diff --git a/scripts/scenes/battle_scene.gd b/scripts/scenes/battle_scene.gd index 6e75c1d..faebd1b 100644 --- a/scripts/scenes/battle_scene.gd +++ b/scripts/scenes/battle_scene.gd @@ -68,6 +68,7 @@ const UNIT_STATUS_MARKER_RADIUS := 6.0 const UNIT_STATUS_MARKER_GAP := 14.0 const UNIT_STATUS_MARKER_OFFSET_Y := 13.0 const MAX_UNIT_STATUS_MARKERS := 4 +const UNIT_MAP_SPRITE_TARGET_SIZE := Vector2(46, 48) const UNIT_ATTACK_ANIMATION_DURATION := 0.30 const UNIT_ATTACK_LUNGE_DISTANCE := 15.0 const UNIT_INFANTRY_ATTACK_DURATION := 0.32 @@ -456,6 +457,7 @@ var unit_idle_time := 0.0 func _ready() -> void: + texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR _create_hud() _create_audio() state.changed.connect(_on_state_changed) @@ -799,7 +801,7 @@ func _apply_button_style(button: Button, important: bool = false) -> void: func _suppress_local_command_tooltip(button: Button) -> void: if button == null: return - button.tooltip_text = "" + button.tooltip_text = button.text.strip_edges() func _configure_hud_command_button(button: Button, icon_kind: String = "") -> void: @@ -835,7 +837,7 @@ func _configure_local_command_button(button: Button, icon_kind: String, label: S if button == null: return button.text = "" - button.tooltip_text = "" + button.tooltip_text = _format_local_command_tooltip(label, hint) button.custom_minimum_size = minimum_size button.size_flags_horizontal = Control.SIZE_EXPAND_FILL button.icon = _make_toolbar_icon(icon_kind) @@ -849,6 +851,16 @@ func _configure_local_command_button(button: Button, icon_kind: String, label: S button.mouse_exited.connect(_on_local_command_button_mouse_exited) +func _format_local_command_tooltip(label: String, hint: String) -> String: + var normalized_label := label.strip_edges() + var normalized_hint := hint.strip_edges() + if normalized_hint.is_empty(): + return normalized_label + if normalized_label.is_empty(): + return normalized_hint + return "%s\n%s" % [normalized_label, normalized_hint] + + func _make_toolbar_icon(kind: String) -> Texture2D: var image := Image.create(32, 32, false, Image.FORMAT_RGBA8) image.fill(Color(0, 0, 0, 0)) @@ -1422,6 +1434,7 @@ func _refresh_screen_backdrop_visibility() -> void: func _create_hud() -> void: + texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR var layer := CanvasLayer.new() add_child(layer) @@ -3713,9 +3726,10 @@ func _draw_units() -> void: var acted := bool(unit.get("acted", false)) var sprite_modulate := _unit_sprite_modulate(unit, acted) - draw_circle(center + Vector2(0, 17), 20, Color(0.0, 0.0, 0.0, 0.30)) + draw_circle(center + Vector2(0, 18), 22, Color(0.0, 0.0, 0.0, 0.28)) _draw_unit_class_emblem(rect, center, unit, team_color) - _draw_pixel_unit_sprite(rect, unit, team_color, sprite_modulate, _unit_pixel_facing(unit)) + if not _draw_high_res_unit_sprite(rect, unit, sprite_modulate, _unit_pixel_facing(unit)): + _draw_pixel_unit_sprite(rect, unit, team_color, sprite_modulate, _unit_pixel_facing(unit)) _draw_unit_identity_marks(rect, center, unit, team_color) _draw_unit_class_badge(rect, unit, team_color) _draw_unit_facing_marker(rect, unit, team_color, sprite_modulate) @@ -4097,6 +4111,36 @@ func _unit_sprite_modulate(unit: Dictionary, acted: bool) -> Color: return Color.WHITE +func _draw_high_res_unit_sprite(rect: Rect2, unit: Dictionary, modulate: Color, facing: int = 1) -> bool: + var texture := _load_art_texture(str(unit.get("sprite", ""))) + if texture == null: + return false + var sprite_rect := _unit_map_sprite_rect(texture, rect, unit) + if sprite_rect.size.x <= 0.0 or sprite_rect.size.y <= 0.0: + return false + var safe_facing := -1 if facing < 0 else 1 + if safe_facing < 0: + draw_set_transform(Vector2(sprite_rect.position.x * 2.0 + sprite_rect.size.x, 0.0), 0.0, Vector2(-1.0, 1.0)) + draw_texture_rect(texture, sprite_rect, false, modulate) + if safe_facing < 0: + draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE) + return true + + +func _unit_map_sprite_rect(texture: Texture2D, rect: Rect2, unit: Dictionary) -> Rect2: + if texture == null: + return Rect2() + var family := _unit_class_family(unit) + var phase := _unit_idle_phase(unit) + var intensity := _unit_idle_intensity(unit) + var bob := _unit_idle_bob(family, phase, intensity) * 0.42 + var target := Rect2( + rect.position + Vector2((TILE_SIZE - UNIT_MAP_SPRITE_TARGET_SIZE.x) * 0.5, 1.0 + bob), + UNIT_MAP_SPRITE_TARGET_SIZE + ) + return _fit_texture_rect(texture, target) + + func _draw_pixel_unit_sprite(rect: Rect2, unit: Dictionary, team_color: Color, modulate: Color, facing: int = 1) -> void: var profile := _pixel_unit_sprite_profile(unit) var family := str(profile.get("family", _unit_class_family(unit))) @@ -10209,10 +10253,11 @@ func _set_local_command_button_state(button: Button, label: String, hint: String return button.text = "" button.disabled = disabled - button.tooltip_text = "" button.set_meta("command_label", label) button.set_meta("command_hint", hint) button.set_meta("disabled_hint", disabled_hint) + var tooltip_hint := disabled_hint if disabled and not disabled_hint.strip_edges().is_empty() else hint + button.tooltip_text = _format_local_command_tooltip(label, tooltip_hint) func _refresh_post_move_title(selected: Dictionary = {}) -> void: diff --git a/tools/smoke_post_move_action_flow.gd b/tools/smoke_post_move_action_flow.gd index 591715f..f639567 100644 --- a/tools/smoke_post_move_action_flow.gd +++ b/tools/smoke_post_move_action_flow.gd @@ -107,7 +107,7 @@ func _check_scene_post_move_menu_flow(failures: Array[String]) -> void: failures.append("post-move action menu should be visible after moving") else: _check_local_panel_position(failures, scene, scene.post_move_menu, Vector2i(2, 3), "post-move action menu") - _check_local_command_button_tooltips_suppressed(failures, [ + _check_local_command_button_tooltips_present(failures, [ scene.post_move_attack_button, scene.post_move_tactic_button, scene.post_move_item_button, @@ -294,7 +294,7 @@ func _check_scene_post_move_text_fit(failures: Array[String]) -> void: failures.append("post-move picker should expose a fitted detail label") else: _check_fitted_label_font(failures, scene.post_move_picker_detail_label, BattleSceneScript.LOCAL_COMMAND_DETAIL_FONT_SIZE, BattleSceneScript.LOCAL_COMMAND_DETAIL_MIN_FONT_SIZE, "post-move picker detail") - _check_local_command_button_tooltips_suppressed(failures, [ + _check_local_command_button_tooltips_present(failures, [ scene.post_move_picker_back_button, scene.post_move_picker_cancel_move_button, scene.targeting_hint_back_button, @@ -358,7 +358,7 @@ func _check_scene_post_move_blocked_command_labels(failures: Array[String]) -> v failures.append("blocked tactic command should explain itself through local hover metadata") if scene.post_move_item_button == null or not scene.post_move_item_button.disabled or scene.post_move_item_button.text != "" or str(scene.post_move_item_button.get_meta("disabled_hint", "")) != "보급 없음": failures.append("blocked item command should explain itself through local hover metadata") - _check_local_command_button_tooltips_suppressed(failures, [ + _check_local_command_button_tooltips_present(failures, [ scene.post_move_attack_button, scene.post_move_tactic_button, scene.post_move_item_button @@ -768,7 +768,7 @@ func _check_scene_post_move_tactic_picker_flow(failures: Array[String]) -> void: failures.append("post-move action menu should hide while the tactic picker is open") if scene.tactic_menu != null and scene.tactic_menu.visible: failures.append("post-move tactic shortcut should not use the side tactic menu") - _check_post_move_picker_option_tooltips_suppressed(failures, scene, "post-move tactic picker") + _check_post_move_picker_option_tooltips_present(failures, scene, "post-move tactic picker") var escape := InputEventKey.new() escape.keycode = KEY_ESCAPE @@ -877,7 +877,7 @@ func _check_scene_post_move_item_picker_flow(failures: Array[String]) -> void: failures.append("post-move action menu should hide while the item picker is open") if scene.item_menu != null and scene.item_menu.visible: failures.append("post-move item shortcut should not use the side item menu") - _check_post_move_picker_option_tooltips_suppressed(failures, scene, "post-move item picker") + _check_post_move_picker_option_tooltips_present(failures, scene, "post-move item picker") scene._on_post_move_item_option_pressed("bean") if scene.selected_item_id != "bean": @@ -946,22 +946,22 @@ func _check_local_panel_position(failures: Array[String], scene, panel: Control, failures.append("%s should not cover the moved unit cell: %s over %s" % [label, str(panel_rect), str(cell_rect)]) -func _check_local_command_button_tooltips_suppressed(failures: Array[String], buttons: Array, label: String) -> void: +func _check_local_command_button_tooltips_present(failures: Array[String], buttons: Array, label: String) -> void: for button in buttons: if button == null: failures.append("%s should expose local command buttons for tooltip checks" % label) continue - if not str(button.tooltip_text).is_empty(): - failures.append("%s should keep guidance on the map instead of native tooltips: %s" % [label, str(button.tooltip_text)]) + if str(button.tooltip_text).strip_edges().is_empty(): + failures.append("%s should explain icon function through hover tooltip" % label) -func _check_post_move_picker_option_tooltips_suppressed(failures: Array[String], scene, label: String) -> void: +func _check_post_move_picker_option_tooltips_present(failures: Array[String], scene, label: String) -> void: if scene.post_move_picker_list == null: failures.append("%s should expose a picker option list" % label) return for child in scene.post_move_picker_list.get_children(): - if child is Button and not str(child.tooltip_text).is_empty(): - failures.append("%s option should not rely on native tooltip popups: %s" % [label, str(child.tooltip_text)]) + if child is Button and str(child.tooltip_text).strip_edges().is_empty(): + failures.append("%s option should explain its function through hover tooltip" % label) func _check_fitted_label_font(failures: Array[String], label: Label, base_size: int, min_size: int, label_name: String) -> void: diff --git a/tools/smoke_visual_assets.gd b/tools/smoke_visual_assets.gd index 119602f..69de7e5 100644 --- a/tools/smoke_visual_assets.gd +++ b/tools/smoke_visual_assets.gd @@ -3465,8 +3465,8 @@ func _check_local_command_icon_button(failures: Array[String], button: Button, e failures.append("local command should carry an immediate visual icon: %s icon=%s meta=%s" % [expected_label, str(button.icon), str(button.get_meta("command_icon", ""))]) if str(button.get_meta("command_label", "")) != expected_label: failures.append("local command should keep old wording in hover metadata: %s meta=%s" % [expected_label, str(button.get_meta("command_label", ""))]) - if not str(button.tooltip_text).is_empty(): - failures.append("local command should keep guidance in the local panel instead of native tooltip: %s" % expected_label) + if str(button.tooltip_text).strip_edges().is_empty() or not str(button.tooltip_text).contains(expected_label): + failures.append("local command should expose its function through hover tooltip: %s tooltip=%s" % [expected_label, str(button.tooltip_text)]) if button.custom_minimum_size.x <= 0.0 or button.custom_minimum_size.y <= 0.0: failures.append("local command should reserve stable icon space: %s" % expected_label) @@ -3886,6 +3886,17 @@ func _check_terrain_and_unit_presentation(failures: Array[String]) -> void: var acted_modulate: Color = scene._unit_sprite_modulate(generic_enemy, true) if acted_modulate.a >= enemy_modulate.a: failures.append("acted generic enemy sprite should still dim below active tint") + var sprite_texture := scene._load_art_texture(str(named_officer.get("sprite", ""))) + if sprite_texture == null: + failures.append("named officer high-res map sprite should load") + else: + var sprite_rect: Rect2 = scene._unit_map_sprite_rect(sprite_texture, scene._rect_for_cell(Vector2i(1, 6)), named_officer) + if sprite_rect.size.x < 24.0 or sprite_rect.size.y < 36.0: + failures.append("high-res map sprite should occupy a readable token area: %s" % str(sprite_rect)) + if sprite_rect.position.x < scene._rect_for_cell(Vector2i(1, 6)).position.x or sprite_rect.end.x > scene._rect_for_cell(Vector2i(1, 6)).end.x: + failures.append("high-res map sprite should stay inside its tile horizontally: %s" % str(sprite_rect)) + if scene.texture_filter != CanvasItem.TEXTURE_FILTER_LINEAR: + failures.append("battle scene should use linear texture filtering for smoother high-res map sprites") scene.free()