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extends Object
class_name ThemeColors
## Theme Colors
##
## Defines the color palette for Code of Conquest.
## Based on the original web UI color scheme:
## - Dark slate gray backgrounds
## - Gold accents and highlights
## - RPG/fantasy aesthetic
##
## Usage:
## var bg_color = ThemeColors.BACKGROUND_PRIMARY
## button.add_theme_color_override("font_color", ThemeColors.GOLD_ACCENT)
# Primary Background Colors
const BACKGROUND_PRIMARY := Color("#1a1a2e") # Very dark blue-gray
const BACKGROUND_SECONDARY := Color("#16213e") # Slightly lighter blue-gray
const BACKGROUND_TERTIARY := Color("#0f3460") # Accent background
const BACKGROUND_CARD := Color("#1e1e2f") # Card backgrounds
# Text Colors
const TEXT_PRIMARY := Color("#e4e4e7") # Light gray (main text)
const TEXT_SECONDARY := Color("#a1a1aa") # Medium gray (secondary text)
const TEXT_DISABLED := Color("#71717a") # Dark gray (disabled)
const TEXT_INVERTED := Color("#1a1a2e") # Dark text on light bg
# Accent Colors
const GOLD_ACCENT := Color("#d4af37") # Primary gold accent
const GOLD_LIGHT := Color("#f4d03f") # Lighter gold
const GOLD_DARK := Color("#b8930a") # Darker gold
# Status Colors
const SUCCESS := Color("#10b981") # Green (success messages)
const ERROR := Color("#ef4444") # Red (errors)
const WARNING := Color("#f59e0b") # Orange (warnings)
const INFO := Color("#3b82f6") # Blue (info messages)
# HP/Mana/Resource Colors
const HP_COLOR := Color("#dc2626") # Red for HP bars
const MANA_COLOR := Color("#3b82f6") # Blue for mana bars
const STAMINA_COLOR := Color("#10b981") # Green for stamina
# Rarity Colors (for items, etc.)
const RARITY_COMMON := Color("#9ca3af") # Gray
const RARITY_UNCOMMON := Color("#10b981") # Green
const RARITY_RARE := Color("#3b82f6") # Blue
const RARITY_EPIC := Color("#a855f7") # Purple
const RARITY_LEGENDARY := Color("#f59e0b") # Orange/gold
# Border and Divider Colors
const BORDER_DEFAULT := Color("#3f3f46") # Default borders
const BORDER_ACCENT := Color("#d4af37") # Gold borders
const DIVIDER := Color("#27272a") # Subtle dividers
# Interactive States
const HOVER := Color("#d4af37", 0.1) # Gold overlay on hover
const PRESSED := Color("#d4af37", 0.2) # Gold overlay on press
const FOCUSED := Color("#d4af37", 0.15) # Gold overlay on focus
const SELECTED := Color("#d4af37", 0.25) # Gold overlay on selection
# Overlay Colors
const OVERLAY_DARK := Color("#000000", 0.5) # Dark overlay
const OVERLAY_LIGHT := Color("#ffffff", 0.1) # Light overlay
# Shadow Colors
const SHADOW := Color("#000000", 0.3) # Default shadow
const SHADOW_STRONG := Color("#000000", 0.5) # Strong shadow
## Get a color with modified alpha
static func with_alpha(color: Color, alpha: float) -> Color:
var new_color := color
new_color.a = alpha
return new_color
## Lighten a color by a percentage
static func lighten(color: Color, amount: float) -> Color:
return color.lightened(amount)
## Darken a color by a percentage
static func darken(color: Color, amount: float) -> Color:
return color.darkened(amount)
## Mix two colors
static func mix(color1: Color, color2: Color, weight: float = 0.5) -> Color:
return color1.lerp(color2, weight)
## Get rarity color by tier
static func get_rarity_color(tier: int) -> Color:
match tier:
1:
return RARITY_COMMON
2:
return RARITY_UNCOMMON
3:
return RARITY_RARE
4:
return RARITY_EPIC
5:
return RARITY_LEGENDARY
_:
return RARITY_COMMON
## Get status color by type
static func get_status_color(status: String) -> Color:
match status.to_lower():
"success", "ok", "complete":
return SUCCESS
"error", "fail", "failed":
return ERROR
"warning", "warn":
return WARNING
"info", "information":
return INFO
_:
return TEXT_SECONDARY

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uid://bbbe8eaq2ltgm