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code_of_conquest_dnd/client/project.godot
Phillip Tarrant 63cbc8c16e fix(creation-screen): the white text, the badge on top of the roll, and a window too big for the laptop
The human's first F6 run found four defects headless GUT could not see, all
now fixed and break-proven.

1. Fifteen Labels shipped invisible. _fonts() sets a default font and size but
   never a default font_color for the base Label type, so a Label with no
   type-variation inherited Godot's built-in default — WHITE — and rendered
   white-on-parchment: the four race names, four race blurbs, and seven calling
   names, every unreadable string on the sheet. New CardTitle / CardBody roles
   (mock #3a2f1c / #6a5a3a) fix it. NOT a global default Label colour: the Title
   screen has 12 bare Labels on a dark background that rely on white.

2. The PRIMARY badge covered the rolled value. The ability card is a
   PanelContainer, and a Container force-fits its children, so the badge's
   authored anchors were dead letters — it stretched to the card's full width
   and centred over the value. Nesting it under a plain Control (not a
   Container) restores absolute positioning. The badges also carried _flat()'s
   12/6 card padding; a new tight pill stylebox matches the mock's 2px 9px.

3. Race cards overflowed their own border (108px card, 114px of content). Bumped
   to 140. The CHOSEN badge on the calling card moved from centre to the mock's
   top-right, and the ability card got its own AbilityCard variation with 16px
   top headroom for the badge (ParchmentCard is shared with the shell).

4. The default window (1600x900) was larger than a 1600x900 laptop's usable
   area, so the WM clamped it to 1589x752 and the run came up pillarboxed.
   Default is now 1280x720, resizable; the 1920x1080 design canvas is unchanged
   (canvas_items + keep scales it, so no layout number moved).

Also closes M4-b's two open copy items: the cutpurse origin fragment (it
contradicted its own blurb) and the Hint label (it omitted the roll's floor of
8, now pinned to NewGame.roll_attributes).

Guards for 1-4 are new and each was re-broken and watched go red. The overflow
guard in 3 was FIRST WRITTEN AS A TAUTOLOGY — Godot clamps Control.size up to
its combined minimum, so `min <= size` is `x <= x` — and passed against the bug,
29/29, until it was rewritten to measure against the card that clips. That is
traps.md #17 and the thirteenth cannot-fail assertion this branch has caught.

319 client tests green, content build green, theme drift guard satisfied.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 19:56:09 -05:00

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
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/title/TitleScreen.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"