Files
Bullosseum/ui/ui_fonts.gd
T
richard 7bc241bbe6 Consolidate raw art under art/ and prune unused assets
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  superseded BEAR_*.tres, marketing/spare PNGs, a spare font weight and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
2026-09-07 00:46:34 +03:00

50 lines
1.5 KiB
GDScript

class_name UiFonts
extends RefCounted
## Shared thematic fonts for menus and HUD. Cinzel is a Roman monumental capital
## typeface — a deliberate nod to the "-osseum" (Colosseum) in Bullosseum.
##
## Fonts load via load_dynamic_font so they resolve identically in the editor,
## headless tests and exported builds, whether or not the .ttf has been imported.
const _DECORATIVE := "res://art/fonts/CinzelDecorative-Bold.ttf"
const _ROMAN := "res://art/fonts/Cinzel.ttf"
static var _title: FontFile = null
static var _body: FontFile = null
static var _body_bold: FontVariation = null
## Ornate display face — big banners, menu title, win/lose text.
static func title() -> FontFile:
if _title == null:
_title = _load(_DECORATIVE)
return _title
## Cleaner monumental face — buttons, labels, body copy.
static func body() -> FontFile:
if _body == null:
_body = _load(_ROMAN)
return _body
## Emboldened Roman face for small, high-legibility bits (keycaps, badges) where
## Cinzel's thin regular strokes wash out. Faked via FontVariation since only the
## regular weight ships, so no extra .ttf is needed.
static func body_bold() -> FontVariation:
if _body_bold == null:
_body_bold = FontVariation.new()
_body_bold.base_font = body()
_body_bold.variation_embolden = 0.5
return _body_bold
static func _load(path: String) -> FontFile:
if ResourceLoader.exists(path):
var res := load(path)
if res is FontFile:
return res as FontFile
var f := FontFile.new()
f.load_dynamic_font(path)
return f