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.
36 lines
1.2 KiB
GDScript
36 lines
1.2 KiB
GDScript
extends RefCounted
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## Shared UI styling: dark, warm, slightly translucent panels.
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const PANEL_BG := Color(0.09, 0.075, 0.06, 0.88)
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const PANEL_BORDER := Color(0.42, 0.33, 0.22, 0.9)
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const SLOT_BG := Color(0.16, 0.13, 0.10, 0.85)
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const SLOT_BORDER := Color(0.32, 0.26, 0.18, 0.9)
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const SELECTED := Color(0.95, 0.78, 0.35, 1.0)
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const TEXT := Color(0.93, 0.89, 0.80)
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const TEXT_DIM := Color(0.68, 0.63, 0.55)
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const OK := Color(0.55, 0.85, 0.45)
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const BAD := Color(0.95, 0.45, 0.35)
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static func box(bg: Color, border: Color, width: int = 2, radius: int = 6, pad: int = 10) -> StyleBoxFlat:
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var s := StyleBoxFlat.new()
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s.bg_color = bg
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s.border_color = border
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s.set_border_width_all(width)
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s.set_corner_radius_all(radius)
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s.set_content_margin_all(pad)
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return s
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static func panel() -> PanelContainer:
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var p := PanelContainer.new()
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p.add_theme_stylebox_override("panel", box(PANEL_BG, PANEL_BORDER, 2, 8, 14))
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return p
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static func label(text: String, size: int = 16, color: Color = TEXT) -> Label:
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var l := Label.new()
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l.text = text
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l.add_theme_font_size_override("font_size", size)
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l.add_theme_color_override("font_color", color)
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l.add_theme_color_override("font_outline_color", Color(0, 0, 0, 0.8))
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l.add_theme_constant_override("outline_size", 4)
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return l
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