jpmschweitzer and Claude Sonnet 4.6
1765e2922f
refactor(ui): monologue display — multi-line architecture per Tyre review ( #122 )
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Rewrites the monologue display system per Tyre architecture review (Sprint 14):
Rendering:
- Up to 3 simultaneous visible lines (VBoxContainer, dynamic node creation)
- Lines created programmatically as MarginContainer > RichTextLabel per slot
- Percentage-based anchors: 5% left, 75–98% vertical (25% area from bottom), 50% max width
- Z-layer 7 in UILayer (CanvasLayer 20, D-049)
Queue:
- 5-entry priority queue; highest priority drains first
- On overflow: incoming line replaces lowest-priority queued entry if it outranks it
- Lower/equal priority incoming lines silently dropped when queue full
API:
show_monologue(text, duration, priority=2, is_urgent=false)
- Replaces old (text, duration, character_type) signature
- main.gd passes priority and is_urgent from MonologueEvent fields
- Confrontation monologue: priority=3, is_urgent=true (D-063)
Colour:
- Reads GameState.lattice_profile at render time (D-032)
- lattice_augmented (detective): standard #d0d4e0 / urgent #e0e8f8
- lattice_baseline (smuggler): standard #d8d0c4 / urgent #f0e4d4
- Fallback for unknown profiles; no crash
Stagger: 0.15s between consecutive fade-ins (spec §5.4)
Opacity: standard 0.85, urgent 1.0; bloom deferred
GameState: adds lattice_profile field, parsed from snapshot
Tests: 27 gdUnit4 test cases — queue order, priority drop, overflow, stagger,
no-overwrite (P0 #477 ), BBCode output, palette selection, slot lifecycle
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-02-20 18:39:49 +01:00
jpmschweitzer and Claude Sonnet 4.6
4365871846
feat(ui): monologue display — queue, character colours, italic BBCode ( #122 )
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- Queue management: enqueue on mid-display arrival, drain in order, MAX_QUEUE_DEPTH=8 cap, no-overwrite contract (P0 #477 )
- Character colours: detective=#c8e0ff (cool blue), smuggler=#f0c870 (warm amber), fallback to neutral insert text
- Typography: italic via BBCode [i] tags; font size 13px (smaller than dialogue)
- Positioning: bottom-left of viewport, 420×120px, 80px bottom margin above verb list
- main.gd: _get_active_character_type() reads player entity kind.data.character_type; passed to show_monologue() and _on_confrontation_monologue()
- gdUnit4 tests: queue order, depth cap, no-overwrite, BBCode output, colour mapping, fade timer integration
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-02-20 18:31:13 +01:00
jpmschweitzer and Claude Opus 4.6
603c24e177
feat(client): initialize Godot 4 project boilerplate (epic #277 )
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Set up the complete Godot 4.6 client foundation as a pure renderer (D-020):
- project.godot with 2D rendering, autoloads, input actions
- Main scene: Game > World (TileMapLayer, Entities, FogOverlay) + Camera2D + UILayer
- Autoloads: SimBridge (connection state machine + test mode), GameState, InputMapper
- Rendering stubs: WorldRenderer, EntityRenderer, FogRenderer
- UI stubs: HUD (health/perception/time), Minimap, MonologueDisplay
- Input mapping: WASD/arrows, E (interact), Tab (perception), Esc (menu), Space (pause)
- gdUnit4 smoke tests: scene loads, autoloads registered (2/2 passing)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com >
2026-02-11 16:52:27 +01:00