Fix lobby/HUD UI pinned at (0,0); shrink player hitbox below visual size
ci / verify (push) Successful in 45s

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.
This commit is contained in:
Adyrem
2026-09-03 16:58:42 +02:00
parent 651c4ad94a
commit e2b849c6ef
5 changed files with 60 additions and 11 deletions
+10 -1
View File
@@ -87,7 +87,16 @@ ticks in milliseconds with no SceneTree.
4. **Input events default to `device = 16`, which matches nothing.** Bindings
must use `device = -1`. `tools/setup_input_map.gd` generates the input map
correctly; edit that file, not the `[input]` block in `project.godot`.
5. **`ProjectSettings.save()` drops settings equal to the engine default** and
5. **`set_anchors_preset(preset)` does not zero the offsets.** `keep_offsets`
defaults to `false`, which despite the name means "recompute offsets to keep
the control's *current* rect on screen" — for a freshly created Control that
rect is `(0,0)`-sized, so it comes out pinned to the top-left corner
regardless of the anchors. Use `set_anchors_and_offsets_preset()` for any
Control built in code. Separately: `.position` assigns an *absolute*
coordinate even on an anchored control; `offset_left`/`offset_top` are the
anchor-relative ones. This combination silently broke the main menu and
three pieces of the HUD.
6. **`ProjectSettings.save()` drops settings equal to the engine default** and
strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code
in `src/main.gd` instead of trusted to `project.godot`.
+10 -1
View File
@@ -19,7 +19,16 @@ const BULLET_CULL_MARGIN := 64.0
# --- Player -----------------------------------------------------------------
const PLAYER_SPEED := 240.0
const PLAYER_RADIUS := 9.0
## Authoritative hitbox. Smaller than PLAYER_VISUAL_RADIUS on purpose: a client
## renders its own and everyone else's ship a little late (interpolation delay,
## reconciliation smoothing), so a hitbox that matched the sprite exactly would
## let bullets connect against a ship the player watched dodge clear of them.
## Erring small means the occasional bullet visibly clips the ship without a
## hit -- a client-side illusion, but the one that reads as fair, versus a
## bullet that visibly missed still registering as a hit.
const PLAYER_RADIUS := 6.0
## Render-only. Used by src/view/, never by anything under src/sim/.
const PLAYER_VISUAL_RADIUS := 13.0
const PLAYER_MAX_HP := 100
const PLAYER_FIRE_COOLDOWN := 7 # ticks
const PLAYER_BULLET_SPEED := 620.0
+15 -3
View File
@@ -16,15 +16,27 @@ var client: ClientRuntime = null
func _ready() -> void:
layer = 10
_canvas = Control.new()
_canvas.set_anchors_preset(Control.PRESET_FULL_RECT)
# set_anchors_preset() alone leaves the offsets at whatever preserves the
# control's rect at the moment of the call -- (0,0)-sized for a brand new
# node, regardless of the anchors -- so _canvas.size silently stayed
# (0, 0) forever. That took the hit-flash overlay, the boss bar centering
# and the death-message centering down with it, since all three read
# _canvas.size. set_anchors_and_offsets_preset() sets both correctly.
_canvas.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_canvas.mouse_filter = Control.MOUSE_FILTER_IGNORE
_canvas.draw.connect(_draw_hud)
add_child(_canvas)
_status = _make_label(Vector2(MARGIN, MARGIN))
_hint = _make_label(Vector2(MARGIN, 0.0))
_hint.set_anchors_preset(Control.PRESET_BOTTOM_LEFT)
_hint.position = Vector2(MARGIN, -56.0)
_hint.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
# `.position` assigns an ABSOLUTE coordinate regardless of anchors (that's
# what stranded this label off-screen despite the anchor being correct).
# offset_left/offset_top are the anchor-relative ones -- negative offset_top
# here means "56px above the bottom anchor", which is what "-56" was meant
# to say in the first place.
_hint.offset_left = MARGIN
_hint.offset_top = -56.0
func _make_label(pos: Vector2) -> Label:
+18 -4
View File
@@ -12,13 +12,27 @@ var _status: Label
func _ready() -> void:
set_anchors_preset(Control.PRESET_FULL_RECT)
# set_anchors_preset(preset, keep_offsets=false) does NOT zero the offsets
# to the preset's canonical margins -- despite the parameter name, false
# means "recompute offsets to keep the control's CURRENT rect visually
# unchanged". For a freshly constructed Control that rect is (0,0)-sized
# at the origin, so the offsets come out as whatever preserves exactly
# that: a zero rect pinned to (0,0), regardless of the anchors. This is
# what actually caused the "menu stuck in the top-left corner" bug --
# set_anchors_and_offsets_preset() sets both halves correctly in one call.
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
# A CenterContainer recomputes its child's centered position itself, every
# time the child's minimum size or the window size changes -- no manual
# offset math to get wrong.
var center := CenterContainer.new()
center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(center)
var panel := VBoxContainer.new()
panel.set_anchors_preset(Control.PRESET_CENTER)
panel.custom_minimum_size = Vector2(360.0, 0.0)
panel.add_theme_constant_override("separation", 8)
panel.position = Vector2(-180.0, -160.0)
add_child(panel)
center.add_child(panel)
var title := Label.new()
title.text = "TRANSCIENCE"
+7 -2
View File
@@ -103,8 +103,13 @@ func _draw_local_player() -> void:
_draw_escape_ring(client.predicted_pos, client.my_escape, COL_LOCAL)
## Drawn at PLAYER_VISUAL_RADIUS, larger than the PLAYER_RADIUS hitbox actually
## used for hits -- see the comment on those constants in sim_config.gd. The
## mismatch is deliberate, not a placeholder: a bullet can visibly clip the
## sprite without registering a hit, which reads as more forgiving of latency
## than the reverse.
func _draw_ship(pos: Vector2, aim: float, col: Color, alive: bool) -> void:
var r := SimConfig.PLAYER_RADIUS
var r := SimConfig.PLAYER_VISUAL_RADIUS
draw_circle(pos, r, Color(col, 0.4 if alive else 0.2))
draw_arc(pos, r, 0.0, TAU, 20, col, 2.0)
if alive:
@@ -115,5 +120,5 @@ func _draw_ship(pos: Vector2, aim: float, col: Color, alive: bool) -> void:
## The escape channel is drawn on the player, not just in the HUD, so other
## players can see someone is about to leave and react.
func _draw_escape_ring(pos: Vector2, progress: float, col: Color) -> void:
draw_arc(pos, SimConfig.PLAYER_RADIUS + 8.0, -PI * 0.5,
draw_arc(pos, SimConfig.PLAYER_VISUAL_RADIUS + 8.0, -PI * 0.5,
-PI * 0.5 + TAU * progress, 32, Color(col, 0.9), 3.0)