refactor(m4c): rename GameFlow coordinator to Main, move to scenes/Main.tscn

The entry-point coordinator read as an internal name ("GameFlow" buried in
scenes/flow/), so it wasn't obvious THIS is the scene that boots first — the
title screen looked like the entry point. Renamed to the Godot-conventional
Main (scenes/Main.tscn + scripts/main.gd) so the boot scene is self-evident.
TitleScreen is unchanged and still shown BY Main as its first screen.

Also drops the hand-written gd_scene uid (now matches sibling scenes) —
closes the Minor review finding. Full suite 327/327 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-15 05:16:32 -05:00
parent 5a9f39ea48
commit d553213563
9 changed files with 14 additions and 27 deletions

View File

@@ -13,26 +13,13 @@ config_version=5
config/name="coc-rpg"
config/description="AI-driven single-player party RPG. Code owns state. AI owns text."
config/version="0.01-alpha"
run/main_scene="res://scenes/flow/GameFlow.tscn"
run/main_scene="res://scenes/Main.tscn"
config/features=PackedStringArray("4.7")
[display]
; The DESIGN CANVAS stays 1920x1080 — the mockups (§16) are authored there, and every
; .tscn's offsets are in those coordinates. It is a logical canvas, not a demand on the
; monitor: canvas_items + keep scales it uniformly into whatever window it is given, so
; the UI never reflows, it only gets smaller. Nothing below changes a layout number.
window/size/viewport_width=1920
window/size/viewport_height=1080
; The WINDOW is what the laptop has to fit, and it is a different question. 1600x900 was
; larger than a 1600x900 laptop's *usable* area once the WM took its panel and titlebar,
; so the window manager clamped it to 1589x752 and the run came up pillarboxed. 1280x720
; is 16:9 and fits any laptop this ships to; the window is resizable (Godot's default),
; and canvas_items rescales the canvas live on every resize.
window/size/window_width_override=1280
window/size/window_height_override=720
window/size/resizable=true
window/stretch/mode="canvas_items"
; keep = letterbox rather than distort or reflow. This IS Godot 4's default, so the editor
; prunes the line whenever it rewrites this file — that is cosmetic, not a behaviour change.
window/stretch/aspect="keep"