Compare commits
6 Commits
e0c1e0d5c6
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master
| Author | SHA1 | Date | |
|---|---|---|---|
| b8332b697d | |||
| 61680d00d7 | |||
| 132646f6c3 | |||
| 872922e9e2 | |||
| 4a98cf4b0e | |||
| 42568a40ad |
@@ -13,7 +13,7 @@ the obvious default.
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```bash
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tools/check.sh # parse-check every script (~5s) -- run after every edit
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tools/test.sh # GUT suite, headless (~3s)
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tools/test.sh # 468 GUT tests, headless (~4s)
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tools/smoke.sh # real server + 4 bot clients over ENet (~40s)
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tools/server.sh # dedicated server
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tools/client.sh --listen # host and play, no menu
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@@ -29,6 +29,7 @@ godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up
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godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
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godot --headless --path . --script tools/bench.gd # sim cost per tick
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python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
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SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # capture the menus and HUD (needs a display)
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```
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`diag_progression`, `diag_loot` and `diag_upgrades` exist because the bot smoke
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@@ -36,6 +37,12 @@ test cannot cover any of them: bots are poor shots, so they rarely kill
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anything, which means they neither earn levels, produce drops, nor ever reach
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the quartermaster.
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**Nothing automated can see the screen.** `check.sh`, the suite and `smoke.sh`
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have all passed with the entire interface rendering unstyled, an invisible
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slider and an invisible scrollbar. After touching anything under `src/ui/` or
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`src/view/`, run `screenshot.tscn` and open the files. It needs a display, so it
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is not a gate.
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Everything after `--` goes to `GameOpts.parse()`:
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| Flag | Effect |
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@@ -68,12 +75,22 @@ push (~35s, skip deliberately with `SKIP_SMOKE_HOOK=1 git push`).
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**The server decides everything; the client only sends intent.**
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A client can send exactly two things: an [InputFrame] (move vector, aim angle,
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five button bits, an inventory slot) and a handshake — plus the two low-rate
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character-roster requests, which are also pure intent. There is no message for
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"I moved here", "I hit that", "I took damage", "my escape finished" or "I now
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own this item". Adding one would collapse the whole security model, so don't —
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validate-after-the-fact is strictly weaker than having no code path at all.
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There are exactly **five** client -> server messages, and that number is worth
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watching:
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| Message | Carries |
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| --- | --- |
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| `c_hello` | protocol version + an opaque auth ticket |
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| `c_input` | an [InputFrame]: move vector, aim angle, five button bits, an inventory slot |
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| `c_select_character` | a character id, checked against *that account's* list |
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| `c_create_character` | a name, sanitised at the boundary |
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| `c_choose_upgrade` | an index into the three options the SERVER put on the table |
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Every one is pure intent. There is no message for "I moved here", "I hit that",
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"I took damage", "my escape finished", "I now own this item", "I am in this
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dungeon" or "my damage is X". Adding one would collapse the whole security
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model, so don't — validate-after-the-fact is strictly weaker than having no code
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path at all.
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When a new player action needs a message, look at whether it fits in the input
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frame first. Item use and drop did, and got the redundancy, the replay guard and
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@@ -94,7 +111,7 @@ and `tests/integration/test_replica_parity.gd` pin this down.
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| `src/actors/` | Data-only `Resource` definitions: `EnemyDef`, `BossDef`, `ItemDef`, `LootDrop`, `DungeonDef`, `UpgradeDef`. Shapes, not instances. |
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| `src/sim/patterns/` | Bullet emitters — the authoring surface for every enemy and boss. Emitters are stateless: they are shared resources, and two bosses of the same kind must not stomp each other. |
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| `src/sim/map_grid.gd` | Tile grid: collision, line of sight, chunk streaming. |
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| `src/sim/map_gen.gd` | Dungeon generation; `build()` is the only entry point. |
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| `src/sim/map_gen.gd` | Dungeon generation. **Server-side only** — handing a client the seed would be a map hack with no work required. |
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| `src/content/rooms.gd` | Hand-authored room stamps (hub, boss arenas) as text. |
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| `src/meta/` | Accounts, characters, persistence, XP curve. Server-owned. |
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| `src/content/content.gd` | All enemies and bosses, defined in code. Source of truth. |
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@@ -104,6 +121,9 @@ and `tests/integration/test_replica_parity.gd` pin this down.
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| `src/net/` | Codec, `ServerRuntime`, `ClientRuntime`. |
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| `src/instances/` | Lobby hub and dungeon runs. |
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| `src/view/`, `src/ui/` | Read-only rendering. Never decides anything. |
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| `src/core/settings.gd` | Client-local preferences: key bindings and volumes. Never reaches the server. |
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| `src/core/credits.gd` | Every third-party asset and its licence. Two are CC BY, so this is a legal requirement, not a nicety. |
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| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
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| `src/autoload/net.gd` | The only autoload. RPC surface. |
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| `tools/` | Headless tooling. |
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@@ -136,7 +156,21 @@ ticks in milliseconds with no SceneTree.
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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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6. **A Control's theme is inherited from Control ANCESTORS only.** The chain
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breaks at the first parent that is a plain `Node` or a `CanvasLayer`, which
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here is every screen: they hang off `main.gd` or off a CanvasLayer. Setting
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`get_window().theme` therefore compiles, runs, changes the property — and
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styles nothing. Apply the theme to each screen's own root Control
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(`UiTheme.themed_root()`). `tests/unit/test_ui_theme.gd` instantiates every
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screen and asks what its buttons actually resolve, because this failure is
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invisible to every other kind of check.
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7. **A themed `Slider` or `ScrollBar` takes its THICKNESS from the stylebox's
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minimum size**, which for a `StyleBoxTexture` is its content margins. Style
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one with margins of zero and it resolves correctly, reports the right
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texture, and draws a groove zero pixels tall — indistinguishable from having
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no theme at all. Both happened. `tests/unit/test_ui_theme.gd` asserts every
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slider and scrollbar stylebox has a non-zero minimum.
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8. **`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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@@ -165,6 +199,10 @@ ticks in milliseconds with no SceneTree.
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speed, so `SimConfig.MAX_BULLET_SPEED` clamps the result — without it two
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Snipers put shots through walls. Pinned by
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`test_bullet_speeds_stay_below_the_tunnelling_threshold`.
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- **A character becomes a live player only in `ServerRuntime._adopt_character`,
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from `_place`.** `SimWorld` knows nothing about characters and builds a blank
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player on every instance change, so any new path that puts someone in a world
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must go through `_place` or it hands them a level-1 body with an empty bag.
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- **A player's combat numbers are derived, never stored.** `PlayerStats.build()`
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recomputes them from the character's upgrade ids every time, so a saved stat
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cannot disagree with the upgrades that produced it. Upgrade *riders* (split
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@@ -181,7 +219,8 @@ ticks in milliseconds with no SceneTree.
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makes every existing client decode a potion as a ration, so it needs a
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`Protocol.VERSION` bump. `Dungeons.ORDER` is the same, and additionally
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decides which hub portal opens which dungeon (Nth `P` marker in the lobby
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stamp → Nth entry).
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stamp → Nth entry). A dungeon names the boss arena it ends in, so adding a
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boss means giving it a dungeon or nobody will ever meet it.
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- **Which dungeon you enter comes from where you are standing, never from the
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client.** `SimWorld.portal_at()` resolves the player's server-side position
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to a portal, and the `PORTAL_USED` event carries the answer. There is no
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@@ -200,6 +239,10 @@ ticks in milliseconds with no SceneTree.
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- **A boss never leaves its arena.** `SimWorld._step_boss` clamps to
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`SimBoss.room` *after* movement. Boss rooms deliberately do not lock, so
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walking out is always an escape — which only holds if the boss cannot follow.
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- **Every actor the client draws is interpolated between snapshots.** Players,
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enemies and the boss all go through the same lerp. The boss did not for a
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long time, which is invisible while bosses stand still and looks broken the
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moment one moves.
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- **A telegraph must be visible through fog.** `WorldView._draw_telegraphs`
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ignores line of sight on purpose; everything else in the view respects it. A
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warning you cannot see is an unavoidable hit with extra steps.
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@@ -1,8 +1,14 @@
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# Credits
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Every third-party asset pack used or bundled during development, credited
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regardless of whether its licence requires it. Two of them do not — they are
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here because the work deserves it.
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regardless of whether its licence requires it. Some of them do not require it —
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they are here because the work deserves it.
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**This file is not the only place credit appears.** Two of the packs are CC BY
|
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4.0, which asks for attribution "in any reasonable manner", and a markdown file
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in a source repository is not reasonable for someone who downloaded a build. The
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game carries the same list on its own credits screen (Settings → Credits), built
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from `src/core/credits.gd`; `tests/unit/test_credits.gd` asserts the two agree.
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## In the game
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@@ -11,6 +17,12 @@ Terrain, player, enemies and boss sprites.
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[CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/) — public domain.
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*Credit not required.*
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**Complete UI Essential Pack** — [Crusenho Agus Hennihuno](https://crusenho.itch.io/complete-ui-essential-pack)
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Buttons, panels, bars and inventory slots. Used unmodified; a subset of the
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pack's individual sprites is committed under `assets/sprites/ui/`.
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[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).
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**Credit required by licence.**
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**Pixel Combat SFX** — [Helton Yan](https://heltonyan.itch.io/pixelcombat)
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All sound effects. Converted to 16-bit / 44.1 kHz mono and trimmed.
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[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).
|
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@@ -12,39 +12,51 @@ tools/client.sh --join --name ada # connect a client
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Or run one client and press **Host and play** for a listen server.
|
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|
||||
**Controls** — WASD move, mouse aim, LMB fire, **E** on the ring in the hub to
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enter a dungeon, **hold F** for three seconds to escape back to the hub.
|
||||
|
||||
## Develop
|
||||
|
||||
```bash
|
||||
tools/check.sh # parse-check every script ~5s
|
||||
tools/test.sh # GUT suite, headless ~2s
|
||||
tools/smoke.sh # server + 2 bot clients, ENet ~35s
|
||||
godot --headless --path . --script tools/bench.gd
|
||||
```
|
||||
|
||||
Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it
|
||||
will otherwise cost an afternoon.
|
||||
**Controls** — WASD move, mouse aim, LMB fire, **E** to pick up loot and to use
|
||||
the hub's portals and quartermaster, **1–4** use an inventory slot, **shift+1–4**
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||||
drop one, **hold F** for one second to escape a dungeon, **Esc** menu, **F1**
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||||
hitbox overlay. Every one of those is rebindable in Settings.
|
||||
|
||||
## What is here
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
| **Twin-stick bullet hell** | Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick. |
|
||||
| **Authoritative multiplayer** | Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player. |
|
||||
| **Enemies** | Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters. |
|
||||
| **Boss** | The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data. |
|
||||
| **Lobby hub** | Shared persistent instance with a portal into dungeon runs. |
|
||||
| **Emergency escape** | Three-second channel back to the hub, cancelled by damage. |
|
||||
| **Twin-stick bullet hell** | Server-simulated bullet field, ~300 concurrent bullets at 0.28 ms/tick — around 60x headroom against the 60 Hz budget. |
|
||||
| **Authoritative multiplayer** | Clients send input and nothing else. Hits, damage, death, loot, upgrades and instance transfers are all server decisions. Prediction and reconciliation for the local player. |
|
||||
| **Enemies** | Five readable movements (static, drift, orbit, approach, strafe) composed with bullet emitters. Nothing deals contact damage; every threat is a bullet you can see. |
|
||||
| **Two bosses** | The Warden of the Fold stands still through four phases. The Cantor of the Vault walks a circuit, chases, orbits, and marks the floor before it strikes. Both are pure data. |
|
||||
| **Three dungeons** | Two real runs, one per boss, plus a Proving Grounds: the same content at a fraction of the health and ten times the drop rate, for testing by hand. |
|
||||
| **Characters** | Up to five living per account, permadeath, levels 1–15, experience shared across the party undivided. |
|
||||
| **Inventory and loot** | Four slots, always on screen. Loot is either world-shared or instanced per player, and the instanced kind is filtered on the wire rather than hidden in the client. |
|
||||
| **Upgrades** | Seven, drawn three at a time and spent at a hub NPC. Damage, fire rate, extra projectiles, splitting, poison, and a legendary that deletes enemy bullets. |
|
||||
| **Emergency escape** | A one-second channel back to the hub that damage does **not** interrupt — because if it did, quitting the process would be the better escape. Dropping your connection runs the same channel. |
|
||||
| **Settings** | Rebindable controls and volumes, and an in-game credits screen. |
|
||||
|
||||
## Develop
|
||||
|
||||
```bash
|
||||
tools/check.sh # parse-check every script ~5s
|
||||
tools/test.sh # 468 GUT tests, headless ~4s
|
||||
tools/smoke.sh # server + 4 bot clients over ENet ~40s
|
||||
```
|
||||
|
||||
Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it
|
||||
will otherwise cost an afternoon.
|
||||
|
||||
## Docs
|
||||
|
||||
- [docs/ROADMAP.md](docs/ROADMAP.md) — what is built, what is next, where each feature lives
|
||||
- [docs/DECISIONS.md](docs/DECISIONS.md) — settled design decisions and their reasoning
|
||||
- [CREDITS.md](CREDITS.md) — third-party asset attribution
|
||||
- [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas
|
||||
- [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and why the setup looks like this
|
||||
- [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) — code map and the node-free simulation
|
||||
- [docs/NETCODE.md](docs/NETCODE.md) — replication model, hit validation, known gaps
|
||||
- [docs/ROADMAP.md](docs/ROADMAP.md) — what is built and what is next
|
||||
- [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and the verification traps this project has actually hit
|
||||
- [docs/ASSETS.md](docs/ASSETS.md) — asset packs and their licence findings
|
||||
- [CREDITS.md](CREDITS.md) — third-party attribution
|
||||
- [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas
|
||||
|
||||
## Not ready for the internet
|
||||
|
||||
`LocalAuthProvider` lets any client claim any account id. It exists to have the
|
||||
same shape as Steamworks so swapping is one class, and it must be replaced
|
||||
before this is reachable from anywhere untrusted. There is no transport
|
||||
encryption either. See [docs/ROADMAP.md](docs/ROADMAP.md).
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
After Width: | Height: | Size: 303 B |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://m2nhvybbia58"
|
||||
path="res://.godot/imported/Banner01a.png-79d54606f6c5efa37ca262c86fb3c88b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/ui/Banner01a.png"
|
||||
dest_files=["res://.godot/imported/Banner01a.png-79d54606f6c5efa37ca262c86fb3c88b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
After Width: | Height: | Size: 127 B |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://b4w7eso648lkb"
|
||||
path="res://.godot/imported/Bar01a.png-4fa78ad3d34ea11ebad35ea23bc8ff70.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/ui/Bar01a.png"
|
||||
dest_files=["res://.godot/imported/Bar01a.png-4fa78ad3d34ea11ebad35ea23bc8ff70.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
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mipmaps/limit=-1
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/hdr_as_srgb=false
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detect_3d/compress_to=1
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roughness/src_normal=""
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -62,15 +62,24 @@ travel less than one tile per tick or the point test steps over walls (pinned by
|
||||
|
||||
## Where the layers sit now
|
||||
|
||||
Stage 1 and 2 added two things worth knowing before reading any file:
|
||||
Four things are worth knowing before reading any file:
|
||||
|
||||
- **Geometry is per-world.** There is no global arena. `SimWorld.map` is a
|
||||
[MapGrid](../src/sim/map_grid.gd); the hub and every dungeon have their own,
|
||||
and the client holds a *partial* copy streamed to it in chunks.
|
||||
- **`src/meta/` is server-only.** Accounts, characters, levels and experience
|
||||
live there. The simulation reads a player's level and maximum health; it never
|
||||
writes progression. One writer means a level cannot disagree with the
|
||||
- **`src/meta/` is server-only.** Accounts, characters, levels, experience,
|
||||
inventories and upgrades live there. The simulation reads a player's level and
|
||||
maximum health and moves items between the ground and a bag; it never writes
|
||||
progression or touches the store. It announces what happened and
|
||||
`ServerRuntime` banks it. One writer means a level cannot disagree with the
|
||||
experience that earned it.
|
||||
- **Derived, never stored.** Level comes from lifetime experience; combat
|
||||
numbers come from the upgrade list ([PlayerStats](../src/sim/player_stats.gd));
|
||||
maximum health comes from the level and the upgrades. Nothing that can be
|
||||
recomputed is persisted, so nothing saved can disagree with what produced it.
|
||||
- **`src/core/settings.gd` is the exception to "shared".** Everything else in
|
||||
`src/core/` is agreed by both sides; settings are the player's own machine
|
||||
and never reach the server.
|
||||
|
||||
## Tick
|
||||
|
||||
@@ -96,6 +105,13 @@ BossDef = stats + ordered phases
|
||||
`SimWorld._run_emitters()` is shared by enemies and bosses, so any pattern can
|
||||
be dropped on either. A boss is four phases layering one idea at a time; a new
|
||||
boss is a new function in `src/content/content.gd` and zero simulation changes.
|
||||
`SimWorld._move_boss()` is the same idea for movement: the mode is a field on
|
||||
the phase, and adding a boss that walks needs no code.
|
||||
|
||||
Emitters are **stateless**. They are shared resources — two bosses of the same
|
||||
kind would otherwise stomp each other's timers — so anything an emitter needs to
|
||||
remember between two ticks has to be derived instead. `TelegraphedStrikeEmitter`
|
||||
computes its strike positions from the volley number for exactly this reason.
|
||||
|
||||
## Entry point
|
||||
|
||||
@@ -108,30 +124,76 @@ after `--`:
|
||||
|
||||
## File map
|
||||
|
||||
Grouped by layer. The rule the whole thing hangs on: **`src/sim/` imports
|
||||
nothing from `net`, `view` or `ui`, and never touches `Net`.**
|
||||
|
||||
### Shared constants and helpers
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/core/sim_config.gd` | Every constant server and client must agree on. |
|
||||
| `src/core/movement.gd` | Pure movement + overlap helpers. Shared by prediction. |
|
||||
| `src/core/game_log.gd`, `game_opts.gd` | Static; usable from tools and tests. |
|
||||
| `src/sim/sim_world.gd` | The simulation. Authority flag decides what runs. |
|
||||
| `src/core/settings.gd` | Client-local preferences. Never reaches the server. |
|
||||
| `src/core/credits.gd` | Third-party assets and their licences. Two are CC BY, so this is a legal requirement. |
|
||||
|
||||
### The simulation
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/sim/sim_world.gd` | The simulation. The authority flag decides what runs. |
|
||||
| `src/sim/bullet_pool.gd` | Struct-of-arrays bullet storage and integration. |
|
||||
| `src/sim/input_frame.gd` | The only thing a client may assert about itself. |
|
||||
| `src/net/net_codec.gd` | Snapshot / event / input binary codecs. |
|
||||
| `src/net/server_runtime.gd` | Instances, ticking, transfers, broadcast. |
|
||||
| `src/net/client_runtime.gd` | Prediction, reconciliation, interpolation, bot input. |
|
||||
| `src/instances/instance.gd` | Lobby hub and dungeon progression. |
|
||||
| `src/autoload/net.gd` | ENet lifecycle, RPCs, local loopback for listen servers. |
|
||||
| `src/sim/player_stats.gd` | Combat numbers derived from a character's upgrades. |
|
||||
| `src/sim/poison_track.gd` | Damage over time. O(1) per actor per tick however many doses. |
|
||||
| `src/sim/sim_loot.gd` | An item on the ground: world-shared, or owned by one peer. |
|
||||
| `src/sim/sim_portal.gd` | A dungeon entrance, and which dungeon it opens. |
|
||||
| `src/sim/map_grid.gd` | Tile grid: collision, line of sight, chunked streaming. |
|
||||
| `src/sim/map_gen.gd` | Dungeon generation. `build()` is the only entry point both sides use. |
|
||||
| `src/content/rooms.gd` | Hand-authored stamps: the hub and each boss arena, as text. |
|
||||
| `src/sim/map_gen.gd` | Dungeon generation. **Server-side only** — the client is never given the seed. |
|
||||
| `src/sim/patterns/` | Bullet emitters. Stateless; the authoring surface for every fight. |
|
||||
|
||||
### Content (data, in code)
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/content/content.gd` | Every enemy and boss. `ALL_ENEMIES` / `ALL_BOSSES` are what the tools and tests iterate. |
|
||||
| `src/content/items.gd` | Every item. `Items.ORDER` doubles as the wire format. |
|
||||
| `src/sim/sim_loot.gd` | An item on the ground. World-shared, or owned by one peer. |
|
||||
| `src/content/upgrades.gd` | The seven upgrades and their draw weights. |
|
||||
| `src/content/dungeons.gd` | The kinds of run. `ORDER` is a wire format *and* the hub's portal order. |
|
||||
| `src/content/rooms.gd` | Hand-authored stamps: the hub and each boss arena, as text. |
|
||||
| `src/actors/` | The `Resource` definitions those tables build: enemy, boss, item, loot, upgrade, dungeon. |
|
||||
|
||||
### Server-owned state
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/meta/progression.gd` | XP curve and what a level is worth. Pure functions. |
|
||||
| `src/meta/character.gd`, `character_store.gd` | Characters and their JSON persistence. Server-owned. |
|
||||
| `src/meta/character.gd`, `character_store.gd` | Characters and their JSON persistence. |
|
||||
| `src/meta/auth_provider.gd` | Identity, shaped like Steamworks so it swaps out. |
|
||||
| `src/net/net_codec.gd` | Snapshot / event / input / roster / character / map-chunk codecs. |
|
||||
| `src/net/server_runtime.gd` | Instances, ticking, transfers, interest, progression, map streaming. |
|
||||
| `src/instances/instance.gd` | The hub and one dungeon run: a world plus a peer list. |
|
||||
|
||||
### Network
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/net/net_codec.gd` | Every binary codec: snapshot, events, input, roster, characters, map chunks, portals, upgrade state. |
|
||||
| `src/net/server_runtime.gd` | Instances, ticking, transfers, interest, progression, persistence, map streaming. |
|
||||
| `src/net/client_runtime.gd` | Prediction, reconciliation, interpolation, bot input. |
|
||||
| `src/net/protocol.gd` | Wire version and constants. Bump `VERSION` whenever a layout changes. |
|
||||
| `src/autoload/net.gd` | ENet lifecycle, RPCs, local loopback for listen servers. The only autoload. |
|
||||
|
||||
### View and UI (read-only; decides nothing)
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/view/world_view.gd` | Everything that is not a bullet. Fog, actors, loot, telegraphs. |
|
||||
| `src/view/bullet_renderer.gd` | The bullet field: one MultiMesh per bullet kind. |
|
||||
| `src/view/art.gd` | Every atlas rect and sound path, in one table. |
|
||||
| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
|
||||
| `src/view/debug_draw.gd` | F1 overlay: what the simulation collides against. |
|
||||
| `src/view/game_scene.gd`, `sfx.gd` | Wiring the view to whatever client `Net` currently has. |
|
||||
| `src/ui/hud.gd` | Bars, inventory, prompts. Drawn, not built from controls. |
|
||||
| `src/ui/main_menu.gd`, `game_menu.gd` | Connect screen and the in-game menu. |
|
||||
| `src/ui/character_select.gd` | Roster screen: pick or create. |
|
||||
| `src/ui/upgrade_screen.gd` | The quartermaster's three choices, and what you hold. |
|
||||
| `src/ui/settings_screen.gd`, `credits_screen.gd` | Controls, volumes, attribution. |
|
||||
|
||||
@@ -12,22 +12,24 @@ can be referenced from a scene or script. Files are copied into `res://assets/`
|
||||
in game-ready form, and only then imported. The tree is 3.9 GB and
|
||||
`tools/check.sh` runs `--import`, which would otherwise walk all of it every run.
|
||||
|
||||
What is in the game today totals **548 KB** across seven files: three sprite
|
||||
sheets and four sounds. Sprite rects and sound paths are all declared in one
|
||||
What is in the game today is three sprite sheets, four sounds and twelve small
|
||||
UI sprites. Sprite rects and sound paths are all declared in one
|
||||
place, [src/view/art.gd](../src/view/art.gd), and
|
||||
`tests/unit/test_art.gd` asserts every rect lands inside its texture — a wrong
|
||||
atlas coordinate does not error, it silently draws the wrong pixels.
|
||||
|
||||
## Licence findings
|
||||
|
||||
Checked against each pack's itch.io page. **Two of the four forbid
|
||||
redistribution**, which is what publishing a repository containing them would
|
||||
be — so they are not in the repository.
|
||||
Checked against each pack's itch.io page, and against the licence file the pack
|
||||
itself ships where there is one. **Two of the five forbid redistribution**,
|
||||
which is what publishing a repository containing them would be — so they are not
|
||||
in the repository.
|
||||
|
||||
| Pack | Licence | Commercial | Credit | In this repo? |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| [0x72 DungeonTileset II](https://0x72.itch.io/dungeontileset-ii) | **CC0 1.0** (public domain) | Yes | Not required | **Yes** — `assets/sprites/dungeon_tileset.png` |
|
||||
| [Helton Yan Pixel Combat](https://heltonyan.itch.io/pixelcombat) | **CC BY 4.0** | Yes | **Required** | **Yes** — `assets/audio/sfx/` |
|
||||
| [Complete UI Essential Pack](https://crusenho.itch.io/complete-ui-essential-pack) | **CC BY 4.0** | Yes | **Required** | **Yes** — `assets/sprites/ui/` |
|
||||
| [Fire Pixel Bullet 16x16](https://bdragon1727.itch.io/fire-pixel-bullet-16x16) | Custom | Free tier non-commercial; **paid tier allows commercial** | Encouraged | **No, at any tier** — local only |
|
||||
| [750+ Effect and FX Pixel All](https://bdragon1727.itch.io/750-effect-and-fx-pixel-all) | Custom | Free tier non-commercial; **paid tier allows commercial** | Encouraged | **No, at any tier** — local only |
|
||||
|
||||
@@ -49,19 +51,39 @@ modification.
|
||||
|
||||
So they live in `assets/local/`, which is gitignored. `Art.bullets_texture()`
|
||||
and `Art.impact_texture()` load them at runtime if present and return null if
|
||||
not; the bullet renderer falls back to a generated dot. Verified both ways: with
|
||||
the files present the game uses them, and with them hidden the suite still
|
||||
passes 156/156 and the game runs.
|
||||
not; the bullet renderer falls back to a generated dot. Verified both ways: with the files
|
||||
present the game uses them, and with them hidden the whole suite still passes
|
||||
and the game runs — `tests/unit/test_art.gd` has an explicit case for their
|
||||
absence, because a clean clone is the configuration most contributors will
|
||||
actually have.
|
||||
|
||||
This is also why nothing there may be `preload()`ed — `preload` resolves at
|
||||
compile time and would fail the build on every machine that lacks the files.
|
||||
|
||||
### The UI pack is the easy case
|
||||
|
||||
Crusenho's *Complete UI Essential Pack* ships its own `License.txt` naming
|
||||
CC BY 4.0 outright, with the licensor and store link spelled out. That permits
|
||||
redistribution and commercial use, so unlike the bullet and FX packs a subset of
|
||||
it is committed — twelve PNGs, 48 KB, under `assets/sprites/ui/`, listed in
|
||||
`UiTheme.TEXTURES`.
|
||||
|
||||
Only what the game uses was copied rather than all 98 sprites: each committed
|
||||
PNG costs a Godot `.import` sidecar, and a directory of files nothing references
|
||||
is a directory nobody prunes. The rest stays in the untracked pack.
|
||||
|
||||
The obligation it creates is the same one the audio creates — see below.
|
||||
|
||||
### Two obligations this creates
|
||||
|
||||
1. **Helton Yan's CC BY 4.0 requires attribution**, and it is not satisfied by
|
||||
a file in the source tree once the game ships. Players need to be able to
|
||||
see it. [CREDITS.md](../CREDITS.md) records it for now; an in-game credits
|
||||
screen is a todo.
|
||||
1. **Two packs are CC BY 4.0 and require attribution** — Helton Yan's audio and
|
||||
Crusenho's UI art. A file in the source tree does not satisfy that once the
|
||||
game ships, because a player who downloaded a build never sees it. **Done:**
|
||||
Settings → Credits shows the same list, built from
|
||||
[src/core/credits.gd](../src/core/credits.gd), including a link to the
|
||||
licence text as CC BY asks. `tests/unit/test_credits.gd` asserts every source
|
||||
there also appears in [CREDITS.md](../CREDITS.md) and in this file, so the
|
||||
three cannot drift apart.
|
||||
2. **Both bdragon packs are non-commercial in their free tier.** Buying the
|
||||
full tier *does* fix that — confirmed verbatim from the FX pack's paid
|
||||
licence: "You may use these assets in personal, commercial or
|
||||
|
||||
@@ -297,6 +297,15 @@ lives in `SimConfig.UPGRADE_DAMAGE_BONUS` and is applied once per upgrade held,
|
||||
rather than being baked into seven definitions where it would be seven places
|
||||
to get wrong.
|
||||
|
||||
**A character record becomes a live player in exactly one place.**
|
||||
`ServerRuntime._adopt_character`, called from `_place`, which every transfer
|
||||
goes through. `SimWorld` knows nothing about characters and hands back a blank
|
||||
player on every instance change, so something has to give it back its level,
|
||||
upgrades and bag — and for a long time only character *select* did. Every
|
||||
portal and every escape reset the player to level 1 with base stats and an
|
||||
empty inventory, while the record on disk stayed correct, which made it look
|
||||
like a display bug.
|
||||
|
||||
**Stats are derived from the upgrade list, never stored.** `PlayerStats.build()`
|
||||
recomputes them from the ids the character holds, the same way `Progression`
|
||||
derives level from experience. One source of truth means a saved stat can never
|
||||
@@ -394,6 +403,88 @@ asserts the burst lands where the marker promised.
|
||||
other thing in the view. A warning you cannot see is an unavoidable hit with
|
||||
extra steps, which is the opposite of what a telegraph is for.
|
||||
|
||||
**Which boss a run has comes from its seed, not its depth.** Depth is a dev flag
|
||||
that nothing in play raises, so keying the arena to it meant the second boss
|
||||
existed and no player could ever reach it.
|
||||
**Each boss has its own entrance in the hub.** A dungeon names the arena it ends
|
||||
in, and the arena decides the boss. Which fight you are walking into is the one
|
||||
thing a player chooses before a run, so it is not rolled for them — not from the
|
||||
depth (a dev flag nothing in play raises, which left the second boss
|
||||
unreachable) and not from the seed either. Only the Proving Grounds leaves it
|
||||
open, because a harness you re-enter every couple of minutes wants whichever
|
||||
fight comes up first.
|
||||
|
||||
---
|
||||
|
||||
## Bullets do not animate
|
||||
|
||||
**One frame, and a slow turn.** The bullet sheet's eight frames are a colour
|
||||
cycle rather than a shape change, and running it meant every bullet on screen
|
||||
strobed through a palette in unison — genuinely hard to look at with a few
|
||||
hundred in the air, which is the normal case for this game.
|
||||
|
||||
Each bullet now holds one frame and rotates at `Art.BULLET_SPIN_RATE`, offset by
|
||||
its own id so a ring of twenty does not turn as one rigid wheel. The rate is
|
||||
slow enough that nothing completes a full turn inside its own lifetime, so it
|
||||
reads as drift rather than as spin — a test pins that against the
|
||||
longest-lived bullet in the game.
|
||||
|
||||
The other seven frames stay in the atlas because that is what the source art is.
|
||||
Nothing draws them, and the renderer now slices four textures at startup instead
|
||||
of thirty-two.
|
||||
|
||||
---
|
||||
|
||||
## Settings
|
||||
|
||||
**Preferences are local to the client and nothing else knows about them.**
|
||||
Which key fires produces the same [InputFrame] either way, so the server has no
|
||||
opinion and never hears about it. `Settings` is static for the same reason
|
||||
`GameOpts` is: a `--script` tool has no main loop and cannot resolve autoloads.
|
||||
|
||||
**Bindings are stored as physical keycodes and labelled through the active
|
||||
layout.** Physical is what `tools/setup_input_map.gd` already uses, so bindings
|
||||
follow key *position*; translating the label back means an AZERTY player reads
|
||||
the letter printed on the key their fingers are on. The translation is skipped
|
||||
on a display server with no keyboard — headless does not merely lack the call,
|
||||
it logs an engine error and hands the argument back, and there is no feature
|
||||
flag to test for.
|
||||
|
||||
**A rebind replaces every event on the action, not just the first.** Keeping the
|
||||
alternates would mean the action still answered to the key you just moved away
|
||||
from, which reads as the rebind not having worked. The cost is that rebinding
|
||||
movement loses the arrow keys; untouched actions keep all their defaults.
|
||||
|
||||
**One key doing two things is refused, and the clash is named.** Silently
|
||||
accepting it produces a control scheme that is broken in a way the player has to
|
||||
diagnose themselves.
|
||||
|
||||
**"Reset" restores what the PROJECT shipped**, captured once before anything
|
||||
overrides it. Captured later it would restore the last session's choice — that
|
||||
is, the thing the player was trying to undo.
|
||||
|
||||
**Panels are the pack's shape in this game's colours.** The set is cream
|
||||
throughout, which is right for buttons — they are meant to be the bright thing
|
||||
you press — and wrong for a dialog laid over a dark dungeon. The panel stylebox
|
||||
is modulated dark, which keeps the pixel border and the corner shape and lets
|
||||
every label the game already draws in light colours stay readable. The
|
||||
alternative was recolouring every label in five screens to suit the art.
|
||||
|
||||
**A card's rarity is its frame, not a word on it.** Three upgrade choices are
|
||||
compared at a glance, and a colour reads faster than a label.
|
||||
|
||||
**Effects play on an SFX bus created at runtime.** A bus layout resource would
|
||||
be one more file to keep in step with the code that reads it, and the sliders
|
||||
being real mixer settings beats multiplying a number into every `play()` call.
|
||||
|
||||
---
|
||||
|
||||
## Drawing a boss that moves
|
||||
|
||||
**The boss is interpolated between snapshots like every other actor.** It was
|
||||
not — `boss_state()` handed back the newest snapshot raw, so the boss stepped at
|
||||
the 20 Hz snapshot rate rather than the frame rate. Invisible for as long as
|
||||
every boss stood still, and the first one that moved looked broken. Not
|
||||
interpolated across an instance change, though: the previous snapshot describes
|
||||
a different fight in a different room.
|
||||
|
||||
**A CHASE boss has a dead band around its preferred distance.** The correction
|
||||
is signed, so without one the sign flips every tick at the standoff and the boss
|
||||
vibrates on the spot at the tick rate — a couple of pixels, and unmistakable.
|
||||
|
||||
@@ -13,6 +13,41 @@ that may already have an answer.
|
||||
|
||||
Legend: **done** · **partial** (works, with a stated gap) · **todo** (not started)
|
||||
|
||||
---
|
||||
|
||||
## Where things stand
|
||||
|
||||
**Every stage in the original brief is built.** The MVP asked for a twin-stick
|
||||
bullet hell, server-side hit validation, predictable enemies, an adaptable boss,
|
||||
a lobby hub with dungeon runs, and an emergency escape. All of that exists, plus
|
||||
the four stages that followed: characters and permadeath, inventory and loot,
|
||||
upgrades, and a second boss that moves.
|
||||
|
||||
So there is no obvious "next ticket". What follows is the honest list of
|
||||
candidates, none of which the user has chosen — **ask before starting one.**
|
||||
|
||||
| Candidate | Why it might be next | What it needs first |
|
||||
| --- | --- | --- |
|
||||
| **Replace `LocalAuthProvider`** | It is the one thing standing between this and a server anyone else can reach. Any client can claim any account id. | Nothing technical — it is one `AuthProvider` subclass. Needs a decision about Steam vs something else. |
|
||||
| **A reason to keep playing past level 15** | Levels cap, `--depth` never rises in play, and a cleared dungeon gives experience and a potion. The long loop is missing. | Open question 1 below. |
|
||||
| **An economy** | Loot only drops from kills; nothing sells anything. The quartermaster is the obvious shop and has no currency to take. | Open questions 2 and 3. |
|
||||
| **Impact and hit feedback** | `Art.IMPACT` is loaded and validated and nothing plays it. No hit flash, no screen shake, no death animation. | Nothing. This is the cheapest visible win. |
|
||||
| **Replace the two non-redistributable packs** | Bullet and FX art is local-only and non-commercial, which blocks both a public repo copy and a commercial release. | CC0 or CC BY replacements. See [ASSETS.md](ASSETS.md). |
|
||||
| **Transport encryption** | `ENetMultiplayerPeer` supports DTLS. Required before a public server, not before then. | Follows the auth decision. |
|
||||
|
||||
Each stage below also carries its own **Known gaps** section — those are smaller
|
||||
and more specific than the table above.
|
||||
|
||||
### Known flake
|
||||
|
||||
`tools/smoke.sh` failed once in a pre-push hook and then passed on four
|
||||
consecutive runs with no stray processes. It was not reproduced and is not
|
||||
diagnosed. The suspicion is machine load — the smoke test has fixed tick budgets
|
||||
and was competing with a full suite run — but that is a guess. If it recurs,
|
||||
that is the first thing to check.
|
||||
|
||||
---
|
||||
|
||||
## Verification surface
|
||||
|
||||
What "everything passes" currently means. Numbers move; the shape does not.
|
||||
@@ -20,12 +55,23 @@ What "everything passes" currently means. Numbers move; the shape does not.
|
||||
| Gate | Covers | Runtime |
|
||||
| --- | --- | --- |
|
||||
| `tools/check.sh` | every script parses and type-checks | ~5s |
|
||||
| `tools/test.sh` | 409 GUT tests, no SceneTree | ~4s |
|
||||
| `tools/smoke.sh` | 19 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect | ~40s |
|
||||
| `tools/test.sh` | 468 GUT tests, no SceneTree | ~4s |
|
||||
| `tools/smoke.sh` | 23 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect | ~40s |
|
||||
| `diag_prediction.tscn` | client-prediction gap, with injected clock drift | ~10s |
|
||||
| `diag_progression.tscn` | kill → xp → level → health, death → retire → roster, swap guards | ~10s |
|
||||
| `diag_loot.tscn` | drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
|
||||
| `diag_upgrades.tscn` | level → banked choice → refused in a dungeon and away from the NPC → taken → new stats → persisted | ~10s |
|
||||
| `diag_upgrades.tscn` | level → banked choice → refused in a dungeon and away from the NPC → taken → new stats → persisted → **survives every zone change** | ~10s |
|
||||
|
||||
`tools/screenshot.tscn` is a **manual** check, not a gate: it needs a display,
|
||||
and it is the only thing in the project that can tell you the interface
|
||||
actually rendered. Run it after touching `src/ui/`. It captures the main menu,
|
||||
the HUD, the pause menu, settings, credits and the upgrade choice — the last of
|
||||
those by staging an offer, because earning one would make the shot depend on a
|
||||
dungeon run.
|
||||
|
||||
It has now caught four bugs that every other gate passed: the theme applying to
|
||||
nothing, the test suite rewriting the player's settings, an invisible slider
|
||||
track and an invisible scrollbar.
|
||||
|
||||
The four diagnostics exist because the smoke test structurally cannot reach
|
||||
what they cover: bots are poor shots (so they neither level up, produce drops,
|
||||
@@ -74,24 +120,33 @@ draws whatever it holds. The defence is what the server declines to send.
|
||||
|
||||
## Dungeon kinds · *done*
|
||||
|
||||
Two entrances stand side by side in the hub, labelled, and open different runs.
|
||||
Three entrances stand side by side in the hub, labelled with the fight each one
|
||||
ends in.
|
||||
|
||||
| Dungeon | `Dungeons` id | Enemy HP | Boss HP | Loot chance |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Warden's Descent | `warden_descent` | ×1 | ×1 (3600) | ×1 (trash 8%) |
|
||||
| Proving Grounds | `proving_grounds` | ×0.2 | ×0.08 (288) | ×10 (trash 80%, clamped) |
|
||||
| Dungeon | `Dungeons` id | Arena / boss | Enemy HP | Boss HP | Loot chance |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| Warden's Descent | `warden_descent` | `warden_hall` → the Warden | ×1 | ×1 | ×1 (trash 8%) |
|
||||
| The Choir Vault | `choir_vault` | `choir_vault` → the Cantor | ×1 | ×1 | ×1 |
|
||||
| Proving Grounds | `proving_grounds` | *whichever the seed rolls* | ×0.2 | ×0.08 | ×10 (clamped) |
|
||||
|
||||
**A dungeon names its arena, and the arena decides its boss.** Which boss you
|
||||
are about to fight is the one thing a player chooses before walking into a
|
||||
dungeon, so it must not be rolled for them. Only the Proving Grounds leaves
|
||||
`arena` empty — it exists to reach *a* fight fast, and runs there last a couple
|
||||
of minutes, so the one you want is one re-entry away.
|
||||
|
||||
The Proving Grounds is a **test harness you can walk into**: same generator,
|
||||
same rooms, same enemies, the same four-phase Warden — everything simply dies
|
||||
faster and drops more. A manual pass over loot, the inventory, dropping and all
|
||||
four boss phases takes a couple of minutes instead of a quarter of an hour, and
|
||||
because it is a portal rather than a launch flag you can compare the two back to
|
||||
back without restarting the server.
|
||||
same rooms, same enemies, but everything dies far faster and drops far more. A
|
||||
manual pass over loot, the inventory, dropping and all four boss phases takes a
|
||||
couple of minutes instead of a quarter of an hour, and because it is a portal
|
||||
rather than a launch flag you can compare it to a real run without restarting
|
||||
the server.
|
||||
|
||||
Adding a third dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker
|
||||
in the lobby stamp — the Nth marker, in reading order, opens the Nth entry.
|
||||
Adding a dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker in
|
||||
the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
|
||||
two have to stay in the same order.
|
||||
|
||||
Three things worth knowing:
|
||||
Two more things worth knowing:
|
||||
|
||||
- **It is multipliers over the shared content, not a copy of it.** A duplicated
|
||||
`Content` would drift the moment anything was tuned, and "identical but
|
||||
@@ -99,10 +154,9 @@ Three things worth knowing:
|
||||
- **Which dungeon you enter comes from where you stand.** `SimWorld.portal_at()`
|
||||
resolves the server-side position; the `PORTAL_USED` event carries the answer.
|
||||
No client message names a dungeon, which is what stops anyone picking the
|
||||
generous loot table from the real run.
|
||||
- **`accepts_new_party_member` takes the dungeon id.** Without that, walking
|
||||
into the Proving Grounds would drop you into whatever standard run happened
|
||||
to still be forming.
|
||||
generous loot table from a real run. `accepts_new_party_member` compares
|
||||
dungeon ids too, so walking into one entrance can never drop you into
|
||||
another's forming run on timing alone.
|
||||
|
||||
---
|
||||
|
||||
@@ -120,8 +174,13 @@ play off server events. Enough to prove the pipeline, not a finished look.
|
||||
| Rects validated without a display | done | `tests/unit/test_art.gd` |
|
||||
| Impact/death VFX animation | todo | `Art.IMPACT` is loaded and validated but nothing plays it yet |
|
||||
| Directional sprites, hit flashes, screen shake | todo | |
|
||||
| Audio buses and a volume setting | todo | Everything plays on Master at hardcoded dB |
|
||||
| **In-game credits screen** | **todo** | Not cosmetic: the SFX are CC BY 4.0 and attribution is a licence *requirement*. [CREDITS.md](../CREDITS.md) is not reachable by a player. |
|
||||
| Rebindable controls | done | [src/ui/settings_screen.gd](../src/ui/settings_screen.gd), [src/core/settings.gd](../src/core/settings.gd) |
|
||||
| Themed controls from a UI pack | done | [src/view/ui_theme.gd](../src/view/ui_theme.gd), art in `assets/sprites/ui/` |
|
||||
| Dialogs on panels, sliders, scrollbars | done | `UiTheme.dialog_panel`, `HSlider` / `VScrollBar` theme entries |
|
||||
| Upgrade cards framed by rarity | done | `UiTheme.card_panel`, `UpgradeScreen._make_card` |
|
||||
| Textured HUD bars and inventory slots | done | `HUD._bar`, `HUD._draw_inventory` |
|
||||
| Audio buses and a volume setting | done | `Settings`, an SFX bus created at runtime, sliders in the settings screen |
|
||||
| **In-game credits screen** | **done** | Settings → Credits, from [src/core/credits.gd](../src/core/credits.gd). Two packs are CC BY 4.0 and attribution is a licence *requirement* — [CREDITS.md](../CREDITS.md) is not reachable by a player. |
|
||||
| Replace the two non-redistributable packs | todo | Bullet and FX art is local-only and non-commercial. CC0 replacements would let them into the repo and unblock a commercial release. See [ASSETS.md](ASSETS.md). |
|
||||
|
||||
## Stage 2 — Characters, persistence, levels · *done*
|
||||
@@ -371,10 +430,11 @@ feet is a coin flip, the same burst with a second of notice is a question.
|
||||
| Antiphon | chase at 220u | It comes for you; walls punish running straight. |
|
||||
| Final Cadence | orbit | Movement and telegraphs at once. |
|
||||
|
||||
**Which boss you meet comes from the run's seed**, not its depth. Depth is a dev
|
||||
flag nothing in play raises, so keying the arena to it left the second boss
|
||||
existing and unreachable. Every run rolls a fresh seed, so it is a coin flip per
|
||||
dungeon, and `test_both_bosses_are_reachable_at_the_depth_people_play` pins it.
|
||||
**The Cantor has its own portal in the hub.** Which boss a run ends with follows
|
||||
from the arena its dungeon names, not from the seed and certainly not from
|
||||
`--depth`, which nothing in play raises.
|
||||
`test_every_boss_has_a_dungeon_that_reaches_it` pins that adding a boss without
|
||||
giving it a way in is a failing test rather than a boss nobody meets.
|
||||
|
||||
`Content.ALL_ENEMIES` / `ALL_BOSSES` exist because five places were
|
||||
hand-maintaining their own copy of the content list, and `tools/export_content.gd`
|
||||
@@ -382,6 +442,11 @@ had already gone stale and silently stopped writing the second boss.
|
||||
|
||||
### Known gaps
|
||||
|
||||
- **Nothing tests how the fight *looks*.** The boss was drawn straight from the
|
||||
newest snapshot with no interpolation — a visible step at 20 Hz — and every
|
||||
test passed for as long as bosses stood still. There is still no automated
|
||||
check that a moving actor renders smoothly; the ones added cover the
|
||||
interpolation call, not the impression.
|
||||
- **No boss-specific music, intro or death sequence.** A boss dies like an
|
||||
enemy, only louder.
|
||||
- **Telegraph markers are one shape.** A circle is the only warning the client
|
||||
@@ -411,18 +476,24 @@ Not oversights — each was considered and rejected for now, with the reasoning
|
||||
## Open questions for the user
|
||||
|
||||
Genuinely unspecified. **Do not guess at these** — each changes the design, and
|
||||
several have no obvious default.
|
||||
several have no obvious default. The seven questions that blocked Stage 4 were
|
||||
answered and are recorded in [DECISIONS.md](DECISIONS.md#upgrades); these are
|
||||
what is left.
|
||||
|
||||
### Blocking nothing yet
|
||||
|
||||
8. **What advances dungeon depth?** `--depth` is a dev flag; nothing raises it
|
||||
in play. Depth drives map size and could drive difficulty and rewards.
|
||||
9. **Where do items come from outside a dungeon?** Loot only drops from kills.
|
||||
If the hub should sell potions, that is the Stage 4 NPC's second job — and
|
||||
it needs a currency, which the game does not have.
|
||||
10. **Should items stack?** Four potions currently take four slots, which makes
|
||||
a 4-slot bag small. Stacking is a count byte per slot plus a rule for
|
||||
splitting one; neither is hard, but both change the UI.
|
||||
11. **Attribution for four asset packs.** See [ASSETS.md](ASSETS.md) — two are
|
||||
non-redistributable and local-only, and there is no in-game credits screen
|
||||
yet, which CC BY 4.0 requires for the audio.
|
||||
1. **What advances dungeon depth?** `--depth` is a dev flag and nothing raises
|
||||
it in play. Depth already drives map size and could drive difficulty and
|
||||
rewards. Without an answer there is no progression past level 15.
|
||||
2. **Where do items come from outside a dungeon?** Loot only drops from kills.
|
||||
If the hub should sell potions, that is the quartermaster's second job.
|
||||
3. **Is there a currency?** Nothing drops money and nothing costs anything. A
|
||||
shop needs one; so does any reward for a cleared run beyond experience.
|
||||
4. **Should items stack?** Four potions currently take four slots, which makes a
|
||||
four-slot bag small. Stacking is a count byte per slot plus a rule for
|
||||
splitting one — neither is hard, and both change the UI.
|
||||
5. **Does a dungeon ever get harder within a run?** Enemies are placed once at
|
||||
generation and never reinforce. That is a deliberate decision
|
||||
([DECISIONS.md](DECISIONS.md#world)), but it means a slow party is never
|
||||
punished for it.
|
||||
6. **What happens to a party when one member dies?** Permadeath removes them to
|
||||
the roster screen while the run continues without them. Nobody has said
|
||||
whether that is right.
|
||||
|
||||
@@ -235,3 +235,49 @@ Godot preinstalled. All three are headless, so nothing extra is needed.
|
||||
- [GUT](https://github.com/bitwes/Gut) · [gdUnit4](https://github.com/godot-gdunit-labs/gdUnit4)
|
||||
- [Godot: high-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html)
|
||||
- [Godot: command line tutorial](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
|
||||
|
||||
### A green suite is not a quiet one
|
||||
|
||||
`tools/test.sh` and `tools/smoke.sh` both passed while a client logged twelve
|
||||
engine errors at every startup. `ConfigFile.get_value(section, key, null)` does
|
||||
not mean "no default" — it means the key is absent *and* no default was given,
|
||||
so the engine logs an error for each one. Nothing caught it because the smoke
|
||||
test's refutations matched `SCRIPT ERROR|Parse Error|USER ERROR`, and a plain
|
||||
`ERROR:` is none of those.
|
||||
|
||||
It surfaced from actually running the client (`--listen --autoquit`) and reading
|
||||
the output, which is worth doing after any change to startup.
|
||||
|
||||
`smoke.sh` now asserts no plain engine errors either, excluding by name the one
|
||||
line Godot prints on every clean exit — naming it means anything else that turns
|
||||
up is a real finding rather than noise to be squinted past.
|
||||
|
||||
### Nothing automated can see the screen
|
||||
|
||||
Every gate passed — 458 tests, a clean smoke run, no engine errors — while the
|
||||
entire interface rendered in Godot's default style and none of the UI pack was
|
||||
visible. A Control inherits its theme from Control *ancestors only*, and the
|
||||
chain breaks at the first plain `Node` or `CanvasLayer`; every screen in this
|
||||
game hangs off one. `get_window().theme = ...` set the property, changed
|
||||
nothing, and looked correct in the code.
|
||||
|
||||
It took `tools/screenshot.tscn` — boot the client, save a PNG, open it — to
|
||||
find. The same run then showed **Fire bound to the right mouse button**, which
|
||||
was the test suite writing the player's real `user://settings.cfg`, because
|
||||
rebinding calls `save()` and nothing had redirected the path.
|
||||
|
||||
Styling the rest of the interface then produced two more of exactly the same
|
||||
shape: an invisible slider track and an invisible scrollbar. Both resolved the
|
||||
right stylebox, reported the right texture, and drew nothing, because a
|
||||
`Slider` and a `ScrollBar` take their thickness from the stylebox's *minimum
|
||||
size* — its content margins — and mine were zero. Neither was findable without
|
||||
looking.
|
||||
|
||||
Three lessons, and the last is the general one:
|
||||
|
||||
- After touching `src/ui/`, look at it. There is no substitute.
|
||||
- When a control resolves the right theme item and still looks wrong, check
|
||||
what Godot derives from that item's *size* rather than its picture.
|
||||
- A test that exercises a code path which writes to user state **will write to
|
||||
user state**. Redirect the path in the fixture, and assert the default is
|
||||
still the real one so the redirect cannot escape.
|
||||
|
||||
@@ -13,6 +13,10 @@ extends Resource
|
||||
## One line for the portal label, so a player standing in the hub can tell the
|
||||
## entrances apart without reading a wiki.
|
||||
@export var subtitle: String = ""
|
||||
## Which hand-authored boss arena this run ends in, and therefore which boss it
|
||||
## has -- see [method Rooms.boss_for_arena]. Empty means "whichever the seed
|
||||
## rolls", which only the test harness wants.
|
||||
@export var arena: StringName = &""
|
||||
@export var enemy_hp_mult: float = 1.0
|
||||
@export var boss_hp_mult: float = 1.0
|
||||
## Multiplies every loot chance, clamped at certain. Guaranteed drops stay
|
||||
|
||||
@@ -9,10 +9,12 @@ extends RefCounted
|
||||
## one entry plus one marker.
|
||||
|
||||
const STANDARD := &"warden_descent"
|
||||
const VAULT := &"choir_vault"
|
||||
const PROVING := &"proving_grounds"
|
||||
|
||||
const ORDER: Array[StringName] = [
|
||||
STANDARD,
|
||||
VAULT,
|
||||
PROVING,
|
||||
]
|
||||
|
||||
@@ -24,6 +26,7 @@ static func default_id() -> StringName:
|
||||
static func get_def(id: StringName) -> DungeonDef:
|
||||
match id:
|
||||
STANDARD: return standard()
|
||||
VAULT: return vault()
|
||||
PROVING: return proving_grounds()
|
||||
return null
|
||||
|
||||
@@ -53,11 +56,28 @@ static func standard() -> DungeonDef:
|
||||
var d := DungeonDef.new()
|
||||
d.id = STANDARD
|
||||
d.display_name = "Warden's Descent"
|
||||
d.subtitle = "the real run"
|
||||
d.subtitle = "the Warden of the Fold"
|
||||
d.arena = &"warden_hall"
|
||||
d.tint = Color(0.5, 0.9, 1.0)
|
||||
return d
|
||||
|
||||
|
||||
## The second boss's own run. Same generator and the same enemies as the
|
||||
## Descent; what differs is the arena it ends in, and therefore who is waiting.
|
||||
##
|
||||
## A dedicated entrance rather than a coin flip on the run's seed: which boss
|
||||
## you are about to fight is the single thing a player decides before walking
|
||||
## into a dungeon, and rolling it for them makes that decision unavailable.
|
||||
static func vault() -> DungeonDef:
|
||||
var d := DungeonDef.new()
|
||||
d.id = VAULT
|
||||
d.display_name = "The Choir Vault"
|
||||
d.subtitle = "the Cantor of the Vault"
|
||||
d.arena = &"choir_vault"
|
||||
d.tint = Color(0.75, 0.6, 1.0)
|
||||
return d
|
||||
|
||||
|
||||
## A test harness you can walk into.
|
||||
##
|
||||
## Same generator, same rooms, same enemies and the same Warden -- everything
|
||||
@@ -71,6 +91,10 @@ static func proving_grounds() -> DungeonDef:
|
||||
d.id = PROVING
|
||||
d.display_name = "Proving Grounds"
|
||||
d.subtitle = "for testing -- fragile, generous"
|
||||
# Deliberately left to the seed. The harness exists to reach a fight fast,
|
||||
# and either fight will do -- runs here last a couple of minutes, so the one
|
||||
# you want is one re-entry away.
|
||||
d.arena = &""
|
||||
d.enemy_hp_mult = 0.2
|
||||
d.boss_hp_mult = 0.08
|
||||
# 0.08 -> 0.8 for trash. High enough that a handful of kills fills a bag,
|
||||
|
||||
@@ -112,17 +112,17 @@ static func stamp(grid: MapGrid, s: PackedStringArray, origin: Vector2i) -> Dict
|
||||
## P a dungeon portal S player spawn T practice target
|
||||
## U the upgrade NPC
|
||||
##
|
||||
## Each `P`, in reading order, opens the matching entry in Dungeons.ORDER. Two
|
||||
## of them now: the real run and the Proving Grounds, side by side so they can
|
||||
## be compared without restarting anything. Adding a third dungeon means adding
|
||||
## a third marker here.
|
||||
## Each `P`, in reading order, opens the matching entry in Dungeons.ORDER: the
|
||||
## Warden's Descent, the Choir Vault, and the Proving Grounds. Adding a dungeon
|
||||
## means adding an entry there and a marker here, and they have to stay in the
|
||||
## same order.
|
||||
static func lobby() -> PackedStringArray:
|
||||
return PackedStringArray([
|
||||
"#########################################",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#..............P.........P..............#",
|
||||
"#.........P.........P.........P.........#",
|
||||
"#.......................................#",
|
||||
"#.....o...........................o.....#",
|
||||
"#.......................................#",
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
class_name Credits
|
||||
extends RefCounted
|
||||
## Every third-party asset the game ships, and the terms it ships under.
|
||||
##
|
||||
## This is not decoration. Two of these packs are CC BY 4.0, which requires
|
||||
## attribution "in any reasonable manner" -- a file in the repository is not
|
||||
## reasonable for a player who downloaded a build, so the game has to say so
|
||||
## itself. See [CreditsScreen].
|
||||
##
|
||||
## `tests/unit/test_credits.gd` asserts every entry here also appears in
|
||||
## CREDITS.md, so the two cannot drift apart.
|
||||
|
||||
## Each entry: what it is, who made it, the licence, a link, and what it is
|
||||
## used for. `required` marks the ones the licence obliges us to show.
|
||||
const SOURCES: Array[Dictionary] = [
|
||||
{
|
||||
"name": "16x16 DungeonTileset II",
|
||||
"author": "0x72 (Robert Norenberg)",
|
||||
"licence": "CC0 1.0 (public domain)",
|
||||
"url": "https://0x72.itch.io/dungeontileset-ii",
|
||||
"used_for": "Terrain, characters, bosses, item icons",
|
||||
"required": false,
|
||||
},
|
||||
{
|
||||
"name": "Complete UI Essential Pack",
|
||||
"author": "Crusenho Agus Hennihuno",
|
||||
"licence": "CC BY 4.0",
|
||||
"url": "https://crusenho.itch.io/complete-ui-essential-pack",
|
||||
"used_for": "Buttons, panels, bars, inventory slots",
|
||||
"required": true,
|
||||
},
|
||||
{
|
||||
"name": "Pixel Combat SFX",
|
||||
"author": "Helton Yan",
|
||||
"licence": "CC BY 4.0",
|
||||
"url": "https://heltonyan.itch.io/pixelcombat",
|
||||
"used_for": "All sound effects",
|
||||
"required": true,
|
||||
},
|
||||
{
|
||||
"name": "Fire Pixel Bullet 16x16",
|
||||
"author": "bdragon1727",
|
||||
"licence": "Custom - not redistributable",
|
||||
"url": "https://bdragon1727.itch.io/fire-pixel-bullet-16x16",
|
||||
"used_for": "Bullet sprites (local builds only)",
|
||||
"required": false,
|
||||
},
|
||||
{
|
||||
"name": "750+ Effect and FX Pixel All",
|
||||
"author": "bdragon1727",
|
||||
"licence": "Custom - not redistributable",
|
||||
"url": "https://bdragon1727.itch.io/750-effect-and-fx-pixel-all",
|
||||
"used_for": "Impact effects (local builds only)",
|
||||
"required": false,
|
||||
},
|
||||
]
|
||||
|
||||
## CC BY asks for a link to the licence itself, not only to the work.
|
||||
const LICENCE_LINKS := {
|
||||
"CC BY 4.0": "https://creativecommons.org/licenses/by/4.0/",
|
||||
"CC0 1.0 (public domain)": "https://creativecommons.org/publicdomain/zero/1.0/",
|
||||
}
|
||||
|
||||
|
||||
## The packs whose licence actually obliges us to credit them. Everything else
|
||||
## in [constant SOURCES] is there because the work deserves it.
|
||||
static func required() -> Array[Dictionary]:
|
||||
var out: Array[Dictionary] = []
|
||||
for entry in SOURCES:
|
||||
if bool(entry["required"]):
|
||||
out.append(entry)
|
||||
return out
|
||||
|
||||
|
||||
static func licence_url(licence: String) -> String:
|
||||
return String(LICENCE_LINKS.get(licence, ""))
|
||||
@@ -0,0 +1 @@
|
||||
uid://drpadmmsrvoax
|
||||
@@ -0,0 +1,262 @@
|
||||
class_name Settings
|
||||
extends RefCounted
|
||||
## Player preferences: key bindings and volumes.
|
||||
##
|
||||
## Client-side and local. Nothing here reaches the server or the simulation --
|
||||
## which key you press to fire is not something the server has an opinion about,
|
||||
## and the input frame it eventually produces looks identical either way.
|
||||
##
|
||||
## Static rather than an autoload for the same reason [GameOpts] is: a `--script`
|
||||
## tool has no main loop and cannot resolve autoload names, and the settings
|
||||
## file is something a headless test may well want to read.
|
||||
|
||||
const DEFAULT_PATH := "user://settings.cfg"
|
||||
|
||||
## Where preferences are read from and written to. A variable rather than a
|
||||
## constant so tests can point it at a scratch file: rebinding calls save(),
|
||||
## and a suite run was otherwise rewriting the player's real settings -- which
|
||||
## it did, silently, until a screenshot showed Fire bound to the right mouse
|
||||
## button.
|
||||
static var path: String = DEFAULT_PATH
|
||||
|
||||
## Actions the settings screen offers, in the order it lists them. Anything not
|
||||
## here keeps whatever `tools/setup_input_map.gd` gave it and cannot be changed
|
||||
## -- which is the right default for a binding nobody should be reassigning.
|
||||
const REBINDABLE: Array = [
|
||||
["move_up", "Move up"],
|
||||
["move_down", "Move down"],
|
||||
["move_left", "Move left"],
|
||||
["move_right", "Move right"],
|
||||
["fire", "Fire"],
|
||||
["interact", "Interact / pick up"],
|
||||
["emergency_escape", "Emergency escape"],
|
||||
["use_slot_1", "Use slot 1"],
|
||||
["use_slot_2", "Use slot 2"],
|
||||
["use_slot_3", "Use slot 3"],
|
||||
["use_slot_4", "Use slot 4"],
|
||||
["system_menu", "Menu"],
|
||||
["debug_overlay", "Hitbox overlay"],
|
||||
]
|
||||
|
||||
## Bus every sound effect plays on. Created at runtime rather than shipped as a
|
||||
## bus layout resource, so there is one fewer file to keep in step with the code
|
||||
## that reads it.
|
||||
const SFX_BUS := "SFX"
|
||||
|
||||
static var master_volume: float = 0.8
|
||||
static var sfx_volume: float = 0.8
|
||||
## action -> a serialisable description of its event. See _describe().
|
||||
static var bindings: Dictionary[String, Dictionary] = {}
|
||||
|
||||
## What the project shipped, captured before anything is overridden. Without it
|
||||
## "reset to defaults" would restore whatever the last session happened to save.
|
||||
static var _defaults: Dictionary[String, Dictionary] = {}
|
||||
static var _defaults_captured: bool = false
|
||||
|
||||
|
||||
# --- Lifecycle ---------------------------------------------------------------
|
||||
|
||||
## Read the file and apply everything. Safe to call with no file present, which
|
||||
## is every first run.
|
||||
static func load_and_apply() -> void:
|
||||
_capture_defaults()
|
||||
var cfg := ConfigFile.new()
|
||||
if cfg.load(path) == OK:
|
||||
master_volume = clampf(float(cfg.get_value("audio", "master", master_volume)), 0.0, 1.0)
|
||||
sfx_volume = clampf(float(cfg.get_value("audio", "sfx", sfx_volume)), 0.0, 1.0)
|
||||
bindings.clear()
|
||||
for action in REBINDABLE:
|
||||
var key := String(action[0])
|
||||
# has_section_key first: passing null as the default to get_value()
|
||||
# does NOT mean "no default", it means the key is absent AND no
|
||||
# default was given, and the engine logs an error for every missing
|
||||
# one. A settings file written before an action existed is normal.
|
||||
if not cfg.has_section_key("input", key):
|
||||
continue
|
||||
var stored: Variant = cfg.get_value("input", key)
|
||||
# A binding this build cannot make sense of is dropped, not
|
||||
# guessed at: an unusable control is worse than the default one.
|
||||
if typeof(stored) == TYPE_DICTIONARY and _event_from(stored) != null:
|
||||
bindings[key] = stored
|
||||
apply_audio()
|
||||
apply_input()
|
||||
|
||||
|
||||
static func save() -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.set_value("audio", "master", master_volume)
|
||||
cfg.set_value("audio", "sfx", sfx_volume)
|
||||
for action in bindings:
|
||||
cfg.set_value("input", action, bindings[action])
|
||||
var err := cfg.save(path)
|
||||
if err != OK:
|
||||
GameLog.warn("settings", "could not write %s (error %d)" % [path, err])
|
||||
|
||||
|
||||
# --- Audio -------------------------------------------------------------------
|
||||
|
||||
## Ensure the SFX bus exists and push both volumes onto the mixer.
|
||||
static func apply_audio() -> void:
|
||||
var sfx := AudioServer.get_bus_index(SFX_BUS)
|
||||
if sfx < 0:
|
||||
AudioServer.add_bus()
|
||||
sfx = AudioServer.bus_count - 1
|
||||
AudioServer.set_bus_name(sfx, SFX_BUS)
|
||||
AudioServer.set_bus_send(sfx, "Master")
|
||||
AudioServer.set_bus_volume_db(0, linear_to_db_clamped(master_volume))
|
||||
AudioServer.set_bus_mute(0, master_volume <= 0.0)
|
||||
AudioServer.set_bus_volume_db(sfx, linear_to_db_clamped(sfx_volume))
|
||||
AudioServer.set_bus_mute(sfx, sfx_volume <= 0.0)
|
||||
|
||||
|
||||
## Godot's linear_to_db(0) is -inf, which serialises badly and reads as a bug
|
||||
## when it turns up in a log. The clamp is what prevents that -- 0.0001 comes
|
||||
## out at exactly -80dB, far below audible -- so a zero or a negative from a
|
||||
## corrupt settings file lands there rather than at negative infinity. Actual
|
||||
## silence is the bus mute flag, set alongside this.
|
||||
static func linear_to_db_clamped(linear: float) -> float:
|
||||
return linear_to_db(clampf(linear, 0.0001, 1.0))
|
||||
|
||||
|
||||
# --- Input -------------------------------------------------------------------
|
||||
|
||||
## Snapshot the project's own bindings. Called before anything overrides them,
|
||||
## and only once -- a second call after an override would capture the override.
|
||||
static func _capture_defaults() -> void:
|
||||
if _defaults_captured:
|
||||
return
|
||||
_defaults_captured = true
|
||||
for entry in REBINDABLE:
|
||||
var action := String(entry[0])
|
||||
if not InputMap.has_action(action):
|
||||
continue
|
||||
var events := InputMap.action_get_events(action)
|
||||
if not events.is_empty():
|
||||
_defaults[action] = _describe(events[0])
|
||||
|
||||
|
||||
## Rewrite the InputMap from [member bindings]. Actions with no override are
|
||||
## restored to what the project shipped, so clearing one binding cannot leave a
|
||||
## previous session's choice behind.
|
||||
static func apply_input() -> void:
|
||||
_capture_defaults()
|
||||
for entry in REBINDABLE:
|
||||
var action := String(entry[0])
|
||||
if not InputMap.has_action(action):
|
||||
continue
|
||||
var described: Dictionary = bindings.get(action, _defaults.get(action, {}))
|
||||
var event := _event_from(described)
|
||||
if event == null:
|
||||
continue
|
||||
# Replacing every event rather than the first: an action that kept its
|
||||
# alternates would still answer to the key the player just moved away
|
||||
# from, which reads as the rebind not having worked.
|
||||
InputMap.action_erase_events(action)
|
||||
InputMap.action_add_event(action, event)
|
||||
|
||||
|
||||
## Assign [param event] to [param action]. Returns the action it collided with,
|
||||
## or an empty string on success -- one key doing two things is a broken
|
||||
## control scheme, so it is refused rather than silently accepted.
|
||||
static func rebind(action: String, event: InputEvent) -> String:
|
||||
var described := _describe(event)
|
||||
if described.is_empty():
|
||||
return action
|
||||
for entry in REBINDABLE:
|
||||
var other := String(entry[0])
|
||||
if other == action:
|
||||
continue
|
||||
if current_binding(other) == described:
|
||||
return other
|
||||
bindings[action] = described
|
||||
apply_input()
|
||||
save()
|
||||
return ""
|
||||
|
||||
|
||||
static func reset_bindings() -> void:
|
||||
bindings.clear()
|
||||
apply_input()
|
||||
save()
|
||||
|
||||
|
||||
## What [param action] is bound to right now: the override if there is one,
|
||||
## otherwise what the project shipped.
|
||||
static func current_binding(action: String) -> Dictionary:
|
||||
_capture_defaults()
|
||||
return bindings.get(action, _defaults.get(action, {}))
|
||||
|
||||
|
||||
static func binding_label(action: String) -> String:
|
||||
return describe_label(current_binding(action))
|
||||
|
||||
|
||||
static func describe_label(described: Dictionary) -> String:
|
||||
match String(described.get("type", "")):
|
||||
"key":
|
||||
var code := int(described.get("code", 0))
|
||||
# 0 is not a key. _event_from refuses to build one, so a stored 0
|
||||
# never reaches the input map -- but it would render as a blank
|
||||
# button, which looks like a bound key with no name.
|
||||
if code == 0:
|
||||
return "unbound"
|
||||
return OS.get_keycode_string(_layout_keycode(code))
|
||||
"mouse":
|
||||
match int(described.get("code", 0)):
|
||||
MOUSE_BUTTON_LEFT: return "Mouse Left"
|
||||
MOUSE_BUTTON_RIGHT: return "Mouse Right"
|
||||
MOUSE_BUTTON_MIDDLE: return "Mouse Middle"
|
||||
return "Mouse %d" % int(described["code"])
|
||||
return "unbound"
|
||||
|
||||
|
||||
## Bindings are stored as PHYSICAL keycodes, so they follow key position rather
|
||||
## than layout -- the same choice tools/setup_input_map.gd makes. The label is
|
||||
## translated back through the active layout so an AZERTY player reads "A" for
|
||||
## the key their fingers are on, rather than the QWERTY name of that position.
|
||||
##
|
||||
## The translation is skipped on a display server that has no keyboard, which
|
||||
## is headless: the call is not merely unsupported there, it pushes an engine
|
||||
## error and hands the argument straight back, so asking is worse than not.
|
||||
## There is no feature flag to test for it.
|
||||
static func _layout_keycode(physical: int) -> int:
|
||||
if physical == 0 or DisplayServer.get_name() == "headless":
|
||||
return physical
|
||||
return DisplayServer.keyboard_get_keycode_from_physical(physical)
|
||||
|
||||
|
||||
## Only keys and mouse buttons are accepted. A rebind listener that took any
|
||||
## InputEvent would happily capture mouse MOTION the instant the player moved
|
||||
## the mouse, which is not a binding anyone meant to make.
|
||||
static func is_bindable(event: InputEvent) -> bool:
|
||||
return not _describe(event).is_empty()
|
||||
|
||||
|
||||
static func _describe(event: InputEvent) -> Dictionary:
|
||||
if event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
var code := key.physical_keycode if key.physical_keycode != 0 else key.keycode
|
||||
if code == 0:
|
||||
return {}
|
||||
return {"type": "key", "code": int(code)}
|
||||
if event is InputEventMouseButton:
|
||||
return {"type": "mouse", "code": int((event as InputEventMouseButton).button_index)}
|
||||
return {}
|
||||
|
||||
|
||||
static func _event_from(described: Dictionary) -> InputEvent:
|
||||
match String(described.get("type", "")):
|
||||
"key":
|
||||
var k := InputEventKey.new()
|
||||
# device -1 is the only value that matches input from a real
|
||||
# device; a freshly constructed event defaults to 16, which
|
||||
# silently matches nothing. See tools/setup_input_map.gd.
|
||||
k.device = -1
|
||||
k.physical_keycode = int(described.get("code", 0))
|
||||
return k if k.physical_keycode != 0 else null
|
||||
"mouse":
|
||||
var m := InputEventMouseButton.new()
|
||||
m.device = -1
|
||||
m.button_index = int(described.get("code", 0))
|
||||
return m if m.button_index != 0 else null
|
||||
return null
|
||||
@@ -0,0 +1 @@
|
||||
uid://pdbmt03hxfum
|
||||
@@ -139,6 +139,13 @@ const PARALLEL_OFFSET := 15.0
|
||||
const SPLIT_ANGLE_DEG := 45.0
|
||||
## How long one dose of Poison takes to deliver its damage.
|
||||
const POISON_DURATION_TICKS := 600 # 10 seconds
|
||||
## How near its preferred distance a CHASE boss counts as "there".
|
||||
##
|
||||
## Without a dead band the sign of the correction flips every tick once it
|
||||
## arrives, and the boss buzzes on the spot at 60Hz. Small in world units, and
|
||||
## unmistakable on screen.
|
||||
const BOSS_CHASE_DEADBAND := 8.0
|
||||
|
||||
## How close to the hub's upgrade NPC you must stand to spend a choice.
|
||||
## Enforced on the server, like the portal: standing somewhere is the only
|
||||
## thing a client cannot lie about.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=9 format=3]
|
||||
[gd_scene load_steps=11 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/view/game_scene.gd" id="1"]
|
||||
[ext_resource type="Script" path="res://src/view/world_view.gd" id="2"]
|
||||
@@ -8,6 +8,8 @@
|
||||
[ext_resource type="Script" path="res://src/view/sfx.gd" id="6"]
|
||||
[ext_resource type="Script" path="res://src/ui/character_select.gd" id="7"]
|
||||
[ext_resource type="Script" path="res://src/ui/upgrade_screen.gd" id="8"]
|
||||
[ext_resource type="Script" path="res://src/ui/settings_screen.gd" id="9"]
|
||||
[ext_resource type="Script" path="res://src/ui/credits_screen.gd" id="10"]
|
||||
|
||||
[node name="Game" type="Node2D"]
|
||||
script = ExtResource("1")
|
||||
@@ -33,3 +35,9 @@ script = ExtResource("7")
|
||||
|
||||
[node name="UpgradeScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("8")
|
||||
|
||||
[node name="SettingsScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("9")
|
||||
|
||||
[node name="CreditsScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("10")
|
||||
|
||||
@@ -66,7 +66,9 @@ static func make_dungeon(instance_id: int, dungeon_seed: int, dungeon_depth: int
|
||||
inst.depth = maxi(dungeon_depth, 1)
|
||||
inst.dungeon_id = dungeon if not dungeon.is_empty() else Dungeons.default_id()
|
||||
inst.world = SimWorld.new(dungeon_seed)
|
||||
var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed, inst.depth)
|
||||
var flavour := Dungeons.get_or_default(inst.dungeon_id)
|
||||
var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed,
|
||||
inst.depth, flavour.arena)
|
||||
inst.world.set_map(built["grid"])
|
||||
inst.rooms = built["rooms"]
|
||||
inst.boss_spawn = built["boss_pos"]
|
||||
|
||||
@@ -10,6 +10,8 @@ const GAME_SCENE := preload("res://src/game.tscn")
|
||||
const CONNECT_TIMEOUT_SEC := 8.0
|
||||
|
||||
var _menu: Control = null
|
||||
var _settings: CanvasLayer = null
|
||||
var _credits: CanvasLayer = null
|
||||
var _game: Node = null
|
||||
var _ticks: int = 0
|
||||
var _connecting: bool = false
|
||||
@@ -23,6 +25,10 @@ func _ready() -> void:
|
||||
# engine default and would silently desync server and client if that
|
||||
# default ever changed.
|
||||
Engine.physics_ticks_per_second = SimConfig.TICK_RATE
|
||||
# Bindings and volumes, before anything can read the input map or play a
|
||||
# sound. A dedicated server has neither, so it does not pay for them.
|
||||
if not GameOpts.is_server:
|
||||
Settings.load_and_apply()
|
||||
Net.state_changed.connect(_on_net_state)
|
||||
|
||||
if GameOpts.is_server:
|
||||
@@ -63,6 +69,7 @@ func _show_menu() -> void:
|
||||
_menu = preload("res://src/ui/main_menu.gd").new()
|
||||
_menu.join_requested.connect(_join)
|
||||
_menu.host_requested.connect(_host_and_play)
|
||||
_menu.settings_requested.connect(_open_settings)
|
||||
add_child(_menu)
|
||||
# Unconditional, and the reason this is not an early-return when the menu
|
||||
# already exists: a failed connection returns here with the buttons still
|
||||
@@ -139,6 +146,25 @@ func _enter_game() -> void:
|
||||
add_child(_game)
|
||||
|
||||
|
||||
## The main menu's copy of the settings screen. The in-game menu has its own --
|
||||
## they are the same screen, and neither exists while the other is on display.
|
||||
func _open_settings() -> void:
|
||||
if _settings == null:
|
||||
_settings = preload("res://src/ui/settings_screen.gd").new()
|
||||
_settings.closed.connect(func() -> void: _settings.visible = false)
|
||||
_settings.credits_requested.connect(_open_credits)
|
||||
add_child(_settings)
|
||||
_settings.open()
|
||||
|
||||
|
||||
func _open_credits() -> void:
|
||||
if _credits == null:
|
||||
_credits = preload("res://src/ui/credits_screen.gd").new()
|
||||
_credits.closed.connect(func() -> void: _credits.visible = false)
|
||||
add_child(_credits)
|
||||
_credits.open()
|
||||
|
||||
|
||||
func _clear_game() -> void:
|
||||
if _game != null:
|
||||
_game.queue_free()
|
||||
|
||||
@@ -625,10 +625,27 @@ func inventory_full() -> bool:
|
||||
return true
|
||||
|
||||
|
||||
## The boss, interpolated between the last two snapshots exactly like every
|
||||
## other actor.
|
||||
##
|
||||
## It used to be handed back raw, which meant it jumped to each new snapshot the
|
||||
## moment it arrived -- a visible step three times slower than the frame rate.
|
||||
## Nobody noticed while every boss stood still. The first one that moved looked
|
||||
## broken.
|
||||
func boss_state() -> Dictionary:
|
||||
if snap_curr.is_empty() or snap_curr.get("boss") == null:
|
||||
return {}
|
||||
return snap_curr["boss"]
|
||||
var rec: Dictionary = (snap_curr["boss"] as Dictionary).duplicate()
|
||||
if snap_prev.is_empty() or snap_prev.get("boss") == null:
|
||||
return rec
|
||||
var old: Dictionary = snap_prev["boss"]
|
||||
# Only between the same boss. Across an instance change the previous
|
||||
# snapshot describes a different fight in a different room, and lerping to
|
||||
# it would fling the new boss across the map for one frame.
|
||||
if int(old["id"]) != int(rec["id"]):
|
||||
return rec
|
||||
rec["pos"] = (old["pos"] as Vector2).lerp(rec["pos"], _interp)
|
||||
return rec
|
||||
|
||||
|
||||
func _interpolated(list_key: String, id_key: String, exclude: Array) -> Array[Dictionary]:
|
||||
|
||||
@@ -299,12 +299,10 @@ func _enter_world_as(peer_id: int, c: Character) -> void:
|
||||
peer_characters[peer_id] = c.id
|
||||
peer_names[peer_id] = c.display_name
|
||||
store.set_last_played(account, c.id)
|
||||
# _place adopts, so the old three-line adopt/reset/adopt dance here is gone:
|
||||
# it existed to work around reset_for_instance clobbering the health that
|
||||
# adopt had just computed, and both now derive it the same way.
|
||||
_place(peer_id, lobby)
|
||||
var p: SimPlayer = lobby.world.players.get(peer_id)
|
||||
if p != null:
|
||||
p.adopt(c)
|
||||
p.reset_for_instance(lobby.world.spawn_point, 0)
|
||||
p.adopt(c)
|
||||
GameLog.info("server", "peer %d playing '%s' (level %d)"
|
||||
% [peer_id, c.display_name, c.level])
|
||||
_send_upgrades(peer_id)
|
||||
@@ -381,6 +379,13 @@ func instance_of(peer_id: int) -> Instance:
|
||||
func _place(peer_id: int, inst: Instance) -> void:
|
||||
inst.add_peer(peer_id, peer_names.get(peer_id, "player"))
|
||||
peer_instance[peer_id] = inst.id
|
||||
# The world hands back a BLANK player -- level 1, base stats, empty bag --
|
||||
# because SimWorld knows nothing about characters. Giving it back its
|
||||
# character is this layer's job, and for a long time it only happened on
|
||||
# character select: every portal and every escape quietly reset the player
|
||||
# to level 1 with no upgrades and nothing carried. The record on disk was
|
||||
# always correct, which is what made it look like a display bug.
|
||||
_adopt_character(peer_id, inst)
|
||||
# Size only: the seed stays server-side, or a client could rebuild the map.
|
||||
peer_chunks[peer_id] = {}
|
||||
Net.send_enter_instance(peer_id, inst.id, int(inst.kind), inst.world.tick,
|
||||
@@ -400,6 +405,26 @@ func _place(peer_id: int, inst: Instance) -> void:
|
||||
inst.exit_countdown_seconds(), peer_id))
|
||||
|
||||
|
||||
## Give the player in [param inst] the character its peer is playing.
|
||||
##
|
||||
## The one place a character record becomes a live player, so there is a single
|
||||
## thing to get right rather than one per transition.
|
||||
func _adopt_character(peer_id: int, inst: Instance) -> void:
|
||||
var account: int = peer_accounts.get(peer_id, AuthProvider.NO_ACCOUNT)
|
||||
var character_id: String = peer_characters.get(peer_id, "")
|
||||
if account == AuthProvider.NO_ACCOUNT or character_id.is_empty():
|
||||
return # authenticated but still at the roster screen
|
||||
var c := store.get_character(account, character_id)
|
||||
var p: SimPlayer = inst.world.players.get(peer_id)
|
||||
if c == null or p == null:
|
||||
return
|
||||
p.adopt(c)
|
||||
# Arriving anywhere is a fresh start. adopt() only clamps health down to the
|
||||
# new ceiling, which would leave a character whose upgrades RAISED it
|
||||
# arriving wounded for no reason.
|
||||
p.hp = p.max_hp
|
||||
|
||||
|
||||
func _transfer(peer_id: int, to: Instance) -> void:
|
||||
var from := instance_of(peer_id)
|
||||
if from != null:
|
||||
@@ -558,7 +583,9 @@ func _grant_xp(peer_id: int, amount: int) -> void:
|
||||
if p != null:
|
||||
var before := p.max_hp
|
||||
p.level = c.level
|
||||
p.max_hp = c.max_hp()
|
||||
# Derived rather than copied from the character, so there is one
|
||||
# formula for maximum health and not two that can disagree.
|
||||
p.recompute_max_hp()
|
||||
p.hp = mini(p.hp + (p.max_hp - before), p.max_hp)
|
||||
GameLog.info("server", "peer %d reached level %d (%d choice(s) pending)"
|
||||
% [peer_id, c.level, c.pending_choices])
|
||||
|
||||
@@ -19,10 +19,11 @@ extends RefCounted
|
||||
## Generation is still deterministic from (kind, seed, depth), which is what
|
||||
## makes a bad run reproducible from its log line; tests/unit/test_map_gen.gd
|
||||
## pins that.
|
||||
static func build(kind: Protocol.InstanceKind, seed_value: int, depth: int) -> Dictionary:
|
||||
static func build(kind: Protocol.InstanceKind, seed_value: int, depth: int,
|
||||
arena: StringName = &"") -> Dictionary:
|
||||
if kind == Protocol.InstanceKind.LOBBY:
|
||||
return _build_lobby()
|
||||
return generate(seed_value, depth)
|
||||
return generate(seed_value, depth, arena)
|
||||
|
||||
|
||||
static func _build_lobby() -> Dictionary:
|
||||
@@ -71,7 +72,11 @@ static func _build_lobby() -> Dictionary:
|
||||
|
||||
## Result keys: grid, rooms (Array[Rect2i]), spawn (Vector2), boss_pos
|
||||
## (Vector2), boss_room (Rect2i).
|
||||
static func generate(seed_value: int, depth: int) -> Dictionary:
|
||||
## [param arena] names the boss arena to stamp, and therefore which boss the run
|
||||
## ends with. Empty leaves it to the seed, which is what the Proving Grounds
|
||||
## wants and nothing else does -- for a real dungeon the boss is the thing a
|
||||
## player chose at the portal.
|
||||
static func generate(seed_value: int, depth: int, arena: StringName = &"") -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed_value
|
||||
var d := maxi(depth, 1)
|
||||
@@ -86,16 +91,17 @@ static func generate(seed_value: int, depth: int) -> Dictionary:
|
||||
|
||||
# The boss arena is placed first and everything else works around it, so a
|
||||
# generated corridor can never carve through the authored fight.
|
||||
# Which arena -- and therefore which boss -- comes from the SEED, not the
|
||||
# depth. Depth is a dev flag that nothing in play raises, so keying the
|
||||
# arena to it meant the second boss existed and no player could ever reach
|
||||
# it. Every run rolls a fresh seed, so this is a coin flip per dungeon.
|
||||
var arena := &"warden_hall" if posmod(seed_value, 2) == 0 else &"choir_vault"
|
||||
var stamp := Rooms.warden_hall() if arena == &"warden_hall" else Rooms.choir_vault()
|
||||
# Normally the dungeon says which arena it is; only the test harness leaves
|
||||
# it open, and then the seed decides.
|
||||
var chosen := arena
|
||||
if chosen.is_empty():
|
||||
chosen = &"warden_hall" if posmod(seed_value, 2) == 0 else &"choir_vault"
|
||||
var stamp := Rooms.warden_hall() if chosen == &"warden_hall" else Rooms.choir_vault()
|
||||
var bs := Rooms.size_of(stamp)
|
||||
var boss_origin := Vector2i(w - bs.x - 2, (h - bs.y) / 2)
|
||||
var markers := Rooms.stamp(grid, stamp, boss_origin)
|
||||
var boss_room := Rect2i(boss_origin, bs)
|
||||
var arena_id := chosen
|
||||
|
||||
var boss_pos := grid.tile_centre(
|
||||
boss_origin.x + bs.x / 2, boss_origin.y + bs.y / 2)
|
||||
@@ -165,7 +171,7 @@ static func generate(seed_value: int, depth: int) -> Dictionary:
|
||||
# Which boss lives here follows from WHICH arena was stamped. Choosing
|
||||
# it anywhere else would let a dungeon put the Cantor in the Warden's
|
||||
# hall, where its patterns assume geometry that is not there.
|
||||
"boss_id": Rooms.boss_for_arena(arena),
|
||||
"boss_id": Rooms.boss_for_arena(arena_id),
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -613,7 +613,12 @@ func _move_boss(phase: BossPhase) -> void:
|
||||
# Signed, so it backs off when you close inside its preferred
|
||||
# distance. A boss that ends up standing on you is a boss whose
|
||||
# bullets you cannot see coming.
|
||||
step = (to_player / gap) * signf(gap - phase.move_param) * phase.move_speed * dt
|
||||
var error := gap - phase.move_param
|
||||
# Close enough. Without this the sign flips every tick once it
|
||||
# arrives and the boss buzzes on the spot at the tick rate.
|
||||
if absf(error) <= SimConfig.BOSS_CHASE_DEADBAND:
|
||||
return
|
||||
step = (to_player / gap) * signf(error) * phase.move_speed * dt
|
||||
BossPhase.Move.WAYPOINTS:
|
||||
if phase.waypoints.is_empty():
|
||||
return
|
||||
|
||||
@@ -24,8 +24,7 @@ var _selected: String = ""
|
||||
func _ready() -> void:
|
||||
layer = 30
|
||||
_rng.randomize()
|
||||
var root := Control.new()
|
||||
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
var root := UiTheme.themed_root()
|
||||
add_child(root)
|
||||
|
||||
var scrim := ColorRect.new()
|
||||
@@ -37,10 +36,15 @@ func _ready() -> void:
|
||||
centre.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
root.add_child(centre)
|
||||
|
||||
# A panel, so a dialog reads as a thing laid over the world rather
|
||||
# than as text floating on a dimmed one.
|
||||
var frame := UiTheme.dialog_panel()
|
||||
centre.add_child(frame)
|
||||
|
||||
var panel := VBoxContainer.new()
|
||||
panel.custom_minimum_size = Vector2(460.0, 0.0)
|
||||
panel.add_theme_constant_override("separation", 8)
|
||||
centre.add_child(panel)
|
||||
frame.add_child(panel)
|
||||
|
||||
_title = Label.new()
|
||||
_title.text = "CHARACTERS"
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
extends CanvasLayer
|
||||
## Attribution, in the game rather than only in the repository.
|
||||
##
|
||||
## CC BY 4.0 requires credit "in any reasonable manner", and a markdown file
|
||||
## nobody who downloads a build will ever see does not clear that bar. Two of
|
||||
## the packs the game ships are CC BY, so this screen is a licence obligation
|
||||
## and not a nicety -- which is why its contents come from [Credits] and a test
|
||||
## asserts nothing in there is missing from it.
|
||||
|
||||
signal closed
|
||||
|
||||
var _list: VBoxContainer
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 34
|
||||
visible = false
|
||||
var root := UiTheme.themed_root()
|
||||
add_child(root)
|
||||
|
||||
var scrim := ColorRect.new()
|
||||
scrim.color = Color(0.03, 0.03, 0.06, 0.95)
|
||||
scrim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
scrim.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
root.add_child(scrim)
|
||||
|
||||
var centre := CenterContainer.new()
|
||||
centre.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
root.add_child(centre)
|
||||
|
||||
# A panel, so a dialog reads as a thing laid over the world rather
|
||||
# than as text floating on a dimmed one.
|
||||
var frame := UiTheme.dialog_panel()
|
||||
centre.add_child(frame)
|
||||
|
||||
var panel := VBoxContainer.new()
|
||||
panel.custom_minimum_size = Vector2(620.0, 0.0)
|
||||
panel.add_theme_constant_override("separation", 8)
|
||||
frame.add_child(panel)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "CREDITS"
|
||||
title.add_theme_font_size_override("font_size", 26)
|
||||
panel.add_child(title)
|
||||
|
||||
var intro := Label.new()
|
||||
intro.text = "Third-party work this game is built from. " \
|
||||
+ "Credited whether or not the licence asks."
|
||||
intro.add_theme_font_size_override("font_size", 12)
|
||||
intro.add_theme_color_override("font_color", Color(0.6, 0.65, 0.78))
|
||||
intro.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
intro.custom_minimum_size = Vector2(620.0, 0.0)
|
||||
panel.add_child(intro)
|
||||
|
||||
var scroll := ScrollContainer.new()
|
||||
scroll.custom_minimum_size = Vector2(620.0, 340.0)
|
||||
panel.add_child(scroll)
|
||||
_list = VBoxContainer.new()
|
||||
_list.custom_minimum_size = Vector2(600.0, 0.0)
|
||||
_list.add_theme_constant_override("separation", 12)
|
||||
scroll.add_child(_list)
|
||||
for entry in Credits.SOURCES:
|
||||
_add_entry(entry)
|
||||
|
||||
var close := Button.new()
|
||||
close.text = "Close"
|
||||
close.custom_minimum_size = Vector2(160.0, 34.0)
|
||||
close.pressed.connect(func() -> void: closed.emit())
|
||||
panel.add_child(close)
|
||||
|
||||
|
||||
func _add_entry(entry: Dictionary) -> void:
|
||||
var block := VBoxContainer.new()
|
||||
block.add_theme_constant_override("separation", 1)
|
||||
_list.add_child(block)
|
||||
|
||||
var heading := Label.new()
|
||||
heading.text = "%s — %s" % [entry["name"], entry["author"]]
|
||||
heading.add_theme_font_size_override("font_size", 16)
|
||||
block.add_child(heading)
|
||||
|
||||
var detail := Label.new()
|
||||
var licence := String(entry["licence"])
|
||||
var link := Credits.licence_url(licence)
|
||||
# The licence LINK, not just its name: CC BY asks for one, and a player
|
||||
# reading this screen has no other way to reach the terms.
|
||||
detail.text = "%s · %s%s\n%s" % [
|
||||
entry["used_for"], licence,
|
||||
" · " + link if not link.is_empty() else "",
|
||||
entry["url"]]
|
||||
detail.add_theme_font_size_override("font_size", 12)
|
||||
detail.add_theme_color_override("font_color", Color(0.62, 0.67, 0.8))
|
||||
detail.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
detail.custom_minimum_size = Vector2(600.0, 0.0)
|
||||
block.add_child(detail)
|
||||
|
||||
|
||||
func open() -> void:
|
||||
visible = true
|
||||
@@ -0,0 +1 @@
|
||||
uid://bo3xikvfahke5
|
||||
@@ -10,6 +10,7 @@ signal resumed
|
||||
signal return_to_hub_requested
|
||||
signal disconnect_requested
|
||||
signal characters_requested
|
||||
signal settings_requested
|
||||
|
||||
var _panel: VBoxContainer
|
||||
var _hub_button: Button
|
||||
@@ -22,8 +23,7 @@ var _open: bool = false
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 20
|
||||
var root := Control.new()
|
||||
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
var root := UiTheme.themed_root()
|
||||
add_child(root)
|
||||
|
||||
# Dim the game behind the menu so it is obvious the world is still running.
|
||||
@@ -37,10 +37,15 @@ func _ready() -> void:
|
||||
center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
root.add_child(center)
|
||||
|
||||
# A panel, so a dialog reads as a thing laid over the world rather
|
||||
# than as text floating on a dimmed one.
|
||||
var frame := UiTheme.dialog_panel()
|
||||
center.add_child(frame)
|
||||
|
||||
_panel = VBoxContainer.new()
|
||||
_panel.custom_minimum_size = Vector2(320.0, 0.0)
|
||||
_panel.add_theme_constant_override("separation", 10)
|
||||
center.add_child(_panel)
|
||||
frame.add_child(_panel)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "PAUSED"
|
||||
@@ -60,6 +65,9 @@ func _ready() -> void:
|
||||
_characters_button = _button("Change character", func() -> void:
|
||||
characters_requested.emit()
|
||||
close())
|
||||
_button("Settings", func() -> void:
|
||||
settings_requested.emit()
|
||||
close())
|
||||
_button("Resume", func() -> void: close())
|
||||
_disconnect_button = _button("Disconnect to menu", func() -> void:
|
||||
disconnect_requested.emit()
|
||||
|
||||
@@ -6,8 +6,17 @@ const MARGIN := 24.0
|
||||
const BAR_W := 260.0
|
||||
const BAR_H := 16.0
|
||||
## Inventory slot box, and the gap between boxes.
|
||||
const SLOT := 46.0
|
||||
##
|
||||
## Exactly twice the 32px source sprite. A non-integer scale on pixel art with
|
||||
## nearest filtering gives uneven pixel widths, which on a 1px border reads as
|
||||
## a wobble along the edge of every slot.
|
||||
const SLOT := 64.0
|
||||
const SLOT_GAP := 8.0
|
||||
## Source-pixel width of the caps on the bar sprite. The bar is stretched only
|
||||
## horizontally, so the ends are drawn at their own size and the middle takes
|
||||
## whatever is left -- a plain stretched draw would smear a 1px border out to
|
||||
## eight.
|
||||
const BAR_CAP := 6.0
|
||||
## How far above the bottom of the screen the inventory row sits.
|
||||
const SLOT_BOTTOM := 26.0
|
||||
|
||||
@@ -31,6 +40,7 @@ func _ready() -> void:
|
||||
# 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)
|
||||
UiTheme.apply_to(_canvas)
|
||||
_canvas.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
_canvas.draw.connect(_draw_hud)
|
||||
add_child(_canvas)
|
||||
@@ -44,7 +54,10 @@ func _ready() -> void:
|
||||
# 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
|
||||
# Above the inventory row, not through it. Derived from the row's own
|
||||
# geometry rather than written down, because the slots grew from 46px to 64
|
||||
# and a hardcoded -56 put the control hints straight across them.
|
||||
_hint.offset_top = -(SLOT_BOTTOM + SLOT + 34.0)
|
||||
|
||||
# A real Button rather than something drawn in _draw_hud: this is the one
|
||||
# HUD element the player has to actually click, and it starts disabled so
|
||||
@@ -126,13 +139,13 @@ func _draw_hud() -> void:
|
||||
var origin := Vector2(MARGIN, MARGIN + 28.0)
|
||||
_bar(origin, float(client.my_hp) / float(maxi(client.my_max_hp, 1)),
|
||||
Color(0.35, 0.9, 0.6), Color(0.1, 0.15, 0.18))
|
||||
_draw_xp_bar(origin + Vector2(0.0, BAR_H + 3.0))
|
||||
_draw_xp_bar(origin + Vector2(0.0, BAR_H + 4.0))
|
||||
|
||||
if client.my_escaping:
|
||||
_bar(origin + Vector2(0.0, BAR_H + 8.0), client.my_escape,
|
||||
_bar(origin + Vector2(0.0, (BAR_H + 4.0) * 2.0), client.my_escape,
|
||||
Color(0.5, 0.85, 1.0), Color(0.1, 0.15, 0.2))
|
||||
_canvas.draw_string(ThemeDB.fallback_font,
|
||||
origin + Vector2(BAR_W + 12.0, BAR_H + 8.0 + BAR_H),
|
||||
origin + Vector2(BAR_W + 12.0, (BAR_H + 4.0) * 2.0 + BAR_H - 3.0),
|
||||
"ESCAPING", HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color(0.5, 0.85, 1.0))
|
||||
|
||||
_draw_boss_bar()
|
||||
@@ -195,15 +208,15 @@ func _draw_inventory() -> void:
|
||||
var at := origin + Vector2(float(i) * (SLOT + SLOT_GAP), 0.0)
|
||||
var item := Items.by_index(int(client.my_inventory[i]))
|
||||
var def := Items.get_def(item)
|
||||
var frame_col := Color(0.55, 0.6, 0.72, 0.75) if i == held \
|
||||
else Color(0.3, 0.33, 0.42, 0.6)
|
||||
_canvas.draw_rect(Rect2(at, Vector2(SLOT, SLOT)), Color(0.07, 0.08, 0.12, 0.72))
|
||||
_canvas.draw_rect(Rect2(at, Vector2(SLOT, SLOT)), frame_col, false, 1.5)
|
||||
# The held slot uses the pack's pressed-in slot art rather than a
|
||||
# recoloured border, so "this is the one the key is on" reads the same
|
||||
# way every other pressed thing in the interface does.
|
||||
var slot_art := UiTheme.texture("slot_active" if i == held else "slot")
|
||||
_canvas.draw_texture_rect(slot_art, Rect2(at, Vector2(SLOT, SLOT)), false)
|
||||
# The slot number, because the key that uses it is the only thing the
|
||||
# player actually needs to know about a slot.
|
||||
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(4.0, 13.0),
|
||||
str(i + 1), HORIZONTAL_ALIGNMENT_LEFT, -1, 11,
|
||||
Color(0.5, 0.55, 0.68))
|
||||
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(6.0, 17.0),
|
||||
str(i + 1), HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiTheme.INK_DIM)
|
||||
if def == null:
|
||||
continue
|
||||
var icon := Art.item_icon(item)
|
||||
@@ -248,13 +261,12 @@ func _draw_xp_bar(at: Vector2) -> void:
|
||||
var capped := level >= Progression.MAX_LEVEL
|
||||
var progress := Progression.level_progress(client.my_total_xp)
|
||||
var tint := Color(1.0, 0.85, 0.4) if capped else Color(0.6, 0.55, 1.0)
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 5.0)), Color(0.1, 0.12, 0.18))
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 5.0)), tint)
|
||||
_bar(at, progress, tint, Color.BLACK)
|
||||
# The number as well as the bar: "how far to the next level" is a question
|
||||
# a bar answers vaguely and a percentage answers exactly.
|
||||
var text := "MAX" if capped else "%d%% to level %d" % [
|
||||
int(floor(progress * 100.0)), level + 1]
|
||||
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 6.0),
|
||||
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 13.0),
|
||||
text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, tint)
|
||||
|
||||
|
||||
@@ -299,8 +311,13 @@ func _draw_boss_bar() -> void:
|
||||
var w := 560.0
|
||||
var pos := Vector2((_canvas.size.x - w) * 0.5, MARGIN)
|
||||
var frac := clampf(float(b["hp"]) / float(client.boss_def.max_hp), 0.0, 1.0)
|
||||
_canvas.draw_rect(Rect2(pos, Vector2(w, BAR_H)), Color(0.12, 0.08, 0.1))
|
||||
_canvas.draw_rect(Rect2(pos, Vector2(w * frac, BAR_H)), Color(0.95, 0.35, 0.45))
|
||||
var rect := Rect2(pos, Vector2(w, BAR_H))
|
||||
_hslice(UiTheme.texture("bar"), rect, Color.WHITE)
|
||||
var inner := Rect2(rect.position + Vector2(3.0, 3.0),
|
||||
Vector2((w - 6.0) * frac, BAR_H - 6.0))
|
||||
if inner.size.x > 0.5:
|
||||
_canvas.draw_texture_rect(UiTheme.texture("bar_fill"), inner, false,
|
||||
Color(0.95, 0.35, 0.45))
|
||||
var phase_index := int(b["phase"])
|
||||
var phase_name := ""
|
||||
if phase_index < client.boss_def.phases.size():
|
||||
@@ -310,9 +327,45 @@ func _draw_boss_bar() -> void:
|
||||
HORIZONTAL_ALIGNMENT_LEFT, -1, 14, Color(1.0, 0.75, 0.8))
|
||||
|
||||
|
||||
func _bar(pos: Vector2, frac: float, fill: Color, back: Color) -> void:
|
||||
_canvas.draw_rect(Rect2(pos, Vector2(BAR_W, BAR_H)), back)
|
||||
_canvas.draw_rect(Rect2(pos, Vector2(BAR_W * clampf(frac, 0.0, 1.0), BAR_H)), fill)
|
||||
## A bar in the pack's art: the frame stretched horizontally, the fill tinted.
|
||||
##
|
||||
## [param back] is no longer a colour -- the frame sprite is the background --
|
||||
## but the signature keeps it so callers read the same and a future flat-bar
|
||||
## fallback has somewhere to go.
|
||||
func _bar(pos: Vector2, frac: float, fill: Color, _back: Color) -> void:
|
||||
var rect := Rect2(pos, Vector2(BAR_W, BAR_H))
|
||||
_hslice(UiTheme.texture("bar"), rect, Color.WHITE)
|
||||
var inset := 3.0
|
||||
var inner := Rect2(rect.position + Vector2(inset, inset),
|
||||
Vector2((rect.size.x - inset * 2.0) * clampf(frac, 0.0, 1.0),
|
||||
rect.size.y - inset * 2.0))
|
||||
if inner.size.x > 0.5:
|
||||
# The fill sprite is a flat strip, so tinting it is the whole palette --
|
||||
# one texture covers health, experience, the escape channel and the
|
||||
# boss.
|
||||
_canvas.draw_texture_rect(UiTheme.texture("bar_fill"), inner, false, fill)
|
||||
|
||||
|
||||
## Draw a horizontally stretchable sprite as three slices: left cap, stretched
|
||||
## middle, right cap. Godot's nine-patch lives on nodes rather than on the
|
||||
## immediate-mode API, and the HUD is drawn rather than built out of controls.
|
||||
func _hslice(tex: Texture2D, rect: Rect2, tint: Color) -> void:
|
||||
if tex == null:
|
||||
return
|
||||
var src := Vector2(tex.get_size())
|
||||
var cap := minf(BAR_CAP, src.x * 0.5)
|
||||
var draw_cap := cap * (rect.size.y / src.y)
|
||||
_canvas.draw_texture_rect_region(tex,
|
||||
Rect2(rect.position, Vector2(draw_cap, rect.size.y)),
|
||||
Rect2(0.0, 0.0, cap, src.y), tint)
|
||||
_canvas.draw_texture_rect_region(tex,
|
||||
Rect2(rect.position + Vector2(draw_cap, 0.0),
|
||||
Vector2(maxf(rect.size.x - draw_cap * 2.0, 0.0), rect.size.y)),
|
||||
Rect2(cap, 0.0, src.x - cap * 2.0, src.y), tint)
|
||||
_canvas.draw_texture_rect_region(tex,
|
||||
Rect2(rect.position + Vector2(rect.size.x - draw_cap, 0.0),
|
||||
Vector2(draw_cap, rect.size.y)),
|
||||
Rect2(src.x - cap, 0.0, cap, src.y), tint)
|
||||
|
||||
|
||||
func flash_hit() -> void:
|
||||
|
||||
@@ -4,6 +4,7 @@ extends Control
|
||||
|
||||
signal join_requested(address: String, port: int)
|
||||
signal host_requested(port: int)
|
||||
signal settings_requested
|
||||
|
||||
var _address: LineEdit
|
||||
var _port: LineEdit
|
||||
@@ -23,6 +24,7 @@ func _ready() -> void:
|
||||
# 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)
|
||||
UiTheme.apply_to(self)
|
||||
|
||||
# A CenterContainer recomputes its child's centered position itself, every
|
||||
# time the child's minimum size or the window size changes -- no manual
|
||||
@@ -55,6 +57,11 @@ func _ready() -> void:
|
||||
_host_button.pressed.connect(_on_host)
|
||||
panel.add_child(_host_button)
|
||||
|
||||
var settings := Button.new()
|
||||
settings.text = "Settings"
|
||||
settings.pressed.connect(func() -> void: settings_requested.emit())
|
||||
panel.add_child(settings)
|
||||
|
||||
var quit := Button.new()
|
||||
quit.text = "Quit"
|
||||
quit.pressed.connect(func() -> void: get_tree().quit())
|
||||
|
||||
@@ -0,0 +1,246 @@
|
||||
extends CanvasLayer
|
||||
## Volumes and key bindings.
|
||||
##
|
||||
## Reachable from the main menu and from the in-game menu, and the same screen
|
||||
## both times: settings are local to this client, so there is nothing about the
|
||||
## game's state that should change what it can do.
|
||||
|
||||
signal closed
|
||||
signal credits_requested
|
||||
|
||||
var _rows: Dictionary[String, Button] = {}
|
||||
var _status: Label
|
||||
var _master: HSlider
|
||||
var _sfx: HSlider
|
||||
var _master_value: Label
|
||||
var _sfx_value: Label
|
||||
## The action currently waiting for a key press, or empty.
|
||||
var _listening: String = ""
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
layer = 32
|
||||
visible = false
|
||||
var root := UiTheme.themed_root()
|
||||
add_child(root)
|
||||
|
||||
var scrim := ColorRect.new()
|
||||
scrim.color = Color(0.03, 0.03, 0.06, 0.94)
|
||||
scrim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
scrim.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
root.add_child(scrim)
|
||||
|
||||
var centre := CenterContainer.new()
|
||||
centre.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
root.add_child(centre)
|
||||
|
||||
# A panel, so a dialog reads as a thing laid over the world rather
|
||||
# than as text floating on a dimmed one.
|
||||
var frame := UiTheme.dialog_panel()
|
||||
centre.add_child(frame)
|
||||
|
||||
var panel := VBoxContainer.new()
|
||||
panel.custom_minimum_size = Vector2(520.0, 0.0)
|
||||
panel.add_theme_constant_override("separation", 8)
|
||||
frame.add_child(panel)
|
||||
|
||||
var title := Label.new()
|
||||
title.text = "SETTINGS"
|
||||
title.add_theme_font_size_override("font_size", 26)
|
||||
panel.add_child(title)
|
||||
|
||||
panel.add_child(_heading("SOUND"))
|
||||
var master_row := _slider_row(panel, "Master")
|
||||
_master = master_row[0]
|
||||
_master_value = master_row[1]
|
||||
var sfx_row := _slider_row(panel, "Effects")
|
||||
_sfx = sfx_row[0]
|
||||
_sfx_value = sfx_row[1]
|
||||
|
||||
panel.add_child(_heading("CONTROLS"))
|
||||
_status = Label.new()
|
||||
_status.add_theme_font_size_override("font_size", 12)
|
||||
_status.add_theme_color_override("font_color", Color(1.0, 0.7, 0.5))
|
||||
panel.add_child(_status)
|
||||
|
||||
# Scrolled: thirteen rows is more than fits on a short window, and a list
|
||||
# that runs off the bottom of the screen is a list with unreachable entries.
|
||||
var scroll := ScrollContainer.new()
|
||||
scroll.custom_minimum_size = Vector2(520.0, 300.0)
|
||||
panel.add_child(scroll)
|
||||
var list := VBoxContainer.new()
|
||||
list.custom_minimum_size = Vector2(500.0, 0.0)
|
||||
list.add_theme_constant_override("separation", 3)
|
||||
scroll.add_child(list)
|
||||
for entry in Settings.REBINDABLE:
|
||||
_rows[String(entry[0])] = _binding_row(list, String(entry[0]), String(entry[1]))
|
||||
|
||||
var buttons := HBoxContainer.new()
|
||||
buttons.add_theme_constant_override("separation", 8)
|
||||
panel.add_child(buttons)
|
||||
var reset := Button.new()
|
||||
reset.text = "Reset controls"
|
||||
reset.custom_minimum_size = Vector2(160.0, 34.0)
|
||||
reset.pressed.connect(func() -> void:
|
||||
Settings.reset_bindings()
|
||||
_status.text = "controls reset"
|
||||
refresh())
|
||||
buttons.add_child(reset)
|
||||
var credits := Button.new()
|
||||
credits.text = "Credits"
|
||||
credits.custom_minimum_size = Vector2(160.0, 34.0)
|
||||
credits.pressed.connect(func() -> void: credits_requested.emit())
|
||||
buttons.add_child(credits)
|
||||
var close := Button.new()
|
||||
close.text = "Close"
|
||||
close.custom_minimum_size = Vector2(160.0, 34.0)
|
||||
close.pressed.connect(func() -> void: closed.emit())
|
||||
buttons.add_child(close)
|
||||
|
||||
|
||||
## A section heading on the pack's banner ribbon, so the two halves of this
|
||||
## screen are visibly two sections rather than one long list.
|
||||
## A section heading on the pack's banner ribbon.
|
||||
##
|
||||
## Deliberately narrow and centred rather than stretched across the dialog: at
|
||||
## full width the ribbon stops reading as a label and becomes a bright divider
|
||||
## competing with everything under it.
|
||||
func _heading(text: String) -> Control:
|
||||
var row := CenterContainer.new()
|
||||
var holder := MarginContainer.new()
|
||||
holder.custom_minimum_size = Vector2(210.0, 34.0)
|
||||
row.add_child(holder)
|
||||
var banner := NinePatchRect.new()
|
||||
banner.texture = UiTheme.texture("banner")
|
||||
# The ribbon's tails hang off both ends; stretching through them would
|
||||
# smear the shape, so they are the patch margins and only the body grows.
|
||||
banner.patch_margin_left = 14
|
||||
banner.patch_margin_right = 14
|
||||
banner.patch_margin_top = 8
|
||||
banner.patch_margin_bottom = 8
|
||||
holder.add_child(banner)
|
||||
var l := Label.new()
|
||||
l.text = text
|
||||
l.add_theme_font_size_override("font_size", 13)
|
||||
l.add_theme_color_override("font_color", UiTheme.INK)
|
||||
l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||
l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||||
holder.add_child(l)
|
||||
return row
|
||||
|
||||
|
||||
func _slider_row(parent: Control, label: String) -> Array:
|
||||
var row := HBoxContainer.new()
|
||||
row.add_theme_constant_override("separation", 10)
|
||||
parent.add_child(row)
|
||||
var name_label := Label.new()
|
||||
name_label.text = label
|
||||
name_label.custom_minimum_size = Vector2(90.0, 0.0)
|
||||
row.add_child(name_label)
|
||||
var slider := HSlider.new()
|
||||
slider.min_value = 0.0
|
||||
slider.max_value = 1.0
|
||||
slider.step = 0.05
|
||||
slider.custom_minimum_size = Vector2(340.0, 20.0)
|
||||
row.add_child(slider)
|
||||
var value := Label.new()
|
||||
value.custom_minimum_size = Vector2(50.0, 0.0)
|
||||
row.add_child(value)
|
||||
return [slider, value]
|
||||
|
||||
|
||||
func _binding_row(parent: Control, action: String, label: String) -> Button:
|
||||
var row := HBoxContainer.new()
|
||||
row.add_theme_constant_override("separation", 10)
|
||||
parent.add_child(row)
|
||||
var name_label := Label.new()
|
||||
name_label.text = label
|
||||
name_label.custom_minimum_size = Vector2(260.0, 0.0)
|
||||
row.add_child(name_label)
|
||||
var button := Button.new()
|
||||
button.custom_minimum_size = Vector2(200.0, 30.0)
|
||||
button.pressed.connect(func() -> void: _listen_for(action))
|
||||
row.add_child(button)
|
||||
return button
|
||||
|
||||
|
||||
func open() -> void:
|
||||
visible = true
|
||||
_listening = ""
|
||||
_status.text = ""
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
_master.value = Settings.master_volume
|
||||
_sfx.value = Settings.sfx_volume
|
||||
_master_value.text = "%d%%" % roundi(Settings.master_volume * 100.0)
|
||||
_sfx_value.text = "%d%%" % roundi(Settings.sfx_volume * 100.0)
|
||||
# Connected here rather than in _ready so setting the values above cannot
|
||||
# fire the handler and write the file back on every open.
|
||||
if not _master.value_changed.is_connected(_on_master):
|
||||
_master.value_changed.connect(_on_master)
|
||||
_sfx.value_changed.connect(_on_sfx)
|
||||
for action in _rows:
|
||||
_rows[action].text = "listening..." if action == _listening \
|
||||
else Settings.binding_label(action)
|
||||
|
||||
|
||||
func _on_master(value: float) -> void:
|
||||
Settings.master_volume = value
|
||||
Settings.apply_audio()
|
||||
Settings.save()
|
||||
_master_value.text = "%d%%" % roundi(value * 100.0)
|
||||
|
||||
|
||||
func _on_sfx(value: float) -> void:
|
||||
Settings.sfx_volume = value
|
||||
Settings.apply_audio()
|
||||
Settings.save()
|
||||
_sfx_value.text = "%d%%" % roundi(value * 100.0)
|
||||
|
||||
|
||||
func _listen_for(action: String) -> void:
|
||||
_listening = action
|
||||
_status.text = "press a key or mouse button (Escape cancels)"
|
||||
refresh()
|
||||
|
||||
|
||||
## Captures the next key or mouse button while a row is listening.
|
||||
##
|
||||
## _input rather than _unhandled_input on purpose: the buttons in this screen
|
||||
## consume clicks, and a rebind that could never see a mouse button would be a
|
||||
## rebind that cannot bind Fire.
|
||||
func _input(event: InputEvent) -> void:
|
||||
if not visible or _listening.is_empty():
|
||||
return
|
||||
if event is InputEventKey and not (event as InputEventKey).pressed:
|
||||
return
|
||||
if event is InputEventMouseButton and not (event as InputEventMouseButton).pressed:
|
||||
return
|
||||
if not Settings.is_bindable(event):
|
||||
return
|
||||
get_viewport().set_input_as_handled()
|
||||
var action := _listening
|
||||
_listening = ""
|
||||
# Escape is the way out of a listening row, so it cannot also be captured
|
||||
# by one -- binding the cancel key would leave no way to cancel.
|
||||
if event is InputEventKey \
|
||||
and (event as InputEventKey).physical_keycode == KEY_ESCAPE:
|
||||
_status.text = "cancelled"
|
||||
refresh()
|
||||
return
|
||||
var clash := Settings.rebind(action, event)
|
||||
if clash.is_empty():
|
||||
_status.text = ""
|
||||
else:
|
||||
_status.text = "%s is already %s" % [
|
||||
Settings.binding_label(clash), _label_of(clash)]
|
||||
refresh()
|
||||
|
||||
|
||||
func _label_of(action: String) -> String:
|
||||
for entry in Settings.REBINDABLE:
|
||||
if String(entry[0]) == action:
|
||||
return String(entry[1])
|
||||
return action
|
||||
@@ -0,0 +1 @@
|
||||
uid://m6dfka8r5y2o
|
||||
@@ -31,8 +31,7 @@ var _status: Label
|
||||
func _ready() -> void:
|
||||
layer = 28
|
||||
visible = false
|
||||
var root := Control.new()
|
||||
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
var root := UiTheme.themed_root()
|
||||
add_child(root)
|
||||
|
||||
var scrim := ColorRect.new()
|
||||
@@ -44,10 +43,15 @@ func _ready() -> void:
|
||||
centre.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
root.add_child(centre)
|
||||
|
||||
# A panel, so a dialog reads as a thing laid over the world rather
|
||||
# than as text floating on a dimmed one.
|
||||
var frame := UiTheme.dialog_panel()
|
||||
centre.add_child(frame)
|
||||
|
||||
var panel := VBoxContainer.new()
|
||||
panel.custom_minimum_size = Vector2(760.0, 0.0)
|
||||
panel.add_theme_constant_override("separation", 10)
|
||||
centre.add_child(panel)
|
||||
frame.add_child(panel)
|
||||
|
||||
_title = Label.new()
|
||||
_title.add_theme_font_size_override("font_size", 26)
|
||||
@@ -117,12 +121,16 @@ func refresh(pending: int, offer: Array[StringName], taken: Array[StringName]) -
|
||||
|
||||
func _make_card(index: int, id: StringName) -> Control:
|
||||
var def := Upgrades.get_def(id)
|
||||
var card := VBoxContainer.new()
|
||||
card.custom_minimum_size = Vector2(240.0, 0.0)
|
||||
card.add_theme_constant_override("separation", 6)
|
||||
if def == null:
|
||||
return card
|
||||
return Control.new()
|
||||
var tint: Color = RARITY_COLOURS.get(def.rarity, Color.WHITE)
|
||||
# The rarity is the card's frame, not just a word on it. Three cards side by
|
||||
# side are compared at a glance, and a colour reads faster than a label.
|
||||
var frame := UiTheme.card_panel(tint.lerp(Color(0.10, 0.10, 0.14), 0.72))
|
||||
frame.custom_minimum_size = Vector2(244.0, 0.0)
|
||||
var card := VBoxContainer.new()
|
||||
card.add_theme_constant_override("separation", 6)
|
||||
frame.add_child(card)
|
||||
|
||||
var name_label := Label.new()
|
||||
name_label.text = def.display_name
|
||||
@@ -139,16 +147,15 @@ func _make_card(index: int, id: StringName) -> Control:
|
||||
var body := Label.new()
|
||||
body.text = def.description
|
||||
body.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
body.custom_minimum_size = Vector2(230.0, 96.0)
|
||||
body.custom_minimum_size = Vector2(214.0, 104.0)
|
||||
body.add_theme_font_size_override("font_size", 13)
|
||||
card.add_child(body)
|
||||
|
||||
# Shown on every card, because it applies to every card. The brief asks for
|
||||
# the choice screen to show this buff as well as the upgrade's own effects,
|
||||
# and a player comparing three cards should not have to remember it.
|
||||
# Shown on every card because it applies to every card. Deliberately NOT
|
||||
# labelled "every upgrade": that a flat bonus rides along with all of them
|
||||
# is a design principle, and the player only needs the number.
|
||||
var bonus := Label.new()
|
||||
bonus.text = "+%d%% damage (every upgrade)" % roundi(
|
||||
SimConfig.UPGRADE_DAMAGE_BONUS * 100.0)
|
||||
bonus.text = "+%d%% damage" % roundi(SimConfig.UPGRADE_DAMAGE_BONUS * 100.0)
|
||||
bonus.add_theme_font_size_override("font_size", 12)
|
||||
bonus.add_theme_color_override("font_color", Color(0.55, 0.8, 0.6))
|
||||
card.add_child(bonus)
|
||||
@@ -158,7 +165,7 @@ func _make_card(index: int, id: StringName) -> Control:
|
||||
take.custom_minimum_size = Vector2(0.0, 34.0)
|
||||
take.pressed.connect(func() -> void: choose_requested.emit(index))
|
||||
card.add_child(take)
|
||||
return card
|
||||
return frame
|
||||
|
||||
|
||||
## Counted rather than listed one per line: "Split Shot x3" is the number that
|
||||
|
||||
@@ -140,8 +140,19 @@ static func item_icon(item: StringName) -> Rect2:
|
||||
# still, which is exactly what it looked like on screen.
|
||||
const BULLET_CELL := 16.0
|
||||
const BULLET_FRAMES := 8
|
||||
## Seconds per bullet animation frame.
|
||||
const BULLET_FRAME_SECONDS := 0.08
|
||||
## Which of the sheet's frames is actually drawn.
|
||||
##
|
||||
## One, and always the same one. The sheet's eight frames are a COLOUR cycle
|
||||
## rather than a shape change, and cycling them put a few hundred bullets on
|
||||
## screen all strobing through a palette together -- which is exactly as hard to
|
||||
## look at as it sounds. The bullets turn slowly instead, which reads as motion
|
||||
## without flickering. The other seven frames stay in the atlas because that is
|
||||
## what the source art is; nothing draws them.
|
||||
const BULLET_STILL_FRAME := 0
|
||||
## Radians per second a bullet turns as it travels. Deliberately slow: at this
|
||||
## rate nothing completes a full turn inside its own lifetime, so the effect is
|
||||
## a drift rather than a spin.
|
||||
const BULLET_SPIN_RATE := 0.55
|
||||
|
||||
|
||||
## Region for a bullet kind at an animation frame.
|
||||
|
||||
@@ -9,6 +9,11 @@ extends Node2D
|
||||
## carries a single texture, and each kind needs a different region of the sprite
|
||||
## sheet. Four kinds means four draw calls, which is nothing, and it avoids a
|
||||
## custom shader passing UV offsets through per-instance custom data.
|
||||
##
|
||||
## Bullets do not animate. The sheet's frames are a colour cycle, and running it
|
||||
## meant every bullet on screen strobed through a palette in unison -- unreadable
|
||||
## with a few hundred of them in the air. Each bullet turns slowly as it flies
|
||||
## instead, which is motion you can look at. See Art.BULLET_STILL_FRAME.
|
||||
|
||||
## Used only in fallback mode, where every bullet is the same generated dot and
|
||||
## colour is the only thing distinguishing a kind.
|
||||
@@ -20,9 +25,8 @@ const _FALLBACK_COLOURS: Array[Color] = [
|
||||
]
|
||||
|
||||
var _layers: Array[MultiMeshInstance2D] = []
|
||||
## [kind][frame] -> standalone texture. See _slice_frames().
|
||||
var _frames: Array[Array] = []
|
||||
## Advances the bullets' own animation, independent of the simulation.
|
||||
## Elapsed seconds, driving the slow turn. Wall time rather than a frame count,
|
||||
## so bullets drift at the same rate whatever the frame rate is doing.
|
||||
var _anim_time: float = 0.0
|
||||
## True when the licence-restricted bullet sheet is absent and we are drawing
|
||||
## generated dots instead. See Art.bullets_texture().
|
||||
@@ -34,16 +38,17 @@ func _ready() -> void:
|
||||
_fallback = sheet == null
|
||||
var art: Texture2D = sheet if sheet != null else _make_dot_texture()
|
||||
var kinds := SimConfig.KIND_HEAVY + 1
|
||||
var per_kind: Array[Texture2D] = []
|
||||
if not _fallback:
|
||||
_slice_frames(sheet, kinds)
|
||||
art = _frames[0][0]
|
||||
per_kind = _slice_still_frames(sheet, kinds)
|
||||
if _fallback:
|
||||
GameLog.info("view", "bullet sheet absent, drawing generated dots")
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2.ONE
|
||||
for kind in kinds:
|
||||
var layer := MultiMeshInstance2D.new()
|
||||
layer.texture = art
|
||||
# Assigned once and never touched again -- that swap was the animation.
|
||||
layer.texture = per_kind[kind] if not _fallback else art
|
||||
var mm := MultiMesh.new()
|
||||
mm.transform_format = MultiMesh.TRANSFORM_2D
|
||||
mm.use_colors = true
|
||||
@@ -57,8 +62,6 @@ func _ready() -> void:
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
_anim_time += delta
|
||||
if not _fallback:
|
||||
_apply_frame()
|
||||
|
||||
|
||||
## A soft-edged disc with a bright core, generated at runtime. This is what the
|
||||
@@ -77,33 +80,23 @@ func _make_dot_texture() -> ImageTexture:
|
||||
return ImageTexture.create_from_image(img)
|
||||
|
||||
|
||||
## Slice the atlas into one standalone texture per (kind, frame).
|
||||
## Cut one standalone texture per kind out of the atlas.
|
||||
##
|
||||
## A MultiMeshInstance2D cannot show a sub-region of a texture. Its mesh UVs run
|
||||
## 0..1 across whatever texture it is given, and handing it an AtlasTexture does
|
||||
## not help -- the draw resolves to the underlying atlas and the region is
|
||||
## ignored, so every bullet rendered as the entire sheet. Pre-slicing costs 32
|
||||
## tiny textures once at startup and makes each frame a single assignment.
|
||||
func _slice_frames(sheet: Texture2D, kinds: int) -> void:
|
||||
## ignored, so every bullet rendered as the entire sheet. Slicing is the way
|
||||
## round that, and now that only one frame is ever drawn it costs four small
|
||||
## textures at startup rather than thirty-two.
|
||||
func _slice_still_frames(sheet: Texture2D, kinds: int) -> Array[Texture2D]:
|
||||
var img := sheet.get_image()
|
||||
var out: Array[Texture2D] = []
|
||||
for kind in kinds:
|
||||
var per_kind: Array[Texture2D] = []
|
||||
for f in Art.BULLET_FRAMES:
|
||||
var r := Art.bullet_region(kind, f)
|
||||
var cell := Image.create(int(r.size.x), int(r.size.y), false, img.get_format())
|
||||
cell.blit_rect(img, Rect2i(r), Vector2i.ZERO)
|
||||
per_kind.append(ImageTexture.create_from_image(cell))
|
||||
_frames.append(per_kind)
|
||||
|
||||
|
||||
## Swap each layer to this frame's texture. One assignment per kind per frame;
|
||||
## every bullet in a layer shares it, so there is no per-instance work.
|
||||
func _apply_frame() -> void:
|
||||
if _frames.is_empty():
|
||||
return
|
||||
var f := int(_anim_time / Art.BULLET_FRAME_SECONDS) % Art.BULLET_FRAMES
|
||||
for kind in _layers.size():
|
||||
_layers[kind].texture = _frames[kind][f]
|
||||
var r := Art.bullet_region(kind, Art.BULLET_STILL_FRAME)
|
||||
var cell := Image.create(int(r.size.x), int(r.size.y), false, img.get_format())
|
||||
cell.blit_rect(img, Rect2i(r), Vector2i.ZERO)
|
||||
out.append(ImageTexture.create_from_image(cell))
|
||||
return out
|
||||
|
||||
|
||||
func render_pool(pool: BulletPool) -> void:
|
||||
@@ -121,7 +114,11 @@ func render_pool(pool: BulletPool) -> void:
|
||||
# little larger so a bullet looks like the threat it is -- the same
|
||||
# "prefer a visible near-miss" trade the ship sprite makes.
|
||||
var d: float = pool.radius[i] * 3.0
|
||||
var angle: float = (pool.vel[i] as Vector2).angle()
|
||||
# Heading, plus a slow turn. The offset is taken from the bullet's own
|
||||
# id so a ring of twenty does not rotate as one rigid wheel.
|
||||
var angle: float = (pool.vel[i] as Vector2).angle() \
|
||||
+ _anim_time * Art.BULLET_SPIN_RATE \
|
||||
+ float(pool.uid[i] % 64) * (TAU / 64.0)
|
||||
_layers[kind].multimesh.set_instance_transform_2d(
|
||||
n, Transform2D(angle, Vector2(d, d), 0.0, pool.pos[i]))
|
||||
_layers[kind].multimesh.set_instance_color(n,
|
||||
|
||||
@@ -9,6 +9,8 @@ extends Node2D
|
||||
@onready var sfx: Node = $Sfx
|
||||
@onready var characters: CanvasLayer = $CharacterSelect
|
||||
@onready var upgrades: CanvasLayer = $UpgradeScreen
|
||||
@onready var settings: CanvasLayer = $SettingsScreen
|
||||
@onready var credits: CanvasLayer = $CreditsScreen
|
||||
|
||||
var _bound: ClientRuntime = null
|
||||
## Opened deliberately from the menu, as opposed to forced open by having no
|
||||
@@ -34,6 +36,10 @@ func _ready() -> void:
|
||||
characters.create_requested.connect(func(n: String) -> void: Net.create_character(n))
|
||||
characters.closed.connect(func() -> void: _roster_open = false)
|
||||
upgrades.closed.connect(func() -> void: _upgrades_open = false)
|
||||
menu.settings_requested.connect(func() -> void: settings.open())
|
||||
settings.closed.connect(func() -> void: settings.visible = false)
|
||||
settings.credits_requested.connect(func() -> void: credits.open())
|
||||
credits.closed.connect(func() -> void: credits.visible = false)
|
||||
upgrades.choose_requested.connect(func(i: int) -> void: Net.choose_upgrade(i))
|
||||
|
||||
|
||||
|
||||
@@ -20,9 +20,13 @@ var _frame: int = 0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
# Settings.apply_audio() creates the bus; make sure it exists before the
|
||||
# players are pointed at it, or they silently fall back to Master and the
|
||||
# effects slider does nothing.
|
||||
Settings.apply_audio()
|
||||
for i in VOICES:
|
||||
var p := AudioStreamPlayer.new()
|
||||
p.bus = "Master"
|
||||
p.bus = Settings.SFX_BUS
|
||||
add_child(p)
|
||||
_voices.append(p)
|
||||
|
||||
|
||||
@@ -0,0 +1,206 @@
|
||||
class_name UiTheme
|
||||
extends RefCounted
|
||||
## The game's control theme, built in code from Crusenho's UI pack.
|
||||
##
|
||||
## Built rather than authored as a .tres for the same reason [Content] is code:
|
||||
## it is a readable diff, there are no resource UIDs churning in version
|
||||
## control, and a test can build it without the editor.
|
||||
##
|
||||
## Applied to each screen's root Control ([method apply_to]). It cannot be
|
||||
## applied once to the Window instead: Godot's theme lookup walks a Control's
|
||||
## ancestors, and the chain BREAKS at the first plain Node -- which for every
|
||||
## screen here is `main.gd` or a CanvasLayer. Setting `window.theme` looked like
|
||||
## it worked and changed nothing.
|
||||
|
||||
const DIR := "res://assets/sprites/ui/"
|
||||
|
||||
## Every texture the theme needs. Named so a test can assert they all load: a
|
||||
## missing file gives a null texture and a silently unstyled control, which
|
||||
## looks like the theme never being applied at all.
|
||||
const TEXTURES := {
|
||||
"button": DIR + "Button01a_1.png",
|
||||
"button_hover": DIR + "Button01a_2.png",
|
||||
"button_pressed": DIR + "Button01a_3.png",
|
||||
"button_disabled": DIR + "Button01a_4.png",
|
||||
"panel": DIR + "Frame01a.png",
|
||||
"panel_accent": DIR + "Frame02a.png",
|
||||
"panel_warn": DIR + "Frame03a.png",
|
||||
"card": DIR + "FrameMarker01a.png",
|
||||
"slot": DIR + "FrameSlot01a.png",
|
||||
"slot_active": DIR + "FrameSlot01b.png",
|
||||
"bar": DIR + "Bar01a.png",
|
||||
"bar_fill": DIR + "BarFill01f.png",
|
||||
"track": DIR + "Bar05a.png",
|
||||
"trough": DIR + "Bar07a.png",
|
||||
"grabber": DIR + "Handle03a.png",
|
||||
"grabber_small": DIR + "Handle02a.png",
|
||||
"field": DIR + "InputField01a.png",
|
||||
"banner": DIR + "Banner01a.png",
|
||||
}
|
||||
|
||||
## Panels are the pack's shape in this game's colours.
|
||||
##
|
||||
## The set is cream throughout, which is right for its buttons -- they are meant
|
||||
## to be the bright thing you press -- and wrong for a full-screen dialog laid
|
||||
## over a dark dungeon. Modulating the panel art keeps the pixel border and the
|
||||
## corner shape and lets every label the game already draws in light colours
|
||||
## stay readable, instead of a rewrite of every colour override in five screens.
|
||||
const PANEL_TINT := Color(0.17, 0.18, 0.24)
|
||||
const TRACK_TINT := Color(0.30, 0.32, 0.40)
|
||||
|
||||
## The art is cream with a black outline, so text on it has to be dark. Every
|
||||
## label the game draws over the dark world stays light; only controls that sit
|
||||
## on this pack's own surfaces flip.
|
||||
const INK := Color(0.12, 0.11, 0.13)
|
||||
const INK_DIM := Color(0.42, 0.40, 0.44)
|
||||
|
||||
static var _theme: Theme = null
|
||||
|
||||
|
||||
static func texture(key: String) -> Texture2D:
|
||||
return load(TEXTURES[key]) as Texture2D
|
||||
|
||||
|
||||
## One shared instance. Themes are pure data and every control only reads them,
|
||||
## so building a second would be waste rather than isolation.
|
||||
static func get_theme() -> Theme:
|
||||
if _theme != null:
|
||||
return _theme
|
||||
var t := Theme.new()
|
||||
t.default_font_size = 14
|
||||
|
||||
t.set_stylebox("normal", "Button", _box("button", 8, 12, 7))
|
||||
t.set_stylebox("hover", "Button", _box("button_hover", 8, 12, 7))
|
||||
t.set_stylebox("pressed", "Button", _box("button_pressed", 8, 12, 7))
|
||||
t.set_stylebox("disabled", "Button", _box("button_disabled", 8, 12, 7))
|
||||
# Focus deliberately reuses the hover art rather than adding an outline:
|
||||
# the pack has no focus state, and an invented one would be the only thing
|
||||
# on screen that is not from the set.
|
||||
t.set_stylebox("focus", "Button", _box("button_hover", 8, 12, 7))
|
||||
t.set_color("font_color", "Button", INK)
|
||||
t.set_color("font_hover_color", "Button", INK)
|
||||
t.set_color("font_pressed_color", "Button", INK)
|
||||
t.set_color("font_disabled_color", "Button", INK_DIM)
|
||||
t.set_color("font_focus_color", "Button", INK)
|
||||
|
||||
var dialog := _box("panel", 10, 22, 18)
|
||||
dialog.modulate_color = PANEL_TINT
|
||||
t.set_stylebox("panel", "Panel", dialog)
|
||||
t.set_stylebox("panel", "PanelContainer", dialog)
|
||||
|
||||
# Sliders: a groove, a filled portion, and a grabber big enough to aim at.
|
||||
#
|
||||
# The groove uses the SOLID bar rather than the pack's hollow one. Tinting a
|
||||
# sprite whose middle is transparent leaves an outline and nothing else, so
|
||||
# the first version of this had an invisible track and a grabber apparently
|
||||
# floating in space.
|
||||
# The content margins are load-bearing here, not padding: a Slider draws its
|
||||
# groove in a band whose thickness IS the stylebox's minimum size, and a
|
||||
# stylebox with no content margins has a minimum size of zero. With them at
|
||||
# 0 the track resolved correctly, reported the right texture, and drew
|
||||
# nothing at all.
|
||||
var groove := _box("trough", 4, 0, 5)
|
||||
groove.modulate_color = TRACK_TINT
|
||||
t.set_stylebox("slider", "HSlider", groove)
|
||||
var filled := _box("bar_fill", 1, 0, 4)
|
||||
filled.modulate_color = Color(0.55, 0.78, 1.0)
|
||||
t.set_stylebox("grabber_area", "HSlider", filled)
|
||||
t.set_stylebox("grabber_area_highlight", "HSlider", filled)
|
||||
# Twice size, not three times: the pack's handle is 8x10 and at 3x it was
|
||||
# taller than the row it sits in.
|
||||
var grab := scaled("grabber", 2)
|
||||
t.set_icon("grabber", "HSlider", grab)
|
||||
t.set_icon("grabber_highlight", "HSlider", grab)
|
||||
t.set_icon("grabber_disabled", "HSlider", grab)
|
||||
t.set_constant("center_grabber", "HSlider", 1)
|
||||
|
||||
# Scrollbars. Two screens scroll, and Godot's default bar is the one
|
||||
# remaining piece of grey chrome once everything else is the pack's.
|
||||
# Content margins again, and for the same reason: a ScrollBar takes its
|
||||
# THICKNESS from the minimum size of its styleboxes. At zero the bar is
|
||||
# zero pixels wide, which is indistinguishable from having no scrollbar --
|
||||
# and that is precisely how it looked.
|
||||
for bar_class in ["VScrollBar", "HScrollBar"]:
|
||||
var trough := _box("trough", 4, 5, 5)
|
||||
trough.modulate_color = TRACK_TINT
|
||||
t.set_stylebox("scroll", bar_class, trough)
|
||||
t.set_stylebox("scroll_focus", bar_class, trough)
|
||||
for state in ["grabber", "grabber_highlight", "grabber_pressed"]:
|
||||
t.set_stylebox(state, bar_class, _box("grabber_small", 3, 5, 5))
|
||||
|
||||
t.set_stylebox("normal", "LineEdit", _box("field", 8, 10, 6))
|
||||
t.set_stylebox("focus", "LineEdit", _box("field", 8, 10, 6))
|
||||
t.set_color("font_color", "LineEdit", INK)
|
||||
t.set_color("font_placeholder_color", "LineEdit", INK_DIM)
|
||||
t.set_color("caret_color", "LineEdit", INK)
|
||||
|
||||
_theme = t
|
||||
return _theme
|
||||
|
||||
|
||||
## Give [param root] the theme. Everything under it inherits, so one call per
|
||||
## screen covers that screen.
|
||||
##
|
||||
## Per-screen rather than once on the Window, because theme inheritance only
|
||||
## travels Control-to-Control: a Control whose parent is a plain Node or a
|
||||
## CanvasLayer resolves against the default theme however the Window is set.
|
||||
## Every screen in this game hangs off one or the other.
|
||||
static func apply_to(root: Control) -> void:
|
||||
if root != null:
|
||||
root.theme = get_theme()
|
||||
|
||||
|
||||
## A full-rect Control with the theme already on it -- the root every screen
|
||||
## built in code starts from. Using this rather than a bare Control is what
|
||||
## stops a new screen quietly rendering unstyled.
|
||||
static func themed_root() -> Control:
|
||||
var root := Control.new()
|
||||
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
apply_to(root)
|
||||
return root
|
||||
|
||||
|
||||
## A copy of a texture at a whole multiple of its size, nearest-filtered.
|
||||
##
|
||||
## For theme items Godot draws at the texture's own size -- a slider grabber,
|
||||
## for one -- where the pack's 8x10 handle would otherwise be a speck. Nearest
|
||||
## rather than smooth: this is pixel art, and a bilinear upscale of an 8px
|
||||
## sprite is mush.
|
||||
static func scaled(key: String, factor: int) -> ImageTexture:
|
||||
var img := texture(key).get_image()
|
||||
img.resize(img.get_width() * factor, img.get_height() * factor,
|
||||
Image.INTERPOLATE_NEAREST)
|
||||
return ImageTexture.create_from_image(img)
|
||||
|
||||
|
||||
## A panel to put a dialog's contents in, so a screen is a thing on the world
|
||||
## rather than text floating over it.
|
||||
static func dialog_panel() -> PanelContainer:
|
||||
var frame := PanelContainer.new()
|
||||
apply_to(frame)
|
||||
return frame
|
||||
|
||||
|
||||
## A card: the pack's marker frame, tinted. Used for the upgrade choices, where
|
||||
## the tint carries the rarity.
|
||||
static func card_panel(tint: Color) -> PanelContainer:
|
||||
var card := PanelContainer.new()
|
||||
apply_to(card)
|
||||
var style := _box("card", 10, 12, 10)
|
||||
style.modulate_color = tint
|
||||
card.add_theme_stylebox_override("panel", style)
|
||||
return card
|
||||
|
||||
|
||||
## A nine-patch stylebox. [param margin] is the corner size in source pixels;
|
||||
## the middle is what stretches.
|
||||
static func _box(key: String, margin: int, pad_x: int, pad_y: int) -> StyleBoxTexture:
|
||||
var sb := StyleBoxTexture.new()
|
||||
sb.texture = texture(key)
|
||||
for side in [SIDE_LEFT, SIDE_TOP, SIDE_RIGHT, SIDE_BOTTOM]:
|
||||
sb.set_texture_margin(side, float(margin))
|
||||
sb.set_content_margin(SIDE_LEFT, float(pad_x))
|
||||
sb.set_content_margin(SIDE_RIGHT, float(pad_x))
|
||||
sb.set_content_margin(SIDE_TOP, float(pad_y))
|
||||
sb.set_content_margin(SIDE_BOTTOM, float(pad_y))
|
||||
return sb
|
||||
@@ -0,0 +1 @@
|
||||
uid://ddaj0c8xfjitx
|
||||
@@ -47,6 +47,9 @@ func test_every_animation_frame_is_inside_the_tileset() -> void:
|
||||
"frame %d of strip %s runs off the atlas at %s" % [n, strip, f])
|
||||
|
||||
|
||||
## Only BULLET_STILL_FRAME is ever drawn, but the whole sheet still has to be
|
||||
## the shape the atlas builder produced -- a short one would mean the still
|
||||
## frame of a later kind is cut from the wrong row.
|
||||
func test_every_bullet_frame_is_inside_the_sheet() -> void:
|
||||
var sheet := Art.bullets_texture()
|
||||
if sheet == null:
|
||||
@@ -59,6 +62,32 @@ func test_every_bullet_frame_is_inside_the_sheet() -> void:
|
||||
"bullet kind %d frame %d is outside the sheet at %s" % [kind, n, r])
|
||||
|
||||
|
||||
func test_the_still_frame_exists_for_every_kind() -> void:
|
||||
var sheet := Art.bullets_texture()
|
||||
if sheet == null:
|
||||
pass_test("bullet sheet not present locally")
|
||||
return
|
||||
assert_lt(Art.BULLET_STILL_FRAME, Art.BULLET_FRAMES)
|
||||
for kind in SimConfig.KIND_HEAVY + 1:
|
||||
var r := Art.bullet_region(kind, Art.BULLET_STILL_FRAME)
|
||||
assert_true(_fits(sheet, r), "kind %d has no still frame" % kind)
|
||||
|
||||
|
||||
## Slow enough that nothing completes a turn inside its own lifetime. A bullet
|
||||
## that visibly spins is the flicker this replaced, wearing a different hat.
|
||||
func test_bullets_turn_slowly_enough_to_read_as_drift() -> void:
|
||||
var longest := float(SimConfig.PLAYER_BULLET_LIFETIME)
|
||||
for id in Content.ALL_ENEMIES:
|
||||
for e in Content.enemy(id).emitters:
|
||||
longest = maxf(longest, float(e.lifetime))
|
||||
for id in Content.ALL_BOSSES:
|
||||
for phase in Content.boss(id).phases:
|
||||
for e in phase.emitters:
|
||||
longest = maxf(longest, float(e.lifetime))
|
||||
var turn := Art.BULLET_SPIN_RATE * longest * SimConfig.TICK_DELTA
|
||||
assert_lt(turn, TAU, "the longest-lived bullet turns %.2f rad in its life" % turn)
|
||||
|
||||
|
||||
## The atlas has one row per kind. A short sheet would silently draw the wrong
|
||||
## bullet rather than error.
|
||||
func test_the_bullet_atlas_has_a_row_for_every_kind() -> void:
|
||||
|
||||
@@ -180,34 +180,50 @@ func test_each_arena_summons_its_own_boss() -> void:
|
||||
assert_eq(Rooms.boss_for_arena(&"choir_vault"), Content.BOSS_CANTOR)
|
||||
|
||||
|
||||
## Seed parity picks the arena, and the boss follows it. Deliberately NOT the
|
||||
## depth: depth is a dev flag nothing in play raises, so keying the arena to it
|
||||
## left the second boss unreachable in an actual game.
|
||||
func test_a_generated_dungeon_gets_the_boss_its_arena_belongs_to() -> void:
|
||||
var even := MapGen.generate(1234, 1)
|
||||
var odd := MapGen.generate(1235, 1)
|
||||
assert_eq(StringName(even["boss_id"]), Content.BOSS_WARDEN)
|
||||
assert_eq(StringName(odd["boss_id"]), Content.BOSS_CANTOR)
|
||||
assert_not_null(Content.boss(StringName(even["boss_id"])))
|
||||
assert_not_null(Content.boss(StringName(odd["boss_id"])))
|
||||
## The arena a dungeon names decides its boss, whatever the seed. Which boss you
|
||||
## are about to fight is the one thing a player chooses before walking into a
|
||||
## dungeon, so it must not be rolled for them.
|
||||
func test_the_named_arena_decides_the_boss_whatever_the_seed() -> void:
|
||||
for run in 12:
|
||||
var seed_value := run * 7919 + 3
|
||||
assert_eq(StringName(MapGen.generate(seed_value, 1, &"warden_hall")["boss_id"]),
|
||||
Content.BOSS_WARDEN)
|
||||
assert_eq(StringName(MapGen.generate(seed_value, 1, &"choir_vault")["boss_id"]),
|
||||
Content.BOSS_CANTOR)
|
||||
|
||||
|
||||
## Both bosses have to actually turn up. A run picks its seed at random, so
|
||||
## this is the check that neither is effectively unreachable.
|
||||
func test_both_bosses_are_reachable_at_the_depth_people_play() -> void:
|
||||
## Only the test harness leaves its arena open, and then the seed decides. Both
|
||||
## fights still have to turn up there, or half the harness is unreachable.
|
||||
func test_an_unnamed_arena_still_produces_both_fights() -> void:
|
||||
var seen := {}
|
||||
for run in 40:
|
||||
seen[StringName(MapGen.generate(run * 7919 + 3, 1)["boss_id"])] = true
|
||||
for id in Content.ALL_BOSSES:
|
||||
assert_true(seen.has(id), "%s never appears at depth 1" % id)
|
||||
assert_true(seen.has(id), "%s never appears with the arena left open" % id)
|
||||
|
||||
|
||||
func test_an_instance_spawns_the_boss_its_map_asked_for() -> void:
|
||||
var inst := Instance.make_dungeon(2, 4321, 1)
|
||||
assert_eq(inst.boss_id, Content.BOSS_CANTOR)
|
||||
assert_eq(inst.world.boss.def.id, Content.BOSS_CANTOR)
|
||||
assert_true(inst.world.boss.room.has_point(inst.world.boss.pos),
|
||||
"and it starts inside its own arena")
|
||||
## The real check that a boss is reachable in play: some dungeon in the hub ends
|
||||
## with it. Adding a boss and forgetting to give it a way in is exactly the
|
||||
## mistake this catches.
|
||||
func test_every_boss_has_a_dungeon_that_reaches_it() -> void:
|
||||
var reachable := {}
|
||||
for dungeon_id in Dungeons.ORDER:
|
||||
var arena := Dungeons.get_def(dungeon_id).arena
|
||||
if arena.is_empty():
|
||||
continue # the harness rolls; covered above
|
||||
reachable[Rooms.boss_for_arena(arena)] = true
|
||||
for id in Content.ALL_BOSSES:
|
||||
assert_true(reachable.has(id), "no hub portal leads to %s" % id)
|
||||
|
||||
|
||||
func test_an_instance_spawns_the_boss_its_dungeon_asked_for() -> void:
|
||||
for pair in [[Dungeons.STANDARD, Content.BOSS_WARDEN],
|
||||
[Dungeons.VAULT, Content.BOSS_CANTOR]]:
|
||||
var inst := Instance.make_dungeon(2, 4321, 1, pair[0])
|
||||
assert_eq(inst.boss_id, pair[1], "%s should end with %s" % pair)
|
||||
assert_eq(inst.world.boss.def.id, pair[1])
|
||||
assert_true(inst.world.boss.room.has_point(inst.world.boss.pos),
|
||||
"and it starts inside its own arena")
|
||||
|
||||
|
||||
## The Cantor exists to prove the boss format stretched to movement and
|
||||
|
||||
@@ -254,8 +254,8 @@ func test_a_replica_never_moves_a_boss() -> void:
|
||||
## circuit, chases, orbits and telegraphs runs for thousands of ticks without
|
||||
## leaving its room, standing in a wall, or firing nothing.
|
||||
func test_the_cantor_survives_its_own_fight() -> void:
|
||||
var inst := Instance.make_dungeon(2, 9183, 1)
|
||||
assert_eq(inst.boss_id, Content.BOSS_CANTOR, "setup: an odd seed is the vault")
|
||||
var inst := Instance.make_dungeon(2, 9183, 1, Dungeons.VAULT)
|
||||
assert_eq(inst.boss_id, Content.BOSS_CANTOR, "setup: the vault is the Cantor's")
|
||||
var b := inst.world.boss
|
||||
var bait := inst.world.add_player(1, "bait")
|
||||
bait.pos = b.pos + Vector2(180.0, 0.0)
|
||||
@@ -284,3 +284,28 @@ func test_the_cantor_survives_its_own_fight() -> void:
|
||||
assert_eq(phases_seen.size(), b.def.phases.size(), "every phase ran")
|
||||
assert_gt(telegraphs, 0, "and it warned before striking at least once")
|
||||
assert_gt(inst.world.pool.live_count, 0, "and it is actually shooting")
|
||||
|
||||
|
||||
# --- Not looking jittery ----------------------------------------------------
|
||||
|
||||
## Once it has arrived it stays arrived. The correction is signed, so without a
|
||||
## dead band the sign flips every tick at the standoff distance and the boss
|
||||
## vibrates on the spot -- tiny in world units, unmistakable on screen.
|
||||
func test_a_chasing_boss_settles_instead_of_buzzing() -> void:
|
||||
var b := _with_phase(_chase_phase(150.0), Vector2(-250.0, 0.0))
|
||||
var p := world.add_player(1, "bait")
|
||||
p.pos = Vector2(100.0, 0.0)
|
||||
_step(300)
|
||||
var settled := b.pos
|
||||
var worst := 0.0
|
||||
for _i in 120:
|
||||
world.step()
|
||||
worst = maxf(worst, b.pos.distance_to(settled))
|
||||
assert_lt(worst, 0.001, "it moved %.2fpx after settling" % worst)
|
||||
|
||||
|
||||
func test_the_dead_band_is_smaller_than_the_distance_it_guards() -> void:
|
||||
# A band as wide as the standoff would mean the boss stops anywhere.
|
||||
for phase in Content.cantor().phases:
|
||||
if phase.move == BossPhase.Move.CHASE:
|
||||
assert_lt(SimConfig.BOSS_CHASE_DEADBAND, phase.move_param * 0.25)
|
||||
|
||||
@@ -0,0 +1,76 @@
|
||||
extends GutTest
|
||||
## Attribution. Two of the packs this game ships are CC BY 4.0, which requires
|
||||
## credit -- so these are licence-compliance tests, not tidiness ones.
|
||||
|
||||
|
||||
func test_every_source_is_completely_described() -> void:
|
||||
for entry in Credits.SOURCES:
|
||||
for field in ["name", "author", "licence", "url", "used_for"]:
|
||||
assert_false(String(entry[field]).strip_edges().is_empty(),
|
||||
"%s has no %s" % [entry.get("name", "?"), field])
|
||||
assert_true(String(entry["url"]).begins_with("http"),
|
||||
"%s has no usable link" % entry["name"])
|
||||
|
||||
|
||||
## The whole point of the flag: it marks the entries a licence obliges us to
|
||||
## show, as opposed to the ones credited because the work deserves it.
|
||||
func test_the_cc_by_packs_are_marked_as_required() -> void:
|
||||
var required := Credits.required()
|
||||
assert_gt(required.size(), 0)
|
||||
for entry in Credits.SOURCES:
|
||||
var is_cc_by := String(entry["licence"]).begins_with("CC BY")
|
||||
assert_eq(bool(entry["required"]), is_cc_by,
|
||||
"%s is %s but marked required=%s" % [
|
||||
entry["name"], entry["licence"], entry["required"]])
|
||||
|
||||
|
||||
## CC BY asks for a link to the licence itself, not only to the work. A player
|
||||
## reading the in-game screen has no other way to reach the terms.
|
||||
func test_every_creative_commons_licence_links_to_its_terms() -> void:
|
||||
for entry in Credits.SOURCES:
|
||||
var licence := String(entry["licence"])
|
||||
if not licence.begins_with("CC"):
|
||||
continue
|
||||
assert_true(Credits.licence_url(licence).begins_with(
|
||||
"https://creativecommons.org/"),
|
||||
"%s has no link to its terms" % licence)
|
||||
|
||||
|
||||
## The repository file and the in-game screen have to say the same thing. They
|
||||
## are maintained separately, so this is what stops one of them going stale --
|
||||
## and a stale attribution is a licence problem, not a documentation one.
|
||||
func test_the_credits_file_names_every_source() -> void:
|
||||
var f := FileAccess.open("res://CREDITS.md", FileAccess.READ)
|
||||
assert_not_null(f, "CREDITS.md should be readable")
|
||||
var text := f.get_as_text()
|
||||
f.close()
|
||||
for entry in Credits.SOURCES:
|
||||
assert_true(text.contains(String(entry["name"])),
|
||||
"CREDITS.md never mentions %s" % entry["name"])
|
||||
assert_true(text.contains(String(entry["author"])),
|
||||
"CREDITS.md never credits %s" % entry["author"])
|
||||
assert_true(text.contains(String(entry["url"])),
|
||||
"CREDITS.md has no link for %s" % entry["name"])
|
||||
|
||||
|
||||
func test_the_asset_document_covers_every_source_too() -> void:
|
||||
var f := FileAccess.open("res://docs/ASSETS.md", FileAccess.READ)
|
||||
assert_not_null(f)
|
||||
var text := f.get_as_text()
|
||||
f.close()
|
||||
for entry in Credits.SOURCES:
|
||||
assert_true(text.contains(String(entry["url"])),
|
||||
"docs/ASSETS.md has no entry for %s" % entry["name"])
|
||||
|
||||
|
||||
## Every pack in the repository's own asset directories must be accounted for.
|
||||
## Committing art without recording where it came from is how a project ends up
|
||||
## unable to say whether it may ship.
|
||||
func test_the_committed_ui_art_is_attributed() -> void:
|
||||
assert_true(DirAccess.dir_exists_absolute("res://assets/sprites/ui"),
|
||||
"the UI art should be committed")
|
||||
var names := ""
|
||||
for entry in Credits.SOURCES:
|
||||
names += String(entry["name"])
|
||||
assert_true(names.contains("Complete UI Essential Pack"),
|
||||
"the UI pack has to be credited before its art is shipped")
|
||||
@@ -0,0 +1 @@
|
||||
uid://tb74xt0r3x5s
|
||||
@@ -80,9 +80,36 @@ func test_scaling_one_dungeon_does_not_leak_into_the_next() -> void:
|
||||
|
||||
# --- Instances --------------------------------------------------------------
|
||||
|
||||
## Every dungeon in the hub names its arena, so a player knows what they are
|
||||
## walking into. Only the harness leaves it to the seed.
|
||||
func test_only_the_test_harness_leaves_its_boss_to_chance() -> void:
|
||||
for id in Dungeons.ORDER:
|
||||
var d := Dungeons.get_def(id)
|
||||
if id == Dungeons.PROVING:
|
||||
assert_true(d.arena.is_empty(), "the harness takes either fight")
|
||||
else:
|
||||
assert_false(d.arena.is_empty(), "%s must name its arena" % id)
|
||||
assert_not_null(Content.boss(Rooms.boss_for_arena(d.arena)))
|
||||
|
||||
|
||||
func test_each_real_dungeon_leads_somewhere_different() -> void:
|
||||
var arenas := {}
|
||||
for id in Dungeons.ORDER:
|
||||
var arena := Dungeons.get_def(id).arena
|
||||
if arena.is_empty():
|
||||
continue
|
||||
assert_false(arenas.has(arena), "two portals lead to the same fight")
|
||||
arenas[arena] = true
|
||||
|
||||
|
||||
## The seed is even on purpose. The harness rolls its arena, and only a run
|
||||
## that landed in the SAME arena is comparable -- a different one is a different
|
||||
## size, which moves the rooms and therefore the enemy count.
|
||||
func test_a_proving_run_is_built_weaker_than_a_standard_one() -> void:
|
||||
var hard := Instance.make_dungeon(2, 4242, 1, Dungeons.STANDARD)
|
||||
var easy := Instance.make_dungeon(3, 4242, 1, Dungeons.PROVING)
|
||||
var same_arena := 4242
|
||||
assert_eq(posmod(same_arena, 2), 0, "setup: this seed has to roll warden_hall")
|
||||
var hard := Instance.make_dungeon(2, same_arena, 1, Dungeons.STANDARD)
|
||||
var easy := Instance.make_dungeon(3, same_arena, 1, Dungeons.PROVING)
|
||||
assert_lt(easy.world.boss.hp, hard.world.boss.hp)
|
||||
assert_eq(easy.world.map.width, hard.world.map.width,
|
||||
"same seed and depth must still give the same size of map")
|
||||
|
||||
@@ -0,0 +1,256 @@
|
||||
extends GutTest
|
||||
## Player preferences. Local, client-side, and touching nothing the server or
|
||||
## the simulation cares about -- which key fires produces the same input frame
|
||||
## either way.
|
||||
|
||||
const SCRATCH := "user://test_settings_%d.cfg"
|
||||
|
||||
var _saved_bindings: Dictionary[String, Dictionary] = {}
|
||||
var _saved_master: float = 0.0
|
||||
var _saved_sfx: float = 0.0
|
||||
var _scratch: String = ""
|
||||
|
||||
|
||||
func before_each() -> void:
|
||||
# Settings is static, so a test that changed it would leak into the next
|
||||
# one and into every other suite that reads the input map.
|
||||
_saved_bindings = Settings.bindings.duplicate()
|
||||
_saved_master = Settings.master_volume
|
||||
_saved_sfx = Settings.sfx_volume
|
||||
# And rebinding SAVES. Without redirecting the file, running the suite
|
||||
# rewrote the player's own settings -- it really did, and it took a
|
||||
# screenshot of the settings screen showing Fire on the right mouse button
|
||||
# to notice.
|
||||
_scratch = SCRATCH % randi()
|
||||
Settings.path = _scratch
|
||||
|
||||
|
||||
func after_each() -> void:
|
||||
Settings.bindings = _saved_bindings
|
||||
Settings.master_volume = _saved_master
|
||||
Settings.sfx_volume = _saved_sfx
|
||||
Settings.apply_input()
|
||||
Settings.path = Settings.DEFAULT_PATH
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(_scratch))
|
||||
|
||||
|
||||
func _key_event(code: Key) -> InputEventKey:
|
||||
var e := InputEventKey.new()
|
||||
e.device = -1
|
||||
e.physical_keycode = code
|
||||
return e
|
||||
|
||||
|
||||
# --- What can be bound -------------------------------------------------------
|
||||
|
||||
func test_every_rebindable_action_actually_exists() -> void:
|
||||
for entry in Settings.REBINDABLE:
|
||||
assert_true(InputMap.has_action(String(entry[0])),
|
||||
"%s is offered in settings but not in the input map" % entry[0])
|
||||
assert_false(String(entry[1]).is_empty(), "%s has no label" % entry[0])
|
||||
|
||||
|
||||
func test_every_action_starts_with_something_bound() -> void:
|
||||
for entry in Settings.REBINDABLE:
|
||||
assert_ne(Settings.binding_label(String(entry[0])), "unbound",
|
||||
"%s shows as unbound before anything is changed" % entry[0])
|
||||
|
||||
|
||||
## Keys and mouse buttons only. A listener that accepted any event would bind
|
||||
## mouse MOTION the instant the player moved the mouse.
|
||||
func test_only_keys_and_mouse_buttons_are_bindable() -> void:
|
||||
assert_true(Settings.is_bindable(_key_event(KEY_J)))
|
||||
var click := InputEventMouseButton.new()
|
||||
click.button_index = MOUSE_BUTTON_RIGHT
|
||||
assert_true(Settings.is_bindable(click))
|
||||
assert_false(Settings.is_bindable(InputEventMouseMotion.new()))
|
||||
assert_false(Settings.is_bindable(InputEventJoypadMotion.new()))
|
||||
assert_false(Settings.is_bindable(_key_event(KEY_NONE)))
|
||||
|
||||
|
||||
# --- Rebinding ---------------------------------------------------------------
|
||||
|
||||
func test_rebinding_changes_what_the_input_map_answers_to() -> void:
|
||||
assert_eq(Settings.rebind("fire", _key_event(KEY_J)), "",
|
||||
"an unused key should be accepted")
|
||||
assert_true(InputMap.action_has_event("fire", _key_event(KEY_J)))
|
||||
assert_eq(Settings.binding_label("fire"), Settings.describe_label(
|
||||
{"type": "key", "code": int(KEY_J)}))
|
||||
|
||||
|
||||
## The old key must stop working. An action that kept its alternates would still
|
||||
## answer to the key you just moved away from, which reads as the rebind having
|
||||
## failed.
|
||||
func test_the_previous_key_stops_working() -> void:
|
||||
var before := Settings.current_binding("interact")
|
||||
Settings.rebind("interact", _key_event(KEY_J))
|
||||
var old := InputEventKey.new()
|
||||
old.device = -1
|
||||
old.physical_keycode = int(before["code"])
|
||||
assert_false(InputMap.action_has_event("interact", old))
|
||||
|
||||
|
||||
## One key doing two things is a broken control scheme, so it is refused rather
|
||||
## than silently accepted and left for the player to work out.
|
||||
func test_a_key_already_in_use_is_refused_and_names_the_clash() -> void:
|
||||
Settings.rebind("interact", _key_event(KEY_J))
|
||||
assert_eq(Settings.rebind("fire", _key_event(KEY_J)), "interact")
|
||||
assert_false(InputMap.action_has_event("fire", _key_event(KEY_J)),
|
||||
"and the refusal changes nothing")
|
||||
|
||||
|
||||
func test_rebinding_an_action_to_its_own_key_is_allowed() -> void:
|
||||
Settings.rebind("fire", _key_event(KEY_J))
|
||||
assert_eq(Settings.rebind("fire", _key_event(KEY_J)), "",
|
||||
"re-confirming a binding is not a clash with itself")
|
||||
|
||||
|
||||
func test_reset_restores_what_the_project_shipped() -> void:
|
||||
var original := Settings.binding_label("move_up")
|
||||
Settings.rebind("move_up", _key_event(KEY_J))
|
||||
assert_ne(Settings.binding_label("move_up"), original)
|
||||
Settings.reset_bindings()
|
||||
assert_eq(Settings.binding_label("move_up"), original)
|
||||
assert_true(Settings.bindings.is_empty())
|
||||
|
||||
|
||||
## The bindings the reset restores are the PROJECT's, captured before anything
|
||||
## overrode them. Captured later they would be whatever the last session chose,
|
||||
## and "reset" would restore the thing you were trying to undo.
|
||||
func test_defaults_are_the_projects_own_not_the_last_sessions() -> void:
|
||||
Settings.rebind("move_left", _key_event(KEY_J))
|
||||
Settings.apply_input()
|
||||
Settings._capture_defaults() # a second call must be a no-op
|
||||
Settings.reset_bindings()
|
||||
assert_ne(Settings.binding_label("move_left"),
|
||||
Settings.describe_label({"type": "key", "code": int(KEY_J)}))
|
||||
|
||||
|
||||
func test_a_mouse_button_can_be_bound() -> void:
|
||||
var click := InputEventMouseButton.new()
|
||||
click.device = -1
|
||||
click.button_index = MOUSE_BUTTON_RIGHT
|
||||
assert_eq(Settings.rebind("fire", click), "")
|
||||
assert_eq(Settings.binding_label("fire"), "Mouse Right")
|
||||
|
||||
|
||||
# --- Persistence -------------------------------------------------------------
|
||||
|
||||
func test_settings_survive_a_save_and_reload() -> void:
|
||||
var path := SCRATCH % randi()
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.set_value("audio", "master", 0.25)
|
||||
cfg.set_value("audio", "sfx", 0.5)
|
||||
cfg.set_value("input", "fire", {"type": "key", "code": int(KEY_J)})
|
||||
cfg.save(path)
|
||||
|
||||
var loaded := ConfigFile.new()
|
||||
assert_eq(loaded.load(path), OK)
|
||||
assert_almost_eq(float(loaded.get_value("audio", "master")), 0.25, 0.001)
|
||||
var described: Dictionary = loaded.get_value("input", "fire")
|
||||
assert_eq(Settings.describe_label(described),
|
||||
Settings.describe_label({"type": "key", "code": int(KEY_J)}))
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
|
||||
|
||||
## A binding this build cannot make sense of is dropped rather than guessed at.
|
||||
## An unusable control is worse than the default one.
|
||||
func test_a_nonsense_saved_binding_does_not_break_the_action() -> void:
|
||||
assert_eq(Settings.describe_label({}), "unbound")
|
||||
assert_eq(Settings.describe_label({"type": "gamepad", "code": 3}), "unbound")
|
||||
assert_eq(Settings.describe_label({"type": "key", "code": 0}), "unbound")
|
||||
|
||||
|
||||
# --- Audio -------------------------------------------------------------------
|
||||
|
||||
## linear_to_db(0) is -inf, which serialises badly and reads as a bug in a log.
|
||||
## Silence is the mute flag; this only has to floor well below audible.
|
||||
func test_silence_is_a_finite_number() -> void:
|
||||
var quiet := Settings.linear_to_db_clamped(0.0)
|
||||
assert_true(is_finite(quiet))
|
||||
assert_lt(quiet, -60.0)
|
||||
|
||||
|
||||
func test_full_volume_is_unattenuated() -> void:
|
||||
assert_almost_eq(Settings.linear_to_db_clamped(1.0), 0.0, 0.01)
|
||||
|
||||
|
||||
func test_volume_is_monotonic() -> void:
|
||||
var last := -999.0
|
||||
for step in 11:
|
||||
var db := Settings.linear_to_db_clamped(float(step) / 10.0)
|
||||
assert_gt(db, last, "louder input must not be quieter output")
|
||||
last = db
|
||||
|
||||
|
||||
## Effects play on their own bus so the sliders are real mixer settings rather
|
||||
## than a number multiplied into every play() call.
|
||||
func test_applying_audio_creates_the_effects_bus() -> void:
|
||||
Settings.apply_audio()
|
||||
var index := AudioServer.get_bus_index(Settings.SFX_BUS)
|
||||
assert_gte(index, 0, "the SFX bus should exist after apply")
|
||||
assert_eq(AudioServer.get_bus_send(index), &"Master")
|
||||
|
||||
|
||||
func test_applying_audio_twice_does_not_add_a_second_bus() -> void:
|
||||
Settings.apply_audio()
|
||||
var before := AudioServer.bus_count
|
||||
Settings.apply_audio()
|
||||
assert_eq(AudioServer.bus_count, before)
|
||||
|
||||
|
||||
func test_zero_volume_mutes_rather_than_merely_attenuating() -> void:
|
||||
Settings.master_volume = 0.0
|
||||
Settings.apply_audio()
|
||||
assert_true(AudioServer.is_bus_mute(0))
|
||||
Settings.master_volume = 0.8
|
||||
Settings.apply_audio()
|
||||
assert_false(AudioServer.is_bus_mute(0))
|
||||
|
||||
|
||||
## A corrupt or hand-edited file can hold anything. Every one of these has to
|
||||
## come out as a real number the mixer will accept.
|
||||
func test_nonsense_volumes_still_produce_a_usable_number() -> void:
|
||||
for value in [-5.0, -0.0001, 0.0, 1.5, 1e9]:
|
||||
var db := Settings.linear_to_db_clamped(value)
|
||||
assert_true(is_finite(db), "%f produced %f" % [value, db])
|
||||
assert_lte(db, 0.0, "%f produced gain above unity" % value)
|
||||
|
||||
|
||||
## A settings file from before an action existed -- or with a section missing
|
||||
## entirely -- is an ordinary thing to find, not an error to log about. Reading
|
||||
## it must be silent.
|
||||
func test_a_settings_file_missing_keys_loads_without_complaint() -> void:
|
||||
var path := SCRATCH % randi()
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.set_value("audio", "master", 0.4) # audio only, no input section
|
||||
cfg.save(path)
|
||||
|
||||
var loaded := ConfigFile.new()
|
||||
assert_eq(loaded.load(path), OK)
|
||||
for entry in Settings.REBINDABLE:
|
||||
assert_false(loaded.has_section_key("input", String(entry[0])),
|
||||
"setup: this file has no bindings at all")
|
||||
# The read path must consult has_section_key rather than relying on a
|
||||
# default, which is what made this log an engine error per missing action.
|
||||
assert_false(loaded.has_section_key("input", "move_up"))
|
||||
DirAccess.remove_absolute(ProjectSettings.globalize_path(path))
|
||||
|
||||
|
||||
## The redirect above is a test fixture. If it were ever left in place -- or the
|
||||
## default changed to something under a scratch directory -- players would
|
||||
## silently stop keeping their settings.
|
||||
func test_the_default_path_is_the_players_own_file() -> void:
|
||||
assert_eq(Settings.DEFAULT_PATH, "user://settings.cfg")
|
||||
assert_true(Settings.DEFAULT_PATH.begins_with("user://"))
|
||||
|
||||
|
||||
## Saving has to actually reach the file the path points at, or the redirect
|
||||
## above would hide a broken save rather than isolate a working one.
|
||||
func test_saving_writes_to_the_configured_path() -> void:
|
||||
Settings.master_volume = 0.33
|
||||
Settings.save()
|
||||
assert_true(FileAccess.file_exists(_scratch), "nothing was written")
|
||||
var cfg := ConfigFile.new()
|
||||
assert_eq(cfg.load(_scratch), OK)
|
||||
assert_almost_eq(float(cfg.get_value("audio", "master")), 0.33, 0.001)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cyicgu8318br2
|
||||
@@ -217,3 +217,50 @@ func test_arriving_somewhere_clears_the_old_warnings() -> void:
|
||||
client.on_enter_instance(7, Protocol.InstanceKind.LOBBY, 0, "", Vector2.ZERO,
|
||||
20, 20, PackedByteArray(), "", Vector2.ZERO)
|
||||
assert_eq(client.telegraphs.size(), 0)
|
||||
|
||||
|
||||
# --- Boss interpolation -----------------------------------------------------
|
||||
|
||||
func _client_with_snapshots(prev_pos: Vector2, curr_pos: Vector2,
|
||||
prev_id: int = 1, curr_id: int = 1) -> ClientRuntime:
|
||||
var client: ClientRuntime = autofree(ClientRuntime.new())
|
||||
client.snap_prev = {"boss": {"id": prev_id, "pos": prev_pos, "hp": 10, "phase": 0}}
|
||||
client.snap_curr = {"boss": {"id": curr_id, "pos": curr_pos, "hp": 10, "phase": 0}}
|
||||
return client
|
||||
|
||||
|
||||
## The boss is drawn between the last two snapshots like every other actor. It
|
||||
## was not, which is invisible while bosses stand still and looks like a
|
||||
## stuttering mess the moment one moves.
|
||||
func test_the_boss_is_interpolated_between_snapshots() -> void:
|
||||
var client := _client_with_snapshots(Vector2.ZERO, Vector2(100.0, 0.0))
|
||||
client._interp = 0.0
|
||||
assert_almost_eq((client.boss_state()["pos"] as Vector2).x, 0.0, 0.01)
|
||||
client._interp = 0.5
|
||||
assert_almost_eq((client.boss_state()["pos"] as Vector2).x, 50.0, 0.01)
|
||||
client._interp = 1.0
|
||||
assert_almost_eq((client.boss_state()["pos"] as Vector2).x, 100.0, 0.01)
|
||||
|
||||
|
||||
## Across an instance change the previous snapshot describes a different fight
|
||||
## in a different room; lerping to it would fling the new boss across the map.
|
||||
func test_two_different_bosses_are_never_interpolated_together() -> void:
|
||||
var client := _client_with_snapshots(Vector2.ZERO, Vector2(900.0, 0.0), 1, 2)
|
||||
client._interp = 0.5
|
||||
assert_almost_eq((client.boss_state()["pos"] as Vector2).x, 900.0, 0.01)
|
||||
|
||||
|
||||
func test_the_first_snapshot_of_a_fight_is_used_as_is() -> void:
|
||||
var client: ClientRuntime = autofree(ClientRuntime.new())
|
||||
client.snap_curr = {"boss": {"id": 1, "pos": Vector2(40.0, 0.0), "hp": 5, "phase": 0}}
|
||||
client._interp = 0.5
|
||||
assert_almost_eq((client.boss_state()["pos"] as Vector2).x, 40.0, 0.01)
|
||||
|
||||
|
||||
## Reading it must not rewrite the snapshot -- the next frame interpolates from
|
||||
## the same pair again, and a mutated one would creep.
|
||||
func test_reading_the_boss_does_not_modify_the_snapshot() -> void:
|
||||
var client := _client_with_snapshots(Vector2.ZERO, Vector2(100.0, 0.0))
|
||||
client._interp = 0.5
|
||||
client.boss_state()
|
||||
assert_almost_eq((client.snap_curr["boss"]["pos"] as Vector2).x, 100.0, 0.01)
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
extends GutTest
|
||||
## The control theme. A missing texture gives a null and a silently unstyled
|
||||
## control, which looks exactly like the theme never having been applied -- so
|
||||
## every path is checked rather than assumed.
|
||||
|
||||
|
||||
func test_every_declared_texture_loads() -> void:
|
||||
for key in UiTheme.TEXTURES:
|
||||
var tex := UiTheme.texture(key)
|
||||
assert_not_null(tex, "%s (%s) did not load" % [key, UiTheme.TEXTURES[key]])
|
||||
assert_gt(tex.get_width(), 0)
|
||||
assert_gt(tex.get_height(), 0)
|
||||
|
||||
|
||||
func test_the_theme_styles_the_controls_the_game_actually_builds() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for state in ["normal", "hover", "pressed", "disabled", "focus"]:
|
||||
assert_true(t.has_stylebox(state, "Button"), "Button has no %s style" % state)
|
||||
assert_true(t.has_stylebox("panel", "Panel"))
|
||||
assert_true(t.has_stylebox("panel", "PanelContainer"))
|
||||
assert_true(t.has_stylebox("normal", "LineEdit"))
|
||||
|
||||
|
||||
## The pack's surfaces are cream with a black outline, so text on them has to be
|
||||
## dark. Everything the game draws over the world stays light; only controls
|
||||
## sitting on this art flip.
|
||||
func test_text_on_the_packs_surfaces_is_dark() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for key in ["font_color", "font_hover_color", "font_pressed_color"]:
|
||||
var c: Color = t.get_color(key, "Button")
|
||||
assert_lt(c.get_luminance(), 0.35, "%s is too light for cream art" % key)
|
||||
assert_lt((t.get_color("font_color", "LineEdit") as Color).get_luminance(), 0.35)
|
||||
|
||||
|
||||
## Nine-patch margins are what stop a 1px border smearing across a stretched
|
||||
## button. Zero margins would render as a plain stretched texture.
|
||||
func test_button_styles_are_nine_patched() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for state in ["normal", "hover", "pressed", "disabled"]:
|
||||
var sb := t.get_stylebox(state, "Button") as StyleBoxTexture
|
||||
assert_not_null(sb)
|
||||
for side in [SIDE_LEFT, SIDE_TOP, SIDE_RIGHT, SIDE_BOTTOM]:
|
||||
assert_gt(sb.get_texture_margin(side), 0.0,
|
||||
"%s has no stretch margin on side %d" % [state, side])
|
||||
|
||||
|
||||
## The corner size cannot exceed half the sprite, or the two caps overlap and
|
||||
## the middle has negative width.
|
||||
func test_stretch_margins_fit_inside_their_sprites() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for entry in [["normal", "Button"], ["panel", "Panel"], ["normal", "LineEdit"]]:
|
||||
var sb := t.get_stylebox(entry[0], entry[1]) as StyleBoxTexture
|
||||
var size := Vector2(sb.texture.get_size())
|
||||
assert_lte(sb.get_texture_margin(SIDE_LEFT) + sb.get_texture_margin(SIDE_RIGHT),
|
||||
size.x, "%s margins exceed its width" % entry[1])
|
||||
assert_lte(sb.get_texture_margin(SIDE_TOP) + sb.get_texture_margin(SIDE_BOTTOM),
|
||||
size.y, "%s margins exceed its height" % entry[1])
|
||||
|
||||
|
||||
## Built once and shared. Themes are read-only data, so a second instance would
|
||||
## be waste rather than isolation.
|
||||
func test_the_theme_is_built_once() -> void:
|
||||
assert_eq(UiTheme.get_theme(), UiTheme.get_theme())
|
||||
|
||||
|
||||
## The four button states have to be four different pictures, or the interface
|
||||
## gives no feedback and the pack's state art is going unused.
|
||||
func test_the_button_states_are_visually_distinct() -> void:
|
||||
var seen := {}
|
||||
for key in ["button", "button_hover", "button_pressed", "button_disabled"]:
|
||||
seen[UiTheme.TEXTURES[key]] = true
|
||||
assert_eq(seen.size(), 4, "two button states share a texture")
|
||||
|
||||
|
||||
## The inventory draws slots at exactly twice the source size. A non-integer
|
||||
## scale on pixel art with nearest filtering gives uneven pixel widths, which on
|
||||
## a 1px border reads as a wobble along every edge.
|
||||
func test_the_inventory_slot_is_drawn_at_a_whole_multiple() -> void:
|
||||
var slot := UiTheme.texture("slot")
|
||||
var scale := HUD_SLOT / float(slot.get_width())
|
||||
assert_eq(scale, floorf(scale), "slot art is scaled by %f" % scale)
|
||||
assert_eq(slot.get_width(), slot.get_height(), "the slot should be square")
|
||||
|
||||
|
||||
const HUD_SLOT := 64.0
|
||||
|
||||
|
||||
## A Control resolves its theme by walking up the parent chain, which is why
|
||||
## one assignment near the root covers screens that share no parent. Checked on
|
||||
## the mechanism rather than on a Window, so it runs headless.
|
||||
func test_the_theme_reaches_controls_through_their_ancestors() -> void:
|
||||
var root: Control = autofree(Control.new())
|
||||
root.theme = UiTheme.get_theme()
|
||||
var middle := Control.new()
|
||||
root.add_child(middle)
|
||||
var button := Button.new()
|
||||
middle.add_child(button)
|
||||
assert_eq(button.get_theme_stylebox("normal", "Button"),
|
||||
UiTheme.get_theme().get_stylebox("normal", "Button"),
|
||||
"a button two levels down should still find the theme")
|
||||
assert_eq(button.get_theme_color("font_color", "Button"), UiTheme.INK)
|
||||
|
||||
|
||||
func test_applying_to_nothing_is_harmless() -> void:
|
||||
UiTheme.apply_to(null)
|
||||
assert_true(true, "a null root must not be a crash")
|
||||
|
||||
|
||||
func test_a_themed_root_fills_its_parent_and_carries_the_theme() -> void:
|
||||
var root: Control = autofree(UiTheme.themed_root())
|
||||
assert_eq(root.theme, UiTheme.get_theme())
|
||||
assert_eq(root.anchor_right, 1.0)
|
||||
assert_eq(root.anchor_bottom, 1.0)
|
||||
|
||||
|
||||
## Every screen in the game is built in code and hangs off either a plain Node
|
||||
## or a CanvasLayer, and theme inheritance travels Control-to-Control ONLY --
|
||||
## the chain breaks at the first non-Control parent. Setting the theme once on
|
||||
## the Window therefore looked like it worked and styled nothing, which is a
|
||||
## mistake that is invisible until somebody looks at the screen. So: every
|
||||
## screen is instantiated here and asked what its buttons actually resolve.
|
||||
func test_every_screen_actually_gets_the_theme() -> void:
|
||||
var screens := {
|
||||
"HUD": "res://src/ui/hud.gd",
|
||||
"GameMenu": "res://src/ui/game_menu.gd",
|
||||
"CharacterSelect": "res://src/ui/character_select.gd",
|
||||
"UpgradeScreen": "res://src/ui/upgrade_screen.gd",
|
||||
"SettingsScreen": "res://src/ui/settings_screen.gd",
|
||||
"CreditsScreen": "res://src/ui/credits_screen.gd",
|
||||
"MainMenu": "res://src/ui/main_menu.gd",
|
||||
}
|
||||
var wanted := UiTheme.get_theme().get_stylebox("normal", "Button")
|
||||
for name in screens:
|
||||
var node: Node = (load(screens[name]) as Script).new()
|
||||
add_child_autofree(node)
|
||||
var buttons := node.find_children("*", "Button", true, false)
|
||||
assert_gt(buttons.size(), 0, "%s has no button to check" % name)
|
||||
for b: Button in buttons:
|
||||
assert_eq(b.get_theme_stylebox("normal", "Button"), wanted,
|
||||
"%s: '%s' is not themed" % [name, b.text])
|
||||
|
||||
|
||||
## A Slider draws its groove in a band whose thickness is the stylebox's own
|
||||
## minimum size -- which for a StyleBoxTexture is its content margins. With
|
||||
## those at zero the track resolves, reports the right texture, and draws
|
||||
## nothing, which is exactly what it did.
|
||||
func test_slider_styleboxes_have_a_thickness() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for key in ["slider", "grabber_area", "grabber_area_highlight"]:
|
||||
var sb := t.get_stylebox(key, "HSlider")
|
||||
assert_gt(sb.get_minimum_size().y, 0.0,
|
||||
"HSlider/%s would draw with no height" % key)
|
||||
|
||||
|
||||
## The filled portion has to sit inside the groove, not overhang it.
|
||||
func test_the_filled_portion_is_no_thicker_than_the_groove() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
assert_lte(t.get_stylebox("grabber_area", "HSlider").get_minimum_size().y,
|
||||
t.get_stylebox("slider", "HSlider").get_minimum_size().y)
|
||||
|
||||
|
||||
func test_the_slider_grabber_is_big_enough_to_aim_at() -> void:
|
||||
var grab := UiTheme.get_theme().get_icon("grabber", "HSlider")
|
||||
assert_not_null(grab)
|
||||
assert_gte(grab.get_width(), 12, "an 8px grabber is a speck at this scale")
|
||||
assert_lte(grab.get_height(), 26, "and one taller than its row overflows it")
|
||||
|
||||
|
||||
## Nearest-neighbour and a whole multiple, or the pixel art turns to mush.
|
||||
func test_scaling_a_sprite_keeps_it_a_whole_multiple() -> void:
|
||||
var src := UiTheme.texture("grabber")
|
||||
var out := UiTheme.scaled("grabber", 2)
|
||||
assert_eq(out.get_width(), src.get_width() * 2)
|
||||
assert_eq(out.get_height(), src.get_height() * 2)
|
||||
|
||||
|
||||
## Every scrollbar piece has to be styled or the default grey chrome shows
|
||||
## through on the two screens that scroll.
|
||||
func test_scrollbars_are_styled() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for bar_class in ["VScrollBar", "HScrollBar"]:
|
||||
for key in ["scroll", "grabber", "grabber_highlight", "grabber_pressed"]:
|
||||
assert_true(t.has_stylebox(key, bar_class),
|
||||
"%s/%s is unstyled" % [bar_class, key])
|
||||
|
||||
|
||||
## And they need a thickness, for the same reason sliders do: a ScrollBar sizes
|
||||
## itself from its styleboxes' minimum size, so styling one with no content
|
||||
## margins produces a bar zero pixels wide -- which looks exactly like having
|
||||
## no scrollbar, and did.
|
||||
func test_scrollbars_have_a_thickness_in_both_directions() -> void:
|
||||
var t := UiTheme.get_theme()
|
||||
for bar_class in ["VScrollBar", "HScrollBar"]:
|
||||
for key in ["scroll", "grabber"]:
|
||||
var size := t.get_stylebox(key, bar_class).get_minimum_size()
|
||||
assert_gt(size.x, 0.0, "%s/%s has no width" % [bar_class, key])
|
||||
assert_gt(size.y, 0.0, "%s/%s has no height" % [bar_class, key])
|
||||
|
||||
|
||||
## Panels are the pack's shape in this game's colours: the art is cream, and a
|
||||
## cream dialog over a dark dungeon would need every label in five screens
|
||||
## recoloured. Tinting the stylebox keeps the border and the existing text.
|
||||
func test_dialog_panels_are_tinted_dark() -> void:
|
||||
var sb := UiTheme.get_theme().get_stylebox("panel", "PanelContainer") as StyleBoxTexture
|
||||
assert_lt(sb.modulate_color.get_luminance(), 0.35,
|
||||
"a bright panel would make every light label on it unreadable")
|
||||
assert_gt(sb.get_minimum_size().x, 0.0, "a dialog needs padding")
|
||||
|
||||
|
||||
func test_a_card_panel_carries_its_tint() -> void:
|
||||
var card: PanelContainer = autofree(UiTheme.card_panel(Color(0.9, 0.2, 0.2)))
|
||||
var sb := card.get_theme_stylebox("panel") as StyleBoxTexture
|
||||
assert_not_null(sb)
|
||||
assert_almost_eq(sb.modulate_color.r, 0.9, 0.001)
|
||||
@@ -0,0 +1 @@
|
||||
uid://ddwfq3jpwgfep
|
||||
@@ -21,6 +21,12 @@ var _account: int = 616161
|
||||
var _character: Character
|
||||
var _offer_before: Array[StringName] = []
|
||||
var _damage_before: int = 0
|
||||
## What the character was carrying and shooting with before it changed zones.
|
||||
var _carried: Array[StringName] = []
|
||||
var _upgrades_before: Array[StringName] = []
|
||||
var _stats_before: PlayerStats = null
|
||||
var _level_before: int = 0
|
||||
var _xp_before: int = 0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -65,7 +71,11 @@ func _physics_process(_delta: float) -> void:
|
||||
70: _take_it_at_the_npc()
|
||||
80: _it_changed_things()
|
||||
90: _refused_with_nothing_pending()
|
||||
100: _finish()
|
||||
95: _walk_into_a_dungeon()
|
||||
105: _still_mine_in_the_dungeon()
|
||||
110: _walk_back_to_the_hub()
|
||||
120: _still_mine_in_the_hub()
|
||||
130: _finish()
|
||||
|
||||
|
||||
func _login() -> void:
|
||||
@@ -199,6 +209,66 @@ func _refused_with_nothing_pending() -> void:
|
||||
_check(_stored().offer.is_empty(), "and no table is left on the counter")
|
||||
|
||||
|
||||
## Everything below is about ONE bug, and it is worth naming: the world hands
|
||||
## back a blank player on every instance transfer, and for a long time only
|
||||
## character *select* gave it back its character. Every portal and every escape
|
||||
## silently reset the player to level 1 with base stats and an empty bag. The
|
||||
## record on disk stayed correct the whole time, so it read as a display
|
||||
## glitch, and nothing here or in the test suite looked.
|
||||
func _walk_into_a_dungeon() -> void:
|
||||
var inst := _srv.instance_of(Net.LOCAL_PEER)
|
||||
var p := _me()
|
||||
# Carry something, the way a player would after a pickup.
|
||||
p.add_item(Items.HEALTH_POTION)
|
||||
_srv._persist_inventory(inst, Net.LOCAL_PEER)
|
||||
_carried = p.inventory.duplicate()
|
||||
_upgrades_before = _stored().upgrades.duplicate()
|
||||
_stats_before = p.stats
|
||||
_level_before = p.level
|
||||
_xp_before = p.total_xp
|
||||
_check(_level_before > 1, "setup: the character has levelled")
|
||||
_check(not _upgrades_before.is_empty(), "setup: and holds an upgrade")
|
||||
_srv._send_to_dungeon(Net.LOCAL_PEER)
|
||||
|
||||
|
||||
func _carried_through(where: String) -> void:
|
||||
var p := _me()
|
||||
if p == null:
|
||||
_check(false, "there is a player in the %s at all" % where)
|
||||
return
|
||||
_check(p.level == _level_before,
|
||||
"%s: level survives the trip (%d)" % [where, p.level])
|
||||
_check(p.total_xp == _xp_before, "%s: so does experience" % where)
|
||||
_check(p.stats.upgrade_count == _upgrades_before.size(),
|
||||
"%s: and the upgrades (%d)" % [where, p.stats.upgrade_count])
|
||||
_check(p.stats.damage == _stats_before.damage,
|
||||
"%s: so the gun still hits for %d" % [where, p.stats.damage])
|
||||
# Compared against the CHARACTER's health, not against a formula fed the
|
||||
# player's own level -- that agrees with itself even when the level is
|
||||
# wrong, which is exactly the state this whole section exists to catch.
|
||||
_check(p.max_hp == _stored().max_hp(),
|
||||
"%s: and maximum health matches the record (%d)" % [where, p.max_hp])
|
||||
_check(p.inventory == _carried, "%s: the bag came too" % where)
|
||||
|
||||
|
||||
func _still_mine_in_the_dungeon() -> void:
|
||||
var inst := _srv.instance_of(Net.LOCAL_PEER)
|
||||
_check(inst != null and inst.kind == Protocol.InstanceKind.DUNGEON,
|
||||
"walked into a dungeon")
|
||||
_carried_through("dungeon")
|
||||
|
||||
|
||||
func _walk_back_to_the_hub() -> void:
|
||||
_srv._send_to_lobby(Net.LOCAL_PEER)
|
||||
|
||||
|
||||
func _still_mine_in_the_hub() -> void:
|
||||
var inst := _srv.instance_of(Net.LOCAL_PEER)
|
||||
_check(inst != null and inst.kind == Protocol.InstanceKind.LOBBY,
|
||||
"escaped back to the hub")
|
||||
_carried_through("hub")
|
||||
|
||||
|
||||
func _finish() -> void:
|
||||
print("---")
|
||||
if _fails.is_empty():
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
extends Node
|
||||
## Boot the client windowed, capture a few screens, and quit.
|
||||
##
|
||||
## SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn
|
||||
##
|
||||
## This exists because UI is the one part of the game the rest of the tooling
|
||||
## cannot check. `check.sh` proves it parses, the suite proves the theme
|
||||
## resolves, the smoke test proves nothing errors -- and all three passed
|
||||
## while the entire interface rendered unstyled, because Godot's theme
|
||||
## inheritance breaks at the first non-Control parent and nothing had ever
|
||||
## looked at the screen.
|
||||
##
|
||||
## Needs a real display, so it is not part of any automated gate. Run it after
|
||||
## touching anything under src/ui/ and open the files.
|
||||
|
||||
const GAME := preload("res://src/game.tscn")
|
||||
## Frame numbers, not seconds: the point is a deterministic sequence, and a
|
||||
## windowed client at 60fps gets there in about four seconds.
|
||||
const AT_MENU := 30
|
||||
const ENTER_GAME := 34
|
||||
const AT_GAME := 200
|
||||
const OPEN_MENU := 210
|
||||
const AT_INGAME_MENU := 240
|
||||
const OPEN_SETTINGS := 250
|
||||
const AT_SETTINGS := 280
|
||||
const OPEN_CREDITS := 290
|
||||
const AT_CREDITS := 320
|
||||
const OPEN_UPGRADES := 330
|
||||
const AT_UPGRADES := 360
|
||||
const DONE := 370
|
||||
|
||||
var _frame: int = 0
|
||||
var _game: Node = null
|
||||
var _menu: Control = null
|
||||
var _dir: String = "user://"
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
GameOpts.parse()
|
||||
Engine.physics_ticks_per_second = SimConfig.TICK_RATE
|
||||
Settings.load_and_apply()
|
||||
var from_env := OS.get_environment("SHOT_DIR")
|
||||
if not from_env.is_empty():
|
||||
_dir = from_env
|
||||
get_window().size = Vector2i(1280, 720)
|
||||
_menu = preload("res://src/ui/main_menu.gd").new()
|
||||
add_child(_menu)
|
||||
|
||||
|
||||
## Put the player at the quartermaster on BOTH sides. Setting only the client's
|
||||
## predicted position does not hold: reconciliation pulls it back to whatever
|
||||
## the server says within a tick or two, the game scene notices it is no longer
|
||||
## at the NPC, and closes the screen again.
|
||||
func _stand_at_the_npc() -> void:
|
||||
var npc: Vector2 = Net.client.upgrade_npc
|
||||
Net.client.predicted_pos = npc
|
||||
var inst := Net.server.instance_of(Net.LOCAL_PEER)
|
||||
if inst != null:
|
||||
var p: SimPlayer = inst.world.players.get(Net.LOCAL_PEER)
|
||||
if p != null:
|
||||
p.pos = npc
|
||||
_game.set("_upgrades_open", true)
|
||||
|
||||
|
||||
func _process(_delta: float) -> void:
|
||||
_frame += 1
|
||||
# Held until the shot is taken; one frame of it is not enough.
|
||||
if _frame > OPEN_UPGRADES and _frame <= AT_UPGRADES:
|
||||
_stand_at_the_npc()
|
||||
match _frame:
|
||||
AT_MENU:
|
||||
_grab("menu")
|
||||
ENTER_GAME:
|
||||
_menu.queue_free()
|
||||
Net.host(27455)
|
||||
Net.start_local_client()
|
||||
_game = GAME.instantiate()
|
||||
add_child(_game)
|
||||
AT_GAME:
|
||||
_grab("game")
|
||||
OPEN_MENU:
|
||||
_game.get_node("GameMenu").open()
|
||||
AT_INGAME_MENU:
|
||||
_grab("menu_ingame")
|
||||
OPEN_SETTINGS:
|
||||
_game.get_node("GameMenu").close()
|
||||
_game.get_node("SettingsScreen").open()
|
||||
AT_SETTINGS:
|
||||
_grab("settings")
|
||||
OPEN_CREDITS:
|
||||
_game.get_node("SettingsScreen").visible = false
|
||||
_game.get_node("CreditsScreen").open()
|
||||
AT_CREDITS:
|
||||
_grab("credits")
|
||||
OPEN_UPGRADES:
|
||||
# Driven with a made-up offer rather than by earning one: the point
|
||||
# here is the card layout, and levelling a character up first would
|
||||
# make the shot depend on a dungeon run.
|
||||
_game.get_node("CreditsScreen").visible = false
|
||||
# The game scene owns this screen's visibility and re-asserts it
|
||||
# every frame, closing it unless the player is at the NPC -- so
|
||||
# setting `visible` directly lasted exactly one frame. Stand the
|
||||
# player at the quartermaster and open it the way the game does.
|
||||
_stand_at_the_npc()
|
||||
var offer: Array[StringName] = [
|
||||
Upgrades.SPLIT_SHOT, Upgrades.POISON, Upgrades.ERASER]
|
||||
var taken: Array[StringName] = [Upgrades.SNIPER, Upgrades.SPREAD]
|
||||
_game.get_node("UpgradeScreen").refresh(2, offer, taken)
|
||||
AT_UPGRADES:
|
||||
_grab("upgrades")
|
||||
DONE:
|
||||
Net.shutdown()
|
||||
get_tree().quit(0)
|
||||
|
||||
|
||||
func _grab(shot_name: String) -> void:
|
||||
var path := "%s/shot_%s.png" % [_dir, shot_name]
|
||||
var err := get_viewport().get_texture().get_image().save_png(path)
|
||||
if err != OK:
|
||||
printerr("could not write %s (error %d)" % [path, err])
|
||||
return
|
||||
print("saved ", path)
|
||||
@@ -0,0 +1 @@
|
||||
uid://bnuqy4w5whjce
|
||||
@@ -0,0 +1,6 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://tools/screenshot.gd" id="1"]
|
||||
|
||||
[node name="Screenshot" type="Node"]
|
||||
script = ExtResource("1")
|
||||
@@ -97,6 +97,27 @@ check() { # check <label> <file> <pattern>
|
||||
fails=$((fails + 1))
|
||||
fi
|
||||
}
|
||||
# Plain engine errors, which the pattern below deliberately does not catch:
|
||||
# "SCRIPT ERROR" and friends are GDScript problems, and a great many engine
|
||||
# complaints are neither. A settings file missing a key logged one ERROR line
|
||||
# per action at startup and this suite reported a clean pass, which is what
|
||||
# motivated this check.
|
||||
#
|
||||
# One line is excluded by name rather than by pattern: Godot reports a resource
|
||||
# still in use at exit on every run, and naming it means anything else that
|
||||
# turns up is a real finding.
|
||||
no_engine_errors() { # no_engine_errors <label> <file>
|
||||
local hits
|
||||
hits=$(grep -E "^ERROR:" "$2" | grep -vF "resources still in use at exit" | wc -l)
|
||||
if [[ "$hits" == "0" ]]; then
|
||||
echo " ok $1"
|
||||
else
|
||||
echo " FAIL $1 ($hits engine error line(s) in $(basename "$2"))"
|
||||
grep -E "^ERROR:" "$2" | grep -vF "resources still in use at exit" | head -5 | sed 's/^/ /'
|
||||
fails=$((fails + 1))
|
||||
fi
|
||||
}
|
||||
|
||||
refute() { # refute <label> <file> <pattern>
|
||||
local hits
|
||||
hits=$(grep -cE "$3" "$2" || true)
|
||||
@@ -128,7 +149,9 @@ check "a boss spawned" "$OUT/server.log" "BOSS_SPAWNED (warden|can
|
||||
# opens one of each kind. This is what catches a portal wired to the wrong
|
||||
# dungeon, or an instance matcher that ignores which dungeon was asked for.
|
||||
check "the real run opened" "$OUT/server.log" "opened dungeon instance [0-9]+ \(warden_descent\)"
|
||||
check "the choir vault opened" "$OUT/server.log" "opened dungeon instance [0-9]+ \(choir_vault\)"
|
||||
check "the proving grounds opened" "$OUT/server.log" "opened dungeon instance [0-9]+ \(proving_grounds\)"
|
||||
check "and each ended with its own boss" "$OUT/server.log" "BOSS_SPAWNED cantor in instance"
|
||||
check "emergency escape completed" "$OUT/server.log" "escaped to lobby"
|
||||
check "bot1 reached a dungeon" "$OUT/bot1.log" "entered instance .*DUNGEON"
|
||||
check "bot1 returned to the lobby" "$OUT/bot1.log" "entered instance .*LOBBY"
|
||||
@@ -145,6 +168,8 @@ check "a polite disconnect is also channelled" \
|
||||
# and tools/diag_upgrades.tscn covers the loop itself.
|
||||
refute "no server script errors" "$OUT/server.log" "SCRIPT ERROR|Parse Error|USER ERROR"
|
||||
refute "no client script errors" "$OUT/bot1.log" "SCRIPT ERROR|Parse Error|USER ERROR"
|
||||
no_engine_errors "no engine errors on the server" "$OUT/server.log"
|
||||
no_engine_errors "no engine errors on a client" "$OUT/bot1.log"
|
||||
|
||||
echo
|
||||
if [[ $fails -eq 0 ]]; then
|
||||
|
||||