Commit Graph
5 Commits
Author SHA1 Message Date
claudeandClaude Opus 5.5 19d2295bec A UI pass: prompts that tell the truth, and a HUD that does not collide
ci / verify (push) Successful in 53s
Prompts named the default keys whatever was bound. Every action is
rebindable, but the HUD said "WASD move", "LMB fire", "hold F" and "1-4
use", the quartermaster said "E talk" and the upgrade screen "Close (E)".
All of them now go through Settings.short_label(), and a test rebinds
fire, escape, interact and a slot key and checks each prompt follows.

The HUD's top-left was a developer's status line -- name, instance id,
health as text, frame rate -- with the boss bar drawn over its right end
and the level-up notice sharing a row with the escape bar. It is now
name and level, where you are, health with its numbers, experience,
escape and level-ups, stacked by a running cursor so nothing has a fixed
row to collide on. Instance and fps moved behind F1, which is who they
were for. Arrival protection is a centred banner rather than a note
beside the health bar, because it is the one moment the rules change.

A hit used to tint the whole screen red, which in a bullet hell dims the
bullets at exactly the moment you are among them. It is an edge now, and
the same edge pulses below a third of your health. New: a message feed
above the inventory for what the server just confirmed -- items taken,
used and dropped, levels gained -- and party health top-right in a
dungeon, where the hub shows who is online. The pickup prompt now also
names the dungeon under your feet when you stand on its ring, in the
same order the server resolves that key: loot first, then the entrance.

The boss bar used to announce the boss to anyone within the actor
interest radius -- which passes through walls -- so a player in the
entrance room was told the Warden was near. It waits until the fog has
actually lit the boss once, then stays for the fight.

Permadeath was announced only by the roster screen appearing. The client
records its own death from the server's event and the roster says who
fell, at what level, and where. The connect screen lost a name field
that did nothing for a person -- it only named the characters bots
create -- gained a proper panel, remembers the last server, and shows
the protocol number a mismatch refusal will quote.

And screenshot.tscn ran as the player's real account against their real
character store, walking their character into dungeons for pictures --
with health now carried between runs, a stray hit would have stuck. It
has its own store and account now, like every diagnostic, and a seeded
character. The real store was checked: nothing it carries changed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:41:04 +02:00
claudeandClaude Opus 5.5 855669a665 Fog lit by rays: shadows cut through tiles, and walls stay visible
ci / verify (push) Successful in 52s
The fog asked one question per tile -- can I see its centre? -- and drew or
skipped the whole tile on the answer. Every shadow was a staircase, tiles
snapped in and out as you walked, and a wall beside you vanished whenever
its centre happened to sit behind its neighbour.

Visibility casts rays from the eye instead: a fixed sweep, plus two aimed
either side of every wall corner, which is what makes each shadow edge a
straight line rather than a smear between rays. The view now draws terrain
and actors first and then darkness over whatever the rays did not reach,
so a shadow runs straight through a tile and an enemy rounding a corner
appears a slice at a time. Bullets are a child node and are still drawn
over the dark; telegraphs are drawn after it, as they must be.

"A bit less strict" is three specific things. A wall face you can see is
lit 26 units in, measured perpendicular to the face; shadows end in a
short fade rather than a line; and sight fades over its last 64 units
rather than stopping at a circle. Still hard fog -- nothing remembered.

The first version measured that depth along the ray, and a screenshot
caught what no test had: a wall you look along got a sliver, so the wall
beside you in a tunnel looked missing -- the old fog's own complaint.
Perpendicular depth fixes it, and light stops the instant a ray steps
back into the open, so it never rounds a corner, never reaches the far
side of a one-tile wall, and never leaves a stepped wall through its
other face. Two tiles touching only at a corner are closed.

About half a millisecond a frame. Measured against the old fog in the
same scene: hub 68 fps against 62, dungeon 240 against 240. The hub's
own low rate predates this.

MapGrid gains a revision counter so the corner list is rebuilt only when
the map changes or the eye crosses a tile. screenshot.tscn now captures a
dungeon, a tunnel and the tunnel with F1's overlay, which draws where
each ray stopped -- and makes SHOT_DIR rather than failing every capture
when it does not exist.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:07:33 +02:00
claudeandClaude Opus 5 a6084c1a8d Tell the roster the truth about a wounded character
ci / verify (push) Successful in 52s
Health survives a run now, so a character sitting on the select screen
can be nearly dead -- and the screen was still printing only the ceiling.
"level 11, 2000 hp" for a character on 160 is a lie told at the exact
moment it matters most, because the next thing that happens is the player
walks it into a dungeon under permadeath.

The roster message carries current hit points alongside the maximum, and
the screen shows a fraction only when it means something: a healthy
character still reads "1300 hp" rather than "1300/1300". The field is
inserted mid-record, which shifts every field after it, so the protocol
version goes to 10 -- a mismatched client would read the active flag out
of the middle of a health value.

tools/screenshot.gd had no capture for this screen, which is how a UI
change to it could have shipped unlooked-at. It now shows a made-up
roster of three characters -- whole, badly hurt, nearly dead -- for the
same reason the upgrade screen is fed a made-up offer: the point is the
layout, not a dungeon run. Getting there needs the player walked off the
quartermaster first, or the game scene re-opens the upgrade screen over
the top of it every frame.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 21:54:40 +02:00
claudeandClaude Opus 5 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
claudeandClaude Opus 5 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