Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases). Survival core (M1a): - Items/recipes as data (data/*.json) in the addon SDK's define_item / define_recipe shape; procedural item meshes and offscreen-rendered icons - Inventory class (40 slots, hotbar = row 1) shared by player and chests; click / right-click split / shift-click quick-move - Actions autoload: the intent layer (craft, pickup, harvest_hit, place, transfer) that validates every change; becomes the RPC surface in M2 - Gathering: ground pickups (sticks, stones, flint); trees chopped with an axe fall and leave stumps; boulders mined with a pickaxe shrink per hit - Crafting screen with station checks (workbench); placement mode with green/red ghost, rotation and overlap/slope validation - Pieces: campfire (light, flames, embers), workbench, chest (16 slots) - HUD: hotbar, held tool view model with swing, prompts, toasts Menus and saving: - ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit - Title screen over a flyover of the island: Continue / New World (name + seed) / Load World (with delete) / Quit - Saves autoload: one folder per world under user://worlds, atomic writes with a .bak; stores only player changes (player, pieces, chest contents, harvested resources, taken pickups) and regenerates the rest from the seed - Autosave every 2 min, Save & Quit to title/desktop, save on window close Fixes: UI screens now fill the viewport (were pinned top-left); title backdrop no longer captures the mouse. Tests: test_survival_core (31 checks), test_save_load (round trip + slots), test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
140 lines
4.5 KiB
GDScript
140 lines
4.5 KiB
GDScript
extends CanvasLayer
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## In-game HUD: crosshair, interaction prompt, hotbar, toasts, and the
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## inventory screen. Rendering only: it reads player state and forwards
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## clicks to Actions.
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const UITheme = preload("res://scripts/ui/theme.gd")
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const SlotScript = preload("res://scripts/ui/slot.gd")
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const InventoryScreen = preload("res://scripts/ui/inventory_screen.gd")
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const PauseMenu = preload("res://scripts/ui/pause_menu.gd")
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var player: CharacterBody3D
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var _prompt: Label
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var _held_name: Label
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var _hotbar: Array = []
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var _toasts: VBoxContainer
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var _screen: Control
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var _menu: Control
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func bind(p: CharacterBody3D) -> void:
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player = p
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layer = 5
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var root := Control.new()
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(root)
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# Crosshair.
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var dot := ColorRect.new()
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dot.color = Color(1, 1, 1, 0.8)
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dot.size = Vector2(4, 4)
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dot.set_anchors_preset(Control.PRESET_CENTER)
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dot.position -= Vector2(2, 2)
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dot.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(dot)
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_prompt = UITheme.label("", 18)
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_prompt.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_prompt.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_prompt.offset_top = 28
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_prompt.offset_bottom = 56
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root.add_child(_prompt)
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# Hotbar.
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var bar := HBoxContainer.new()
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bar.add_theme_constant_override("separation", 6)
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bar.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
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bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
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bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
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bar.offset_bottom = -18
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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for i in range(8):
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var s: Panel = SlotScript.new(i, 64, str(i + 1))
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s.mouse_filter = Control.MOUSE_FILTER_IGNORE
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bar.add_child(s)
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_hotbar.append(s)
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root.add_child(bar)
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_held_name = UITheme.label("", 15, UITheme.TEXT_DIM)
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_held_name.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
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_held_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_held_name.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_held_name.offset_top = -112
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_held_name.offset_bottom = -90
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root.add_child(_held_name)
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_toasts = VBoxContainer.new()
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_toasts.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT)
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_toasts.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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_toasts.grow_vertical = Control.GROW_DIRECTION_BEGIN
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_toasts.offset_right = -24
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_toasts.offset_bottom = -110
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_toasts.alignment = BoxContainer.ALIGNMENT_END
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_toasts.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(_toasts)
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_screen = InventoryScreen.new()
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root.add_child(_screen)
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_screen.bind(player)
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_menu = PauseMenu.new()
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root.add_child(_menu)
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_menu.bind(player)
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process_mode = Node.PROCESS_MODE_ALWAYS # so ESC works while paused
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_screen.process_mode = Node.PROCESS_MODE_PAUSABLE
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player.inventory.changed.connect(_refresh)
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player.selected_changed.connect(_refresh)
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player.inventory_requested.connect(_on_inventory_requested)
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player.hands.prompt_changed.connect(func(t): _prompt.text = t)
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Actions.notify.connect(toast)
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ItemDB.icons_ready.connect(_refresh)
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_refresh()
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func _on_inventory_requested(container: Node) -> void:
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if not _screen.is_open():
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_screen.open(container)
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## ESC: close the inventory if it's open, otherwise toggle the pause menu.
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
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if _screen.is_open():
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_screen.close()
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elif _menu.is_open():
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_menu.back()
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else:
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_menu.open()
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get_viewport().set_input_as_handled()
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func _unhandled_input(event: InputEvent) -> void:
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if _menu.is_open():
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return
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if event.is_action_pressed("inventory") and not _screen.is_open():
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_screen.open(null)
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get_viewport().set_input_as_handled()
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func _refresh() -> void:
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for i in range(_hotbar.size()):
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_hotbar[i].set_stack(player.inventory.get_slot(i))
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_hotbar[i].set_selected(i == player.selected)
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var id: String = player.held_item_id()
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_held_name.text = ItemDB.item_name(id) if not id.is_empty() else ""
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func toast(text: String) -> void:
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# Merge repeated "+N Item" toasts so chopping doesn't spam the corner.
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for c in _toasts.get_children():
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if c.get_meta("base", "") == text:
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c.modulate.a = 1.0
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return
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var l := UITheme.label(text, 17)
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l.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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l.set_meta("base", text)
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_toasts.add_child(l)
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while _toasts.get_child_count() > 6:
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_toasts.get_child(0).free()
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var tw := l.create_tween()
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tw.tween_interval(2.2)
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tw.tween_property(l, "modulate:a", 0.0, 0.8)
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tw.tween_callback(l.queue_free)
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