7bc241bbe6
Group all raw art by role under art/ (characters, levels, weapons, fx, anim, textures, ui, icons, fonts, hdri, materials), matching the earlier code reorg. Files are snake_case; asset uids are preserved so uid:// refs still resolve, and every res:// path reference is rewritten across scenes, scripts and project.godot. - Move the used assets out of Assets/ Animations/ fonts/ HUD/ HDRI/ Materials/ into art/; remove those dirs. - Materials snake_cased: barrel_metal, barrel_wood, bear_claw_fx, fire. - Delete unreferenced assets: alternate models, empty stub scripts, superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and the orphan M_Barrel_wood.gdshader. - Blender: drop .blend auto-backups and matador_v01/v02 (+ stale v02 fbx); keep matador_v03 and repoint create_matador_anims.py to it. .gitignore now blocks all Blender/*.blend[0-9] backups. - GLB Extract-Textures siblings (art/levels/*.png) kept and tracked. - Document the art/ layout in CLAUDE.md. Headless suite green; menu and gameplay shell boot clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FBbGXbzg3SD6ZBSadPPF5H
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://art/fonts/CinzelDecorative-Bold.ttf"
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const _ROMAN := "res://art/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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