Fix lobby/HUD UI pinned at (0,0); shrink player hitbox below visual size
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The lobby connect menu and three pieces of the HUD (hit-flash overlay, boss bar centering, death-message centering, hint label) were all silently broken by the same Godot gotcha: set_anchors_preset(preset) with the default keep_offsets=false does NOT zero the offsets to the preset's margins -- it recomputes them to preserve the control's *current* rect, which for a freshly constructed Control is (0,0). Anchors end up correct; the actual rect stays pinned to the top-left corner regardless. Fixed by switching to set_anchors_and_offsets_preset() everywhere a Control is built in code, and by using offset_left/offset_top (anchor-relative) instead of .position (absolute) for the HUD hint label. Documented as gotcha #5 in CLAUDE.md. Also split PLAYER_RADIUS into two constants: PLAYER_RADIUS (6.0, the authoritative hitbox used by SimWorld) and PLAYER_VISUAL_RADIUS (13.0, view-only, used by world_view.gd). The client renders every ship a little late relative to the server -- interpolation delay, reconciliation smoothing -- so a hitbox that matched the sprite would let bullets connect against a ship the player watched dodge clear of them. A smaller hitbox means the occasional bullet visibly clips the sprite without a hit, which reads as more forgiving of latency than the reverse. Verified headlessly: a throwaway scene instantiating MainMenu/HUD under a real 1280x720 viewport, asserting the panel is centered and _canvas.size / hint position resolve correctly, before and after each fix. check.sh, test.sh (78/78) and smoke.sh all pass.
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@@ -87,7 +87,16 @@ ticks in milliseconds with no SceneTree.
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4. **Input events default to `device = 16`, which matches nothing.** Bindings
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must use `device = -1`. `tools/setup_input_map.gd` generates the input map
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correctly; edit that file, not the `[input]` block in `project.godot`.
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5. **`ProjectSettings.save()` drops settings equal to the engine default** and
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5. **`set_anchors_preset(preset)` does not zero the offsets.** `keep_offsets`
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defaults to `false`, which despite the name means "recompute offsets to keep
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the control's *current* rect on screen" — for a freshly created Control that
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rect is `(0,0)`-sized, so it comes out pinned to the top-left corner
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regardless of the anchors. Use `set_anchors_and_offsets_preset()` for any
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Control built in code. Separately: `.position` assigns an *absolute*
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coordinate even on an anchored control; `offset_left`/`offset_top` are the
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anchor-relative ones. This combination silently broke the main menu and
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three pieces of the HUD.
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6. **`ProjectSettings.save()` drops settings equal to the engine default** and
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strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code
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in `src/main.gd` instead of trusted to `project.godot`.
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+10
-1
@@ -19,7 +19,16 @@ const BULLET_CULL_MARGIN := 64.0
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# --- Player -----------------------------------------------------------------
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const PLAYER_SPEED := 240.0
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const PLAYER_RADIUS := 9.0
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## Authoritative hitbox. Smaller than PLAYER_VISUAL_RADIUS on purpose: a client
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## renders its own and everyone else's ship a little late (interpolation delay,
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## reconciliation smoothing), so a hitbox that matched the sprite exactly would
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## let bullets connect against a ship the player watched dodge clear of them.
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## Erring small means the occasional bullet visibly clips the ship without a
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## hit -- a client-side illusion, but the one that reads as fair, versus a
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## bullet that visibly missed still registering as a hit.
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const PLAYER_RADIUS := 6.0
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## Render-only. Used by src/view/, never by anything under src/sim/.
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const PLAYER_VISUAL_RADIUS := 13.0
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const PLAYER_MAX_HP := 100
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const PLAYER_FIRE_COOLDOWN := 7 # ticks
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const PLAYER_BULLET_SPEED := 620.0
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+15
-3
@@ -16,15 +16,27 @@ var client: ClientRuntime = null
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func _ready() -> void:
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layer = 10
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_canvas = Control.new()
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_canvas.set_anchors_preset(Control.PRESET_FULL_RECT)
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# set_anchors_preset() alone leaves the offsets at whatever preserves the
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# control's rect at the moment of the call -- (0,0)-sized for a brand new
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# node, regardless of the anchors -- so _canvas.size silently stayed
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# (0, 0) forever. That took the hit-flash overlay, the boss bar centering
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# and the death-message centering down with it, since all three read
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# _canvas.size. set_anchors_and_offsets_preset() sets both correctly.
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_canvas.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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_canvas.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_canvas.draw.connect(_draw_hud)
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add_child(_canvas)
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_status = _make_label(Vector2(MARGIN, MARGIN))
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_hint = _make_label(Vector2(MARGIN, 0.0))
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_hint.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
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_hint.position = Vector2(MARGIN, -56.0)
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_hint.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
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# `.position` assigns an ABSOLUTE coordinate regardless of anchors (that's
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# what stranded this label off-screen despite the anchor being correct).
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# offset_left/offset_top are the anchor-relative ones -- negative offset_top
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# here means "56px above the bottom anchor", which is what "-56" was meant
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# to say in the first place.
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_hint.offset_left = MARGIN
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_hint.offset_top = -56.0
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func _make_label(pos: Vector2) -> Label:
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+18
-4
@@ -12,13 +12,27 @@ var _status: Label
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func _ready() -> void:
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set_anchors_preset(Control.PRESET_FULL_RECT)
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# set_anchors_preset(preset, keep_offsets=false) does NOT zero the offsets
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# to the preset's canonical margins -- despite the parameter name, false
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# means "recompute offsets to keep the control's CURRENT rect visually
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# unchanged". For a freshly constructed Control that rect is (0,0)-sized
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# at the origin, so the offsets come out as whatever preserves exactly
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# that: a zero rect pinned to (0,0), regardless of the anchors. This is
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# what actually caused the "menu stuck in the top-left corner" bug --
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# set_anchors_and_offsets_preset() sets both halves correctly in one call.
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set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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# A CenterContainer recomputes its child's centered position itself, every
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# time the child's minimum size or the window size changes -- no manual
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# offset math to get wrong.
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var center := CenterContainer.new()
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center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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add_child(center)
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var panel := VBoxContainer.new()
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panel.set_anchors_preset(Control.PRESET_CENTER)
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panel.custom_minimum_size = Vector2(360.0, 0.0)
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panel.add_theme_constant_override("separation", 8)
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panel.position = Vector2(-180.0, -160.0)
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add_child(panel)
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center.add_child(panel)
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var title := Label.new()
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title.text = "TRANSCIENCE"
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@@ -103,8 +103,13 @@ func _draw_local_player() -> void:
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_draw_escape_ring(client.predicted_pos, client.my_escape, COL_LOCAL)
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## Drawn at PLAYER_VISUAL_RADIUS, larger than the PLAYER_RADIUS hitbox actually
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## used for hits -- see the comment on those constants in sim_config.gd. The
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## mismatch is deliberate, not a placeholder: a bullet can visibly clip the
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## sprite without registering a hit, which reads as more forgiving of latency
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## than the reverse.
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func _draw_ship(pos: Vector2, aim: float, col: Color, alive: bool) -> void:
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var r := SimConfig.PLAYER_RADIUS
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var r := SimConfig.PLAYER_VISUAL_RADIUS
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draw_circle(pos, r, Color(col, 0.4 if alive else 0.2))
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draw_arc(pos, r, 0.0, TAU, 20, col, 2.0)
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if alive:
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@@ -115,5 +120,5 @@ func _draw_ship(pos: Vector2, aim: float, col: Color, alive: bool) -> void:
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## The escape channel is drawn on the player, not just in the HUD, so other
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## players can see someone is about to leave and react.
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func _draw_escape_ring(pos: Vector2, progress: float, col: Color) -> void:
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draw_arc(pos, SimConfig.PLAYER_RADIUS + 8.0, -PI * 0.5,
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draw_arc(pos, SimConfig.PLAYER_VISUAL_RADIUS + 8.0, -PI * 0.5,
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-PI * 0.5 + TAU * progress, 32, Color(col, 0.9), 3.0)
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