Rework the UI on Crusenho's pack; credit it in the game, not just the repo
ci / verify (push) Successful in 48s

Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.

UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.

The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.

Two things found by actually looking at the screen, which is the point:

  - The FIRST version of this styled nothing. A Control inherits its theme from
    Control ANCESTORS only, and the chain breaks at the first plain Node or
    CanvasLayer -- which is every screen here. get_window().theme set the
    property, changed nothing, and read as correct. check.sh, 458 tests and a
    clean smoke run all passed with the entire interface unstyled. The theme
    test now instantiates every screen and asks what its buttons resolve.
  - The settings screen showed Fire bound to the right mouse button, because
    the test suite was writing the player's real user://settings.cfg --
    rebinding calls save() and nothing had redirected the path. Settings.path
    is now redirectable, the fixture points it at a scratch file, and a test
    asserts the default is still the player's own.

tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.

check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-07 11:12:13 +02:00
parent 872922e9e2
commit 132646f6c3
54 changed files with 1319 additions and 50 deletions
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@@ -12,6 +12,17 @@ The split exists so that adding a 3.9 GB pack of source material costs the
repository and the import step nothing, while the handful of files the game
loads stay reviewable.
Nothing is here yet — the game currently draws itself from primitives and one
runtime-generated dot texture ([src/view/bullet_renderer.gd](../src/view/bullet_renderer.gd)).
Art is Stage 2 of [docs/ROADMAP.md](../docs/ROADMAP.md).
What is here:
| Path | What | Source |
| --- | --- | --- |
| `sprites/dungeon_tileset.png` | terrain, characters, bosses, item icons | 0x72, CC0 |
| `sprites/ui/` | buttons, panels, bars, inventory slots | Crusenho, CC BY 4.0 |
| `audio/sfx/` | every sound the game plays | Helton Yan, CC BY 4.0 |
| `local/` | bullet and impact art — **gitignored**, licence forbids redistribution | bdragon1727 |
Sprite rects and sound paths are declared in
[src/view/art.gd](../src/view/art.gd); UI textures in
[src/view/ui_theme.gd](../src/view/ui_theme.gd). Attribution lives in
[CREDITS.md](../CREDITS.md) and on the game's own credits screen — see
[docs/ASSETS.md](../docs/ASSETS.md) for the licence findings.
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