7b6a141767
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.
Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.
Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
50 lines
1.5 KiB
GDScript
50 lines
1.5 KiB
GDScript
class_name UiFonts
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extends RefCounted
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## Shared thematic fonts for menus and HUD. Cinzel is a Roman monumental capital
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## typeface — a deliberate nod to the "-osseum" (Colosseum) in Bullosseum.
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##
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## Fonts load via load_dynamic_font so they resolve identically in the editor,
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## headless tests and exported builds, whether or not the .ttf has been imported.
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const _DECORATIVE := "res://fonts/CinzelDecorative-Bold.ttf"
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const _ROMAN := "res://fonts/Cinzel.ttf"
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static var _title: FontFile = null
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static var _body: FontFile = null
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static var _body_bold: FontVariation = null
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## Ornate display face — big banners, menu title, win/lose text.
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static func title() -> FontFile:
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if _title == null:
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_title = _load(_DECORATIVE)
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return _title
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## Cleaner monumental face — buttons, labels, body copy.
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static func body() -> FontFile:
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if _body == null:
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_body = _load(_ROMAN)
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return _body
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## Emboldened Roman face for small, high-legibility bits (keycaps, badges) where
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## Cinzel's thin regular strokes wash out. Faked via FontVariation since only the
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## regular weight ships, so no extra .ttf is needed.
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static func body_bold() -> FontVariation:
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if _body_bold == null:
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_body_bold = FontVariation.new()
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_body_bold.base_font = body()
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_body_bold.variation_embolden = 0.5
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return _body_bold
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static func _load(path: String) -> FontFile:
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if ResourceLoader.exists(path):
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var res := load(path)
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if res is FontFile:
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return res as FontFile
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var f := FontFile.new()
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f.load_dynamic_font(path)
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return f
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