feat(ui): one high-voltage theme, and pick your character from the escape menu

The theme was a comic one — cream paper, ink borders, papaya. It is now a
charged one: near-black violet, hot papaya, and a lightning yellow spent
nowhere except the instant a button is pressed. Chips are cut with two sharp
corners and two round ones on a diagonal, which is as close to a skew as a
StyleBoxFlat gets and is the difference between a button that reads calm and
one that reads fast. BoltRule draws the motif itself, struck a third of the way
along its rule rather than centred, so it reads as something that HIT the line.

The pause menu was 900 lines of hand-rolled UI that never referenced UITheme at
all, so it rendered in Godot's default grey. It now applies the theme — and
applies it to its own root Control, not only to the Window, because a Control
inherits from its nearest Control ANCESTOR and this screen hangs off a
CanvasLayer, which is not one. That was invisible at first: the parts built with
UITheme.title() carry their own overrides and looked right next to a list and a
button that did not.

And it now has a Character screen. The roster on the left, the character
themselves on the right, turning — a name in a dropdown is not a character
selection screen. The preview is a real SkinnedPlayerModel in its own world, so
it shows exactly what will spawn: the same cel look, the same per-class
outlines, the same cloth and hair on springs. Selecting applies immediately;
there is nothing destructive to confirm, and applying on selection means the
character behind the menu changes as you arrow the list, which IS the
comparison.

PlayerMovementController.set_skin() is the supported way in. Both halves of a
skin change are easy to do by halves — `synced_skin_id` is what REMOTE peers
rebuild from, and only their _process watches it, so setting the property alone
would change everyone else's view of you and not your own.

Checked rather than asserted. debug/character_picker_check.gd walks the whole
roster and proves each entry loads a skeleton, animations, a surface table and
body surfaces — and that the skeleton is MOVING, because the clip name is a
variable this class sets on itself and reads "Idle" just as happily when nothing
is ticking. debug/ui_capture.gd and debug/roster_capture.gd photograph the
screens and every character, which is how three things were found that no
assertion could see: the theme break above, a preview showing the back of the
character's head, and a turntable that carried on from the last character so the
third one you looked at was side-on.

Known and not fixed here: momo's idle pose is wrong — arms overhead and a
pinched waist. Her rig, not the picker; every other character is correct.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-27 14:46:14 -04:00
co-authored by Claude Opus 5
parent 53f175ed6d
commit 26f7c2c622
9 changed files with 850 additions and 79 deletions
+123
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@@ -0,0 +1,123 @@
extends SceneTree
## Does the escape menu's character picker actually work?
##
## It is built entirely in code, in an autoload, over a paused tree — three
## things that each hide their own class of mistake and none of which a compile
## check catches. So: open it, walk every entry, and assert that each one
## selects, describes itself, and builds a real model with a real skeleton.
##
## godot --headless --path . -s res://debug/character_picker_check.gd
var _fails: int = 0
func _init() -> void:
root.call_deferred("add_child", Node.new()) # let autoloads finish _ready
await process_frame
await process_frame
var menu = root.get_node_or_null("PauseMenu")
_check(menu != null, "PauseMenu autoload exists")
if menu == null:
_done()
return
_check(menu.character_btn != null, "Character button exists on the pause menu")
_check(menu.character_list != null, "Character list exists")
_check(menu.character_editor != null, "Character screen exists")
menu._show_character()
await process_frame
_check(menu.character_editor.visible, "Character screen shows")
_check(not menu.main_vbox.visible, "Main pause list hides behind it")
# Autoload singletons are not resolvable as identifiers from a `-s` SceneTree
# script — it is compiled before they register — so reach it by path.
var skin_mgr = root.get_node("SkinManager")
var count: int = menu.character_list.item_count
_check(count > 0, "Roster is not empty (%d entries)" % count)
var seen_glb := 0
for i in count:
var id: String = menu.character_list.get_item_metadata(i)
menu._on_character_selected(i)
await process_frame
await process_frame
_check(menu.character_desc.text != "", "'%s' has a description line" % id)
var skin = skin_mgr.get_skin(id)
var expects_model: bool = skin.model_path != "" \
and ResourceLoader.exists(skin.model_path)
if not expects_model:
# A colour-tint skin has no GLB. The preview must be EMPTY, not the
# previously selected character left standing there.
_check(menu._preview_model == null,
"'%s' is a colour skin and clears the preview" % id)
continue
seen_glb += 1
var model = menu._preview_model
_check(model != null, "'%s' builds a preview model" % id)
if model == null:
continue
_check(model.loaded, "'%s' preview finished loading" % id)
_check(model.skeleton != null, "'%s' preview has a skeleton" % id)
_check(model.animation_player != null, "'%s' preview has animations" % id)
_check(model.surface_table() != null and not model.surface_table().is_empty(),
"'%s' preview knows its surface classes" % id)
var body: Array = model.surfaces_of(SkinSurfaces.BODY)
_check(not body.is_empty(), "'%s' preview reports body surfaces" % id)
# A preview that is not ANIMATING is a preview of the bind pose, which
# is the one pose the character will never be in during play. The clip
# NAME is not evidence of that — it is a variable this class sets on
# itself, and it reads "Idle" just as happily when the animation tree
# is not ticking at all. So watch the skeleton move.
_check(model.current_clip_debug() == "Idle",
"'%s' preview selected Idle (got '%s')"
% [id, model.current_clip_debug()])
_check(await _pose_moves(model),
"'%s' preview skeleton is actually animating" % id)
_check(seen_glb >= 6, "every shipping GLB skin previewed (%d)" % seen_glb)
# Back out, and make sure the turntable stops costing frames.
menu._show_main_menu()
await process_frame
_check(not menu.character_editor.visible, "Back returns to the pause list")
_check(menu.main_vbox.visible, "Pause list is showing again")
_done()
## Does the skeleton's pose change over a handful of frames?
##
## Sampled from INSIDE the modifier pass would be better, but the question here
## is only "is anything driving this at all", and for that the animated pose is
## the right thing to read: if the AnimationTree is not ticking, every bone
## holds still and this returns false.
func _pose_moves(model) -> bool:
var skel: Skeleton3D = model.skeleton
if skel == null or skel.get_bone_count() == 0:
return false
var before: Array = []
for b in skel.get_bone_count():
before.append(skel.get_bone_pose_rotation(b))
for _i in 12:
await process_frame
for b in skel.get_bone_count():
if not skel.get_bone_pose_rotation(b).is_equal_approx(before[b]):
return true
return false
func _check(ok: bool, what: String) -> void:
if ok:
print(" OK: %s" % what)
else:
print(" FAIL: %s" % what)
_fails += 1
func _done() -> void:
print("\n=== CHARACTER PICKER ===\nFailures: %d" % _fails)
quit(1 if _fails > 0 else 0)
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extends SceneTree
## Photograph every character in the picker, one shot each.
##
## The picker builds a real SkinnedPlayerModel per character, so this is the
## cheapest full-roster visual check there is: it catches a rig whose idle pose
## came out wrong, a skin that lost its textures, cloth that never settles, and
## a character standing the wrong way round — none of which any assertion in
## debug/character_picker_check.gd can see.
##
## godot --path . -s res://debug/roster_capture.gd -- <output_dir>
var _out_dir := "."
var _frames := 0
var _index := -1
var _menu: Node = null
## The character currently posing. Tracked explicitly rather than recomputed
## from the list index at shutter time — _next() skips the colour-tint skins,
## so the index when the photo is taken is not the index it was selected at,
## and every file came out labelled with the wrong character.
var _posing: String = ""
## Frames to let a freshly-built character load, blend into idle and let its
## hair and skirt stop swinging before the shutter opens.
const SETTLE := 90
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if args.size() > 0:
_out_dir = args[0]
var nm = root.get_node_or_null("NetworkManager")
if nm and nm.has_method("start_singleplayer_match"):
nm.start_singleplayer_match("Deathmatch")
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
func _process(_delta: float) -> bool:
_frames += 1
if _frames < 150:
return false
if _menu == null:
_menu = root.get_node_or_null("PauseMenu")
if _menu == null:
print("no PauseMenu autoload")
quit(1)
return true
_menu.visible = true
_menu._show_character()
_next()
return false
if (_frames - 150) % SETTLE == 0:
_shoot()
_next()
return false
func _next() -> void:
_index += 1
while _index < _menu.character_list.item_count:
var id: String = _menu.character_list.get_item_metadata(_index)
# Colour-tint skins have no model; there is nothing to photograph.
_menu.character_list.select(_index)
_menu._on_character_selected(_index)
if _menu._preview_model != null:
_posing = id
return
_index += 1
_posing = ""
quit()
func _shoot() -> void:
if _posing == "":
return
var id := _posing
var img := root.get_texture().get_image()
# Crop to the preview panel — the rest of the frame is the level behind it.
var w := img.get_width()
var h := img.get_height()
img = img.get_region(Rect2i(int(w * 0.44), int(h * 0.15),
int(w * 0.32), int(h * 0.68)))
var path := "%s/roster_%s.png" % [_out_dir, id]
img.save_png(path)
print("wrote %s" % path)
+68
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extends SceneTree
## Screenshot every UI screen, so the theme can be LOOKED at rather than
## asserted about.
##
## A theme is the one kind of change no headless check can validate: every
## contrast mistake, every panel that turns out to be invisible against the
## thing behind it, and every button whose label sits outside its own chip
## compiles perfectly. So this drives the real screens with rendering on and
## writes a PNG of each.
##
## godot --path . -s res://debug/ui_capture.gd -- <output_dir>
##
## Writes shot_menu.png, shot_pause.png, shot_character.png and
## shot_settings.png.
var _frames := 0
var _out_dir := "."
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if args.size() > 0:
_out_dir = args[0]
change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _process(_delta: float) -> bool:
_frames += 1
match _frames:
50:
_shot("menu")
# Into a real match. The pause menu deliberately refuses to open over
# the main menu, and it is the in-game background — a lit 3D level
# rather than a flat colour — that its legibility has to survive.
var nm = root.get_node_or_null("NetworkManager")
if nm and nm.has_method("start_singleplayer_match"):
nm.start_singleplayer_match("Deathmatch")
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
200:
_open("_show_main_menu")
215:
_shot("pause")
_open("_show_character")
320:
# Long enough for the model to load and the springs to settle.
_shot("character")
_open("_show_settings")
340:
_shot("settings")
quit()
return false
func _open(screen: String) -> void:
var menu = root.get_node_or_null("PauseMenu")
if menu == null:
push_warning("ui_capture: no PauseMenu autoload")
return
menu.visible = true
menu.call(screen)
func _shot(name: String) -> void:
var img := root.get_texture().get_image()
var path := "%s/shot_%s.png" % [_out_dir, name]
img.save_png(path)
print("wrote %s" % path)
+1 -1
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@@ -1,4 +1,4 @@
[gd_scene load_steps=2 format=3 uid="uid://cwpnlabweapon01"] [gd_scene format=3 uid="uid://c1aec1m0pwuk3"]
[ext_resource type="Script" path="res://debug/weapon_lab.gd" id="1_lab"] [ext_resource type="Script" path="res://debug/weapon_lab.gd" id="1_lab"]
+23
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@@ -225,6 +225,29 @@ func set_third_person(on: bool) -> void:
if wman and "canvas_layer" in wman and is_instance_valid(wman.canvas_layer): if wman and "canvas_layer" in wman and is_instance_valid(wman.canvas_layer):
wman.canvas_layer.visible = not on wman.canvas_layer.visible = not on
## Swap this player's character model, live.
##
## The only supported way in from outside — the escape menu's character picker
## calls this. It exists because the two halves of a skin change are easy to do
## by halves: `synced_skin_id` is what REMOTE peers rebuild from, and they only
## check it because their `_process` watches for it to change, which the
## authority's does not. Setting the property alone would change every other
## player's view of you and not your own.
##
## Rebuilding drops the old model and its third-person reveal with it, so that
## is re-applied here too; otherwise picking a new character while in third
## person leaves you looking at a shadow.
func set_skin(skin_id: String) -> void:
if skin_id == "" or skin_id == _applied_skin_id:
return
synced_skin_id = skin_id
_apply_skin_model(skin_id)
if third_person:
var visual := get_visual_model()
if visual and visual.has_method("set_owner_visible"):
visual.set_owner_visible(true)
## Returns the node that visually represents this player (skinned GLB model ## Returns the node that visually represents this player (skinned GLB model
## if the active skin has one, otherwise the procedural HumanoidModel). ## if the active skin has one, otherwise the procedural HumanoidModel).
func get_visual_model() -> Node3D: func get_visual_model() -> Node3D:
+71
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extends Control
class_name BoltRule
## A lightning bolt struck through a horizontal rule.
##
## The motif the whole UI is built around, in one reusable widget: menus use it
## as a section divider, the HUD uses it to underline a heading. It is drawn
## rather than shipped as an image so it takes the theme's colours and scales to
## any width without a second asset.
##
## The zigzag is deliberately not centred. A bolt centred in its rule reads as an
## ornament; struck a third of the way along, it reads as something that HIT the
## line — which is the difference between decorative and energetic.
@export var line_color: Color = Color(1.0, 0.47, 0.10)
@export var bolt_color: Color = Color(1.0, 0.93, 0.22)
@export var ink: Color = Color(0.045, 0.040, 0.075)
## Where along the rule the bolt strikes, 0..1.
@export var strike_at: float = 0.34
@export var thickness: float = 3.0
func _init() -> void:
custom_minimum_size = Vector2(0, 22)
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _draw() -> void:
var w := size.x
var h := size.y
if w <= 1.0:
return
var mid := h * 0.5
var strike := w * clampf(strike_at, 0.05, 0.95)
var half := h * 0.42
# The rule, broken where the bolt lands so the bolt reads as passing
# THROUGH it rather than sitting on top.
var gap := h * 0.55
draw_line(Vector2(0, mid), Vector2(maxf(0.0, strike - gap), mid),
line_color, thickness)
draw_line(Vector2(minf(w, strike + gap), mid), Vector2(w, mid),
line_color, thickness)
# Bolt: down-right, kick back left, down-right again.
var pts := PackedVector2Array([
Vector2(strike + half * 0.55, mid - half),
Vector2(strike - half * 0.10, mid + half * 0.12),
Vector2(strike + half * 0.30, mid + half * 0.12),
Vector2(strike - half * 0.55, mid + half),
Vector2(strike + half * 0.12, mid - half * 0.10),
Vector2(strike - half * 0.28, mid - half * 0.10),
])
# Ink first, one step out, so the bolt keeps a drawn edge against any
# background it is placed on.
draw_colored_polygon(_grown(pts, 2.0), ink)
draw_colored_polygon(pts, bolt_color)
## The same polygon pushed out from its own centre — a cheap outline that needs
## no second point list to maintain.
func _grown(pts: PackedVector2Array, by: float) -> PackedVector2Array:
var centre := Vector2.ZERO
for p in pts:
centre += p
centre /= float(pts.size())
var out := PackedVector2Array()
for p in pts:
var dir := (p - centre)
out.append(p + (dir.normalized() * by if dir.length() > 0.001 else Vector2.ZERO))
return out
+1
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@@ -0,0 +1 @@
uid://bsy66ipfm78ie
+252 -9
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@@ -4,11 +4,22 @@ var bg: ColorRect
var main_vbox: VBoxContainer var main_vbox: VBoxContainer
var resume_btn: Button var resume_btn: Button
var respawn_btn: Button var respawn_btn: Button
var character_btn: Button
var loadouts_btn: Button var loadouts_btn: Button
var settings_btn: Button var settings_btn: Button
var return_btn: Button var return_btn: Button
var exit_btn: Button var exit_btn: Button
# Character picker
var character_editor: Control
var character_list: ItemList
var character_desc: Label
var character_back_btn: Button
var _preview_viewport: SubViewport
var _preview_model: SkinnedPlayerModel
var _preview_pivot: Node3D
var _preview_id: String = ""
# Loadout UI # Loadout UI
var loadout_editor: Control var loadout_editor: Control
var loadout_list_vbox: VBoxContainer var loadout_list_vbox: VBoxContainer
@@ -59,8 +70,14 @@ func _ready() -> void:
layer = 100 # Ensure it's on top layer = 100 # Ensure it's on top
visible = false visible = false
# This screen is an autoload, so it can be the FIRST thing the player sees
# styled — opened over a level that never loaded the HUD, it used to render
# in Godot's default grey because it relied on some other screen having
# applied the theme. apply_global is idempotent; just call it.
UITheme.apply_global(get_tree())
_build_ui() _build_ui()
_connect_signals() _connect_signals()
UITheme.wire_sounds(self)
func _input(event: InputEvent) -> void: func _input(event: InputEvent) -> void:
if waiting_for_input_action != "": if waiting_for_input_action != "":
@@ -114,6 +131,13 @@ func _build_ui() -> void:
bg = ColorRect.new() bg = ColorRect.new()
bg.color = Color(0, 0, 0, 0.7) bg.color = Color(0, 0, 0, 0.7)
bg.set_anchors_preset(Control.PRESET_FULL_RECT) bg.set_anchors_preset(Control.PRESET_FULL_RECT)
# Assigned here as well as on the root Window, because this screen hangs off
# a CanvasLayer. A Control inherits its theme from its nearest Control
# ANCESTOR, and a CanvasLayer is not one — so the chain breaks here and
# everything below fell back to Godot's default grey. It was not obvious,
# because the parts built with UITheme.title() carry their own overrides and
# looked correct next to a list and a button that did not.
bg.theme = UITheme.build()
add_child(bg) add_child(bg)
# ── Main Menu ── # ── Main Menu ──
@@ -125,42 +149,48 @@ func _build_ui() -> void:
main_vbox.add_theme_constant_override("separation", 20) main_vbox.add_theme_constant_override("separation", 20)
main_center.add_child(main_vbox) main_center.add_child(main_vbox)
var title = Label.new() var title = UITheme.title("PAUSED", 56)
title.text = "MENU"
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
title.add_theme_font_size_override("font_size", 48)
main_vbox.add_child(title) main_vbox.add_child(title)
main_vbox.add_child(UITheme.divider(0.62))
resume_btn = Button.new() resume_btn = Button.new()
resume_btn.text = "Resume" resume_btn.text = "Resume"
resume_btn.custom_minimum_size = Vector2(200, 50) resume_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(resume_btn) main_vbox.add_child(resume_btn)
respawn_btn = Button.new() respawn_btn = Button.new()
respawn_btn.text = "Respawn" respawn_btn.text = "Respawn"
respawn_btn.custom_minimum_size = Vector2(200, 50) respawn_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(respawn_btn) main_vbox.add_child(respawn_btn)
character_btn = Button.new()
character_btn.text = "Character"
character_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(character_btn)
loadouts_btn = Button.new() loadouts_btn = Button.new()
loadouts_btn.text = "Loadouts" loadouts_btn.text = "Loadouts"
loadouts_btn.custom_minimum_size = Vector2(200, 50) loadouts_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(loadouts_btn) main_vbox.add_child(loadouts_btn)
settings_btn = Button.new() settings_btn = Button.new()
settings_btn.text = "Settings" settings_btn.text = "Settings"
settings_btn.custom_minimum_size = Vector2(200, 50) settings_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(settings_btn) main_vbox.add_child(settings_btn)
return_btn = Button.new() return_btn = Button.new()
return_btn.text = "Main Menu" return_btn.text = "Main Menu"
return_btn.custom_minimum_size = Vector2(200, 50) return_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(return_btn) main_vbox.add_child(return_btn)
exit_btn = Button.new() exit_btn = Button.new()
exit_btn.text = "Exit Game" exit_btn.text = "Exit Game"
exit_btn.custom_minimum_size = Vector2(200, 50) exit_btn.custom_minimum_size = Vector2(260, 52)
main_vbox.add_child(exit_btn) main_vbox.add_child(exit_btn)
_build_character_editor()
# ── Loadout Editor Root ── # ── Loadout Editor Root ──
loadout_editor = Control.new() loadout_editor = Control.new()
loadout_editor.set_anchors_preset(Control.PRESET_FULL_RECT) loadout_editor.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -680,6 +710,213 @@ func _build_ui() -> void:
return_dialog.dialog_text = "Are you sure you want to return to the main menu?" return_dialog.dialog_text = "Are you sure you want to return to the main menu?"
add_child(return_dialog) add_child(return_dialog)
# ── Character picker ─────────────────────────────────────────────────────────
#
# The list on the left, the character themselves on the right, turning. A name
# in a dropdown is not a character selection screen — you pick a character by
# looking at them, which is the whole reason the models exist.
#
# The preview is a real SkinnedPlayerModel in its own world, not a rendered
# thumbnail, so it shows exactly what will spawn: the same cel look, the same
# per-class outlines, the same cloth and hair on springs. A thumbnail would go
# stale the first time a character was re-imported.
const PREVIEW_SIZE := Vector2i(520, 640)
func _build_character_editor() -> void:
character_editor = Control.new()
character_editor.set_anchors_preset(Control.PRESET_FULL_RECT)
character_editor.visible = false
bg.add_child(character_editor)
var center = CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
character_editor.add_child(center)
var row = HBoxContainer.new()
row.add_theme_constant_override("separation", 34)
center.add_child(row)
# Left: the roster
var left = VBoxContainer.new()
left.add_theme_constant_override("separation", 14)
left.custom_minimum_size = Vector2(340, 0)
row.add_child(left)
var heading := UITheme.title("CHARACTER", 52)
left.add_child(heading)
left.add_child(UITheme.divider(0.28))
character_list = ItemList.new()
character_list.custom_minimum_size = Vector2(340, 380)
character_list.auto_height = false
left.add_child(character_list)
character_desc = UITheme.heading("", 20)
character_desc.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
character_desc.custom_minimum_size = Vector2(340, 60)
left.add_child(character_desc)
character_back_btn = Button.new()
character_back_btn.text = "Back"
character_back_btn.custom_minimum_size = Vector2(0, 46)
left.add_child(character_back_btn)
# Right: the character, in a real 3D viewport
var frame := UITheme.card()
row.add_child(frame)
var vp_container = SubViewportContainer.new()
vp_container.stretch = true
vp_container.custom_minimum_size = Vector2(PREVIEW_SIZE)
frame.add_child(vp_container)
_preview_viewport = SubViewport.new()
_preview_viewport.own_world_3d = true
_preview_viewport.size = PREVIEW_SIZE
_preview_viewport.msaa_3d = Viewport.MSAA_4X
_preview_viewport.transparent_bg = true
# The tree is paused while this menu is up. Without this the preview would
# be a still frame: no turntable, and — worse — no spring solver, so the
# character's hair and skirt would hang in their bind pose.
_preview_viewport.process_mode = Node.PROCESS_MODE_ALWAYS
vp_container.add_child(_preview_viewport)
var world = Node3D.new()
_preview_viewport.add_child(world)
var env = WorldEnvironment.new()
env.environment = LevelEnvironment.make_environment("sunset")
world.add_child(env)
# Three-point-ish lighting, warm key and cool fill, which is what makes a
# cel-shaded character read as rounded instead of as a sticker.
var key = DirectionalLight3D.new()
key.rotation_degrees = Vector3(-28, 38, 0)
key.light_color = Color(1.0, 0.93, 0.84)
key.light_energy = 1.6
world.add_child(key)
var fill = DirectionalLight3D.new()
fill.rotation_degrees = Vector3(-16, -128, 0)
fill.light_color = Color(0.48, 0.62, 1.0)
fill.light_energy = 0.55
world.add_child(fill)
_preview_pivot = Node3D.new()
# Turned to face the camera. SkinnedPlayerModel yaws itself 180° on load
# because glTF forward is +Z and players face -Z, which is right in a level
# and means a preview camera sitting on +Z gets the back of the character's
# head. The turntable starts from here.
_preview_pivot.rotation_degrees.y = 180.0
world.add_child(_preview_pivot)
var camera = Camera3D.new()
camera.position = Vector3(0, 1.05, 2.65)
camera.rotation_degrees = Vector3(-4, 0, 0)
camera.fov = 38.0
world.add_child(camera)
func _show_character() -> void:
main_vbox.visible = false
loadout_editor.visible = false
settings_editor.visible = false
character_editor.visible = true
_populate_character_list()
func _populate_character_list() -> void:
character_list.clear()
var active: String = SkinManager.active_skin_id
var selected := -1
for id in SkinManager.get_skin_ids():
var skin = SkinManager.get_skin(id)
if not skin.is_unlocked:
continue
var idx := character_list.add_item(skin.skin_name)
character_list.set_item_metadata(idx, id)
if id == active:
selected = idx
if selected >= 0:
character_list.select(selected)
_on_character_selected(selected)
elif character_list.item_count > 0:
character_list.select(0)
_on_character_selected(0)
## Selecting a character equips it immediately — there is no separate confirm.
##
## A picker that needs a second click to take effect makes you compare a preview
## against a memory of the last one. Applying on selection means the character
## behind the menu changes as you arrow through the list, which IS the
## comparison. Nothing here is destructive, so there is nothing to confirm.
func _on_character_selected(index: int) -> void:
if index < 0 or index >= character_list.item_count:
return
var id: String = character_list.get_item_metadata(index)
var skin = SkinManager.get_skin(id)
character_desc.text = skin.description if skin.description != "" else skin.skin_name
_load_preview(id, skin)
SkinManager.set_active_skin(id)
var player := _local_player()
if player and player.has_method("set_skin"):
player.set_skin(id)
## Build the turntable model for one skin. A colour-tint skin has no GLB, so the
## preview is emptied rather than left showing whoever was selected before it.
func _load_preview(id: String, skin) -> void:
if id == _preview_id:
return
_preview_id = id
if is_instance_valid(_preview_model):
_preview_model.queue_free()
_preview_model = null
# Every character gets shown from the front. Without this the turntable
# carries on from wherever the last one left it, so the third character you
# look at is side-on and the fourth has their back to you.
if is_instance_valid(_preview_pivot):
_preview_pivot.rotation_degrees.y = 180.0
if skin == null or skin.model_path == "" \
or not ResourceLoader.exists(skin.model_path):
return
var model := SkinnedPlayerModel.new()
model.model_path = skin.model_path
model.skin_id = id
# Not first-person and not shadows-only: this is the one place the local
# player is supposed to see their own character in full.
model.first_person_mode = false
model.shadows_only = false
model.process_mode = Node.PROCESS_MODE_ALWAYS
_preview_pivot.add_child(model)
_preview_model = model
func _process(delta: float) -> void:
# Turntable. Only while the picker is actually on screen — the rest of the
# time this node is an invisible autoload and has no business spending
# frames.
if character_editor and character_editor.visible and is_instance_valid(_preview_pivot):
_preview_pivot.rotate_y(delta * 0.45)
## The player this menu belongs to. Spawners differ between the built levels and
## the test harness, so both places are checked.
func _local_player() -> Node:
var pid := str(multiplayer.get_unique_id())
var scene := get_tree().current_scene
if scene == null:
return null
var found := scene.get_node_or_null(pid)
if found == null:
var spawner := scene.get_node_or_null("PlayerSpawner")
if spawner:
found = spawner.get_node_or_null(pid)
return found
func _build_vol_control(parent: Node, label_name: String) -> Array: func _build_vol_control(parent: Node, label_name: String) -> Array:
var hbox = HBoxContainer.new() var hbox = HBoxContainer.new()
parent.add_child(hbox) parent.add_child(hbox)
@@ -725,6 +962,9 @@ func _create_label(text: String) -> Label:
func _connect_signals() -> void: func _connect_signals() -> void:
resume_btn.pressed.connect(_resume) resume_btn.pressed.connect(_resume)
respawn_btn.pressed.connect(_respawn) respawn_btn.pressed.connect(_respawn)
character_btn.pressed.connect(_show_character)
character_back_btn.pressed.connect(_show_main_menu)
character_list.item_selected.connect(_on_character_selected)
loadouts_btn.pressed.connect(_show_loadouts) loadouts_btn.pressed.connect(_show_loadouts)
settings_btn.pressed.connect(_show_settings) settings_btn.pressed.connect(_show_settings)
return_btn.pressed.connect(_show_return_dialog) return_btn.pressed.connect(_show_return_dialog)
@@ -753,10 +993,12 @@ func _show_main_menu() -> void:
main_vbox.visible = true main_vbox.visible = true
loadout_editor.visible = false loadout_editor.visible = false
settings_editor.visible = false settings_editor.visible = false
character_editor.visible = false
func _show_loadouts() -> void: func _show_loadouts() -> void:
main_vbox.visible = false main_vbox.visible = false
settings_editor.visible = false settings_editor.visible = false
character_editor.visible = false
loadout_editor.visible = true loadout_editor.visible = true
edit_panel.visible = false edit_panel.visible = false
_populate_loadout_list() _populate_loadout_list()
@@ -790,6 +1032,7 @@ func _populate_audio_ui() -> void:
func _show_settings() -> void: func _show_settings() -> void:
main_vbox.visible = false main_vbox.visible = false
loadout_editor.visible = false loadout_editor.visible = false
character_editor.visible = false
settings_editor.visible = true settings_editor.visible = true
_populate_keybindings() _populate_keybindings()
_populate_video_ui() _populate_video_ui()
+219 -61
View File
@@ -1,39 +1,95 @@
extends Object extends Object
class_name UITheme class_name UITheme
## Shared comic/cel UI theme: Bangers display font, paper panels with thick ## The one UI theme: high-voltage anime. Built once, applied to the root Window,
## ink borders and hard drop shadows, papaya accent. Built once, applied to ## inherited by every Control in every scene.
## the root Window so every Control in the game inherits it. ##
## The look is a charged cel comic — near-black violet ink, hot papaya, and a
## lightning yellow that only ever appears at the moment something is pressed.
## Three rules hold it together:
##
## INK EVERYTHING every panel, chip and letter carries a heavy dark edge.
## It is what makes flat colour read as drawn rather than
## as flat, and it is why text stays legible over a 3D
## scene without a scrim behind it.
## LEAN chips are cut with two sharp corners and two round ones,
## on a diagonal. A uniformly rounded button reads calm; the
## same shape leaning reads fast, and it costs nothing.
## VOLT MEANS NOW yellow is reserved for the pressed state and the bolt.
## Spend it anywhere else and the moment of input stops
## standing out.
##
## Everything here is static. Screens ask for `apply_global` once and then use
## the helpers — `heading`, `card`, `divider`, `chip_button` — instead of
## hand-rolling styleboxes, which is how the pause menu drifted 900 lines away
## from the rest of the game's look.
const FONT_PATH := "res://assets/ui/fonts/Bangers-Regular.ttf" const FONT_PATH := "res://assets/ui/fonts/Bangers-Regular.ttf"
const INK := Color(0.09, 0.08, 0.12) # ── The voltage palette ──────────────────────────────────────────────────────
const PAPER := Color(0.98, 0.96, 0.9) const INK := Color(0.045, 0.040, 0.075)
const PAPER_DIM := Color(0.92, 0.9, 0.84) const INK_SOFT := Color(0.105, 0.095, 0.165)
const PAPAYA := Color(1.0, 0.55, 0.15) const PANEL := Color(0.075, 0.068, 0.125, 0.94)
const PAPAYA_HOT := Color(1.0, 0.68, 0.25) const PANEL_DEEP := Color(0.045, 0.040, 0.085, 0.97)
const TEAL := Color(0.16, 0.72, 0.68) const PAPER := Color(0.97, 0.96, 0.99)
const PAPER_DIM := Color(0.60, 0.58, 0.68)
const PAPAYA := Color(1.00, 0.47, 0.10)
const PAPAYA_HOT := Color(1.00, 0.64, 0.20)
## Reserved for the instant of input, and for the bolt. See VOLT MEANS NOW.
const VOLT := Color(1.00, 0.93, 0.22)
const CYAN := Color(0.22, 0.94, 1.00)
const MAGENTA := Color(1.00, 0.18, 0.52)
## Older screens name the accent `TEAL`; it is the electric cyan now.
const TEAL := CYAN
## How far a chip leans. Applied as opposite corners round and the other two
## nearly square, which is as close to a skew as a StyleBoxFlat can get.
const LEAN := 18
static var _theme: Theme = null static var _theme: Theme = null
## Comic panel stylebox: flat fill, thick ink border, hard offset shadow. ## A leaning comic chip: flat fill, heavy ink edge, hard offset shadow.
##
## Kept at its original name and argument order — main_menu and match_hud both
## call it — with the lean added on top.
static func box(bg: Color, border: Color = INK, radius: int = 10, static func box(bg: Color, border: Color = INK, radius: int = 10,
border_w: int = 3, shadow: bool = true) -> StyleBoxFlat: border_w: int = 3, shadow: bool = true) -> StyleBoxFlat:
var sb := StyleBoxFlat.new() var sb := StyleBoxFlat.new()
sb.bg_color = bg sb.bg_color = bg
sb.border_color = border sb.border_color = border
sb.set_border_width_all(border_w) sb.set_border_width_all(border_w)
sb.set_corner_radius_all(radius) sb.corner_radius_top_left = radius + LEAN
sb.content_margin_left = 16 sb.corner_radius_bottom_right = radius + LEAN
sb.content_margin_right = 16 sb.corner_radius_top_right = 3
sb.content_margin_top = 8 sb.corner_radius_bottom_left = 3
sb.content_margin_bottom = 8 sb.content_margin_left = 22
sb.content_margin_right = 22
sb.content_margin_top = 9
sb.content_margin_bottom = 9
if shadow: if shadow:
sb.shadow_color = Color(INK.r, INK.g, INK.b, 0.7)
sb.shadow_size = 3
sb.shadow_offset = Vector2(5, 5)
return sb
## A panel: same ink edge, but square-shouldered so it reads as a surface to put
## things on rather than as a very large button.
static func panel(bg: Color = PANEL, border: Color = INK,
border_w: int = 4) -> StyleBoxFlat:
var sb := StyleBoxFlat.new()
sb.bg_color = bg
sb.border_color = border
sb.set_border_width_all(border_w)
sb.set_corner_radius_all(6)
sb.content_margin_left = 20
sb.content_margin_right = 20
sb.content_margin_top = 16
sb.content_margin_bottom = 16
sb.shadow_color = Color(INK.r, INK.g, INK.b, 0.55) sb.shadow_color = Color(INK.r, INK.g, INK.b, 0.55)
sb.shadow_size = 0 sb.shadow_size = 4
sb.shadow_offset = Vector2(4, 4) sb.shadow_offset = Vector2(6, 6)
sb.shadow_size = 2
return sb return sb
@@ -46,77 +102,179 @@ static func build() -> Theme:
t.default_font = font t.default_font = font
t.default_font_size = 26 t.default_font_size = 26
# ── Buttons: paper card, papaya on hover, squash on press ──────────── # ── Buttons ──────────────────────────────────────────────────────────
t.set_stylebox("normal", "Button", box(PAPER)) # Dark chip with a papaya edge at rest; the chip FILLS papaya on hover and
t.set_stylebox("hover", "Button", box(PAPAYA_HOT)) # flashes volt on press. The press state drops its shadow, so the chip
t.set_stylebox("pressed", "Button", box(PAPAYA, INK, 10, 3, false)) # visibly slams down into the page rather than just changing colour.
t.set_stylebox("focus", "Button", box(PAPER, TEAL)) _button_look(t, "Button")
t.set_stylebox("disabled", "Button", box(PAPER_DIM, Color(0.4, 0.4, 0.45))) for cls in ["OptionButton", "MenuButton", "CheckBox", "CheckButton",
t.set_color("font_color", "Button", INK) "LinkButton"]:
t.set_color("font_hover_color", "Button", INK) # Godot theme types do not inherit styling from Button, so each one has
t.set_color("font_pressed_color", "Button", PAPER) # to be told the same thing.
t.set_color("font_focus_color", "Button", INK) _button_look(t, cls)
t.set_color("font_disabled_color", "Button", Color(0.45, 0.45, 0.5))
# OptionButton / CheckBox get the same treatment explicitly (Godot theme # ── Labels: ink outline everywhere, for readability straight over 3D ──
# types don't inherit styling from Button) t.set_color("font_color", "Label", PAPER)
for cls in ["OptionButton", "MenuButton", "CheckBox", "CheckButton"]:
t.set_stylebox("normal", cls, box(PAPER))
t.set_stylebox("hover", cls, box(PAPAYA_HOT))
t.set_stylebox("pressed", cls, box(PAPAYA, INK, 10, 3, false))
t.set_stylebox("focus", cls, box(PAPER, TEAL))
t.set_stylebox("disabled", cls, box(PAPER_DIM, Color(0.4, 0.4, 0.45)))
t.set_color("font_color", cls, INK)
t.set_color("font_hover_color", cls, INK)
t.set_color("font_pressed_color", cls, PAPER)
t.set_color("font_focus_color", cls, INK)
t.set_color("font_disabled_color", cls, Color(0.45, 0.45, 0.5))
# ── Labels: ink outline everywhere for that inked-cel readability ────
t.set_color("font_outline_color", "Label", INK) t.set_color("font_outline_color", "Label", INK)
t.set_constant("outline_size", "Label", 8) t.set_constant("outline_size", "Label", 8)
t.set_color("font_color", "Label", PAPER)
# RichTextLabel (killfeed)
t.set_color("default_color", "RichTextLabel", PAPER) t.set_color("default_color", "RichTextLabel", PAPER)
t.set_color("font_outline_color", "RichTextLabel", INK) t.set_color("font_outline_color", "RichTextLabel", INK)
t.set_constant("outline_size", "RichTextLabel", 6) t.set_constant("outline_size", "RichTextLabel", 6)
# ── Inputs ─────────────────────────────────────────────────────────── # ── Inputs ───────────────────────────────────────────────────────────
t.set_stylebox("normal", "LineEdit", box(PAPER, INK, 8, 3, false)) t.set_stylebox("normal", "LineEdit", box(INK_SOFT, PAPAYA, 4, 3, false))
t.set_stylebox("focus", "LineEdit", box(PAPER, TEAL, 8, 3, false)) t.set_stylebox("focus", "LineEdit", box(INK_SOFT, CYAN, 4, 3, false))
t.set_color("font_color", "LineEdit", INK) t.set_color("font_color", "LineEdit", PAPER)
t.set_color("caret_color", "LineEdit", INK) t.set_color("caret_color", "LineEdit", VOLT)
t.set_color("font_placeholder_color", "LineEdit", PAPER_DIM)
# ── Sliders: the filled part is the charged part ─────────────────────
t.set_stylebox("slider", "HSlider", box(INK_SOFT, INK, 2, 2, false))
t.set_stylebox("grabber_area", "HSlider", box(PAPAYA, INK, 2, 2, false))
t.set_stylebox("grabber_area_highlight", "HSlider", box(VOLT, INK, 2, 2, false))
# ── Panels / lists ─────────────────────────────────────────────────── # ── Panels / lists ───────────────────────────────────────────────────
t.set_stylebox("panel", "PanelContainer", box(Color(0.13, 0.12, 0.18, 0.92), INK, 14, 4)) t.set_stylebox("panel", "PanelContainer", panel())
t.set_stylebox("panel", "ItemList", box(Color(0.13, 0.12, 0.18, 0.92), INK, 10, 3, false)) t.set_stylebox("panel", "Panel", panel())
t.set_stylebox("panel", "ItemList", panel(PANEL_DEEP, INK, 3))
t.set_color("font_color", "ItemList", PAPER) t.set_color("font_color", "ItemList", PAPER)
t.set_color("font_selected_color", "ItemList", INK)
t.set_stylebox("selected", "ItemList", box(PAPAYA, INK, 4, 2, false))
t.set_stylebox("selected_focus", "ItemList", box(PAPAYA_HOT, CYAN, 4, 2, false))
t.set_stylebox("hovered", "ItemList", box(INK_SOFT, PAPAYA, 4, 2, false))
# ── Popup menus (OptionButton dropdowns) ───────────────────────────── # ── Tabs ─────────────────────────────────────────────────────────────
t.set_stylebox("panel", "PopupMenu", box(PAPER, INK, 8, 3, false)) t.set_stylebox("panel", "TabContainer", panel())
t.set_color("font_color", "PopupMenu", INK) t.set_stylebox("tab_selected", "TabContainer", box(PAPAYA, INK, 6, 3, false))
t.set_color("font_hover_color", "PopupMenu", PAPAYA) t.set_stylebox("tab_unselected", "TabContainer", box(INK_SOFT, INK, 6, 3, false))
t.set_stylebox("tab_hovered", "TabContainer", box(PAPAYA_HOT, INK, 6, 3, false))
t.set_color("font_selected_color", "TabContainer", INK)
t.set_color("font_unselected_color", "TabContainer", PAPER_DIM)
t.set_color("font_hovered_color", "TabContainer", INK)
# ── Popups (OptionButton dropdowns) ──────────────────────────────────
t.set_stylebox("panel", "PopupMenu", panel(PANEL_DEEP, PAPAYA, 3))
t.set_stylebox("hover", "PopupMenu", box(PAPAYA, INK, 4, 0, false))
t.set_color("font_color", "PopupMenu", PAPER)
t.set_color("font_hover_color", "PopupMenu", INK)
# ── Dialogs ──────────────────────────────────────────────────────────
t.set_stylebox("panel", "AcceptDialog", panel(PANEL_DEEP, PAPAYA, 4))
t.set_stylebox("embedded_border", "Window", panel(PANEL_DEEP, PAPAYA, 4))
t.set_color("title_color", "Window", VOLT)
_theme = t _theme = t
return t return t
## Apply the theme to the whole root window (inherited by every Control in static func _button_look(t: Theme, cls: String) -> void:
## every scene from then on). Idempotent. t.set_stylebox("normal", cls, box(INK_SOFT, PAPAYA))
t.set_stylebox("hover", cls, box(PAPAYA, INK))
t.set_stylebox("pressed", cls, box(VOLT, INK, 10, 3, false))
t.set_stylebox("focus", cls, box(INK_SOFT, CYAN))
t.set_stylebox("disabled", cls, box(Color(0.10, 0.10, 0.14, 0.85), Color(0.28, 0.27, 0.33)))
t.set_color("font_color", cls, PAPER)
t.set_color("font_hover_color", cls, INK)
t.set_color("font_pressed_color", cls, INK)
t.set_color("font_focus_color", cls, PAPER)
t.set_color("font_disabled_color", cls, Color(0.42, 0.41, 0.48))
t.set_color("font_outline_color", cls, INK)
t.set_constant("outline_size", cls, 5)
## Apply the theme to the whole root window. Idempotent, and cheap enough that
## every screen should just call it in `_ready` rather than assuming some other
## screen already did — which is exactly what left the pause menu unstyled
## whenever it was opened before the HUD had loaded.
static func apply_global(tree: SceneTree) -> void: static func apply_global(tree: SceneTree) -> void:
if tree and tree.root and tree.root.theme != build(): if tree and tree.root and tree.root.theme != build():
tree.root.theme = build() tree.root.theme = build()
## Attach hover/click UI sounds to every BaseButton under `root` (recursive). # ── Widgets ──────────────────────────────────────────────────────────────────
## The wordmark treatment: papaya on a heavy ink outline, tilted off true.
##
## The tilt is the cheapest energy in the whole theme. Two and a half degrees is
## enough for the eye to register that the type is not sitting square and not
## enough to read as broken.
static func title(text: String, size: int = 64, tilt: float = -2.5) -> Label:
var l := Label.new()
l.text = text
l.add_theme_font_size_override("font_size", size)
l.add_theme_color_override("font_color", PAPAYA)
l.add_theme_color_override("font_outline_color", INK)
l.add_theme_constant_override("outline_size", int(maxf(8.0, size * 0.16)))
l.rotation_degrees = tilt
l.pivot_offset = Vector2(0, size * 0.5)
return l
## A section heading — smaller, paper-coloured, no tilt.
static func heading(text: String, size: int = 32) -> Label:
var l := Label.new()
l.text = text
l.add_theme_font_size_override("font_size", size)
l.add_theme_color_override("font_color", PAPER)
l.add_theme_color_override("font_outline_color", INK)
l.add_theme_constant_override("outline_size", 8)
return l
## A bolt-struck rule, for separating sections.
static func divider(strike_at: float = 0.34) -> BoltRule:
var b := BoltRule.new()
b.line_color = PAPAYA
b.bolt_color = VOLT
b.ink = INK
b.strike_at = strike_at
return b
## A panel to put things on, already themed.
static func card() -> PanelContainer:
var p := PanelContainer.new()
p.add_theme_stylebox_override("panel", panel())
return p
## Sounds and the hover kick for every button under `root` (recursive).
##
## The kick is a 4% scale-up on hover and a snap back on exit. It is small on
## purpose: the theme already changes the chip's fill colour, and a big scale on
## top of that reads as the button wobbling rather than as it responding.
static func wire_sounds(root: Node) -> void: static func wire_sounds(root: Node) -> void:
var am = root.get_tree().root.get_node_or_null("AudioManager") if root == null or not root.is_inside_tree():
if am == null:
return return
var am = root.get_tree().root.get_node_or_null("AudioManager")
for btn in root.find_children("*", "BaseButton", true, false): for btn in root.find_children("*", "BaseButton", true, false):
if btn.has_meta("ui_sfx_wired"): if btn.has_meta("ui_sfx_wired"):
continue continue
btn.set_meta("ui_sfx_wired", true) btn.set_meta("ui_sfx_wired", true)
if am:
btn.mouse_entered.connect(func(): am.play_ui("ui_hover")) btn.mouse_entered.connect(func(): am.play_ui("ui_hover"))
btn.pressed.connect(func(): am.play_ui("ui_click")) btn.pressed.connect(func(): am.play_ui("ui_click"))
_wire_kick(btn)
static func _wire_kick(btn: Control) -> void:
btn.mouse_entered.connect(func(): _kick(btn, 1.04))
btn.mouse_exited.connect(func(): _kick(btn, 1.0))
btn.focus_entered.connect(func(): _kick(btn, 1.04))
btn.focus_exited.connect(func(): _kick(btn, 1.0))
static func _kick(btn: Control, to: float) -> void:
if not is_instance_valid(btn) or not btn.is_inside_tree():
return
# Scale about the chip's own centre, or it grows off to one side. The pivot
# is set every time because a container can resize the button after it was
# wired, and a stale pivot is what makes a hover look like a lurch.
btn.pivot_offset = btn.size * 0.5
var tw := btn.create_tween()
# The menu runs while the tree is paused, so the tween has to as well.
tw.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
tw.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tw.tween_property(btn, "scale", Vector2(to, to), 0.12)