour table so missing art doesn't break rendering.
TacticalChunkNode:
One Node2D per cached chunk, positioned at (OriginX, OriginY) in
world-pixel space. _Draw iterates the 64x64 tile grid once and Godot
caches the rasterised CanvasItem; subsequent frames blit instead of
re-issuing 4096 DrawTextureRect calls.
ChunkStreamer integration:
WorldView listens to OnChunkLoaded / OnChunkEvicting and adds /
removes TacticalChunkNode children. Streaming radius is computed
dynamically from the viewport size and camera zoom plus a 2-tile
buffer, so chunk loads always cover the visible viewport with margin.
Chunks only stream when zoom ≥ 4 (tactical is visible).
Main.cs:
--world-map [seed] → WorldView, fit-to-viewport zoom
--tactical [seed] [tx] [ty] → WorldView, zoom 32 at given tile
Both flags converge on the same scene; mouse wheel transitions
seamlessly between modes.
ContentLoader silent miss:
Removed the "Missing texture" PrintErr — atlas variant probing
legitimately tries name_3.png that doesn't exist, and the noise
drowned the console. Genuine asset failures still surface via
AssetTest's count summary.
Deleted (replaced by WorldView):
Theriapolis.Godot/Rendering/WorldMapView.cs
Theriapolis.Godot/Rendering/TacticalView.cs (created earlier in M4,
never committed — superseded before commit).
Closes M4 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M5 (codex design system).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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a23cf8bd97 |
M3: Asset pipeline — ContentPaths + ContentLoader + asset-test
Formalises Content/ access from the Godot host. Content lives at the repo root (sibling of Theriapolis.Godot/), not duplicated under res://, so the MonoGame branch and headless Tools keep reading from the same single source of truth. ContentPaths.cs: Static ContentRoot/DataDir/GfxDir resolved once via res:// walk-up and cached. Replaces two inline ResolveDataDir copies in SmokeTest and WorldMapView. ContentLoader.cs: LoadGfx(relativePath) -> ImageTexture, cached by relative path. Bypasses the res:// import pipeline because Content/ lives outside the project — fine for static pixel-art assets at native size, and the project default texture filter is already Nearest. Cache is per-process, never evicted (full atlas <1 MB). AssetTest.cs + Main.cs --asset-test flag: Smoke-tests the pipeline. Walks Content/Data and Content/Gfx, reports counts, attempts to load every PNG, prints per-subdir breakdown. Quits with non-zero on any failure. Verified post-refactor (--asset-test): 53 JSON files in Data, 50 PNG files in Gfx (8 tactical/deco + 42 tactical/surface), 50/50 loaded, 0 failures. Verified no regressions: --smoke-test (M1) still produces canonical FNV hashes. --world-map 12345 (M2) still produces 3 rivers / 91 roads / 226 settlements / 0 rails / 0 bridges. Scope note: plan mentioned "tile/NPC/CodexUI atlases — three separate themes". Only tactical/ exists in Content/Gfx today; NPC and CodexUI atlases never landed during MonoGame development. M3 ships what's actually present. ContentLoader.LoadGfx works for any future sub-directories without changes. Closes M3 of theriapolis-rpg-implementation-plan-godot-port.md. Next: M4 (tactical render). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |