3 Commits

Author SHA1 Message Date
claude 61680d00d7 Style the rest of the interface: panels, sliders, scrollbars, cards
ci / verify (push) Successful in 48s
Buttons were the easy half. This is everything else.

Dialogs sit on panels now rather than being text over a dimmed world -- the
pause menu, character select, upgrades, settings and credits all root through
UiTheme.dialog_panel(). The panel stylebox is the pack's frame MODULATED DARK.
The set is cream throughout, which is right for buttons and wrong for a dialog
over a dark dungeon; tinting keeps the pixel border and the corner shape and
lets every label the game already draws in light colours stay readable, instead
of recolouring every label in five screens to suit the art.

Sliders and scrollbars are the pack's too, section headings sit on its banner
ribbon, and an upgrade card's rarity is now its frame rather than a word on it
-- three choices are compared at a glance and a colour reads faster than a
label.

Two bugs of the same shape, and neither was findable without looking at the
screen. A Slider and a ScrollBar take their THICKNESS from the stylebox's
minimum size, which for a StyleBoxTexture is its content margins. Mine were
zero, so both resolved the correct stylebox, reported the correct texture, and
drew a groove zero pixels tall. A probe confirmed the theme was resolving
perfectly while the track was invisible. Tests now assert every slider and
scrollbar stylebox has a non-zero minimum, and it is gotcha 7 in CLAUDE.md.

The first attempt at the slider groove also used the pack's HOLLOW bar sprite,
whose middle is transparent -- tinting it dark left an outline and nothing
else. It uses the solid one.

tools/screenshot.tscn gained the upgrade screen, which it has to stage: the
game scene owns that screen's visibility and re-asserts it every frame, so
setting `visible` lasted exactly one frame, and standing the player at the NPC
client-side lasted until reconciliation pulled them back. It now moves the
player on both sides and holds it until the shot. That tool has caught four
bugs the automated gates all passed.

check.sh clean, 468 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 11:45:46 +02:00
claude 132646f6c3 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>
2026-09-07 11:12:13 +02:00
claude 9fa2e260f2 Replace placeholder rendering with real sprites and audio
Terrain, actors, boss and bullets are sprites now, and four sounds play off
server events. 548KB total across seven files, out of 3.9GB of source packs.

- src/view/art.gd holds every atlas rect and sound path in one table, copied
  from the 0x72 pack's own tile_list. Scattering coordinates through draw calls
  would make re-cutting the atlas a hunt, and a wrong rect invisible.
- Bullets get one MultiMesh per kind rather than one overall: a
  MultiMeshInstance2D carries a single texture and each kind needs a different
  region of the sheet. Four draw calls, no custom shader passing UVs through
  per-instance data.
- src/view/sfx.gd is a 16-voice round-robin pool. Bullet-hell fire rates mean
  sounds overlap constantly, and identical sounds landing within two frames are
  collapsed so a ring hitting eight bullets is a bang rather than clipping.
  Every sound is triggered by a server event, never a local guess, so what you
  hear matches what happened.

Audio was converted, not copied: the pack ships 24-bit/96kHz masters averaging
2MB. Downsampled to 16-bit/44.1kHz mono, silence-trimmed, and the shoot sound
hard-capped to 0.30s -- it came out at 2.03s, against a fire cooldown of 0.12s,
which would have smeared held fire into noise.

tests/unit/test_art.gd checks what cannot be eyeballed here: every atlas rect
lands inside its texture, every animation frame of a strip fits (the last frame
is what runs off the sheet, not the first), there is a sprite per bullet kind
and per enemy visual, and no sound is long enough to stack badly. A wrong atlas
coordinate does not error -- it silently draws the wrong pixels.

Licence sources recorded in docs/ASSETS.md now that they are known. All four
are free versions and four rows still say "confirm at source": free itch packs
vary on credit and commercial use, and there is no credits screen yet.

155 tests (was 146). check.sh, test.sh and smoke.sh pass.
2026-09-03 23:43:13 +02:00