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code_of_conquest_dnd/client/scripts/ui/title/title_screen.gd

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GDScript

class_name TitleScreen
extends Control
## The entry-point screen (mock Title Screen). Editor-first (ADR 0001): the whole
## composition lives in TitleScreen.tscn; this script drives selection, input, and
## dispatches the menu. §2: presentation/state — no AI here (the DM enters at the
## shell). The atmosphere (warm bg shader, pulsing glow, drifting embers) is
## configured in code from Palette (the DarkBay precedent) — see _apply_background,
## _configure_embers, _pulse_glow.
signal menu_activated(id: StringName)
var _rows: Array = []
var _sel: int = 0
@onready var _menu: VBoxContainer = $Content/Menu
@onready var _footer_left: Label = $FooterLeft
@onready var _background: ColorRect = $Background
@onready var _glow: ColorRect = $Glow
@onready var _embers: GPUParticles2D = $Embers
@onready var _rule: ColorRect = $Content/Rule
func _ready() -> void:
# Root Control run via F6 is not sized by full-rect anchors — size explicitly.
_fit_to_viewport()
get_viewport().size_changed.connect(_fit_to_viewport)
_background.color = Palette.STAGE_1
_rule.color = Palette.GOLD
# RGB from Palette, low alpha so the fire glow is subtle (the pulse tween varies
# modulate:a on top of this); a fully-opaque BLOOD read as a solid red slab.
_glow.color = Color(Palette.BLOOD, 0.22)
_apply_background()
_configure_embers()
_pulse_glow()
_rows = []
for row in _menu.get_children():
if row.has_meta("action"):
_rows.append(row)
(row.get_node("Marker") as Label).add_theme_color_override("font_color", Palette.GOLD)
_wire_row_mouse()
_footer_left.text = Version.new().footer()
_update_selection()
func _fit_to_viewport() -> void:
size = get_viewport_rect().size
func _apply_background() -> void:
# Palette-driven shader material set in code (the DarkBay precedent) so no hex
# lives in the shader/scene; the editor shows the ColorRect fallback.
var mat := ShaderMaterial.new()
mat.shader = load("res://assets/theme/shaders/title_background.gdshader")
mat.set_shader_parameter("warm", Palette.TITLE_WARM)
mat.set_shader_parameter("mid", Palette.TITLE_MID)
mat.set_shader_parameter("edge", Palette.STAGE_1)
_background.material = mat
func _configure_embers() -> void:
var pm := ParticleProcessMaterial.new()
pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
pm.emission_box_extents = Vector3(760, 4, 0) # a wide strip along the bottom
pm.direction = Vector3(0, -1, 0)
pm.spread = 12.0
pm.gravity = Vector3(0, -18, 0)
pm.initial_velocity_min = 24.0
pm.initial_velocity_max = 52.0
pm.scale_min = 0.4
pm.scale_max = 1.0
pm.color = Palette.GOLD_BRIGHT
# fade out over life
var ramp := Gradient.new()
ramp.set_color(0, Color(Palette.GOLD_BRIGHT, 0.0))
ramp.set_color(1, Color(Palette.GOLD_BRIGHT, 0.0))
ramp.add_point(0.15, Palette.GOLD_BRIGHT)
var tex := GradientTexture1D.new()
tex.gradient = ramp
pm.color_ramp = tex
_embers.process_material = pm
func _pulse_glow() -> void:
# A slow warm pulse (the off-screen fire). A code tween, not an AnimationPlayer:
# a 2-keyframe modulate loop is trivial in code and motion is runtime-only anyway.
var tween := create_tween().set_loops().set_trans(Tween.TRANS_SINE)
tween.tween_property(_glow, "modulate:a", 0.8, 3.0)
tween.tween_property(_glow, "modulate:a", 0.5, 3.0)
func _wire_row_mouse() -> void:
for i in range(_rows.size()):
var idx := i # fresh per-iteration binding for the closures
var row: Control = _rows[idx]
row.mouse_entered.connect(func():
_sel = idx
_update_selection())
row.gui_input.connect(func(e: InputEvent):
if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT:
_activate(idx))
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_down"):
_move(1)
elif event.is_action_pressed("ui_up"):
_move(-1)
elif event.is_action_pressed("ui_accept"):
_activate(_sel)
func _move(delta: int) -> void:
if _rows.is_empty():
return
_sel = wrapi(_sel + delta, 0, _rows.size())
_update_selection()
func _activate(i: int) -> void:
if i < 0 or i >= _rows.size():
return
menu_activated.emit(_rows[i].get_meta("action"))
func _update_selection() -> void:
for i in range(_rows.size()):
var row: Control = _rows[i]
var selected := i == _sel
(row.get_node("Marker") as Label).modulate.a = 1.0 if selected else 0.0
var label := row.get_node("Body/Label") as Label
label.add_theme_color_override("font_color", Palette.CREAM_BRIGHT if selected else Palette.MUTED_MONO)