Merge pull request 'Basic UI' (#1) from basic-graphics into master

Reviewed-on: #1
This commit is contained in:
2026-01-26 03:32:49 +00:00
5 changed files with 263 additions and 92 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://c8j7k6l5m4n3"]
[gd_scene load_steps=8 format=3 uid="uid://c8j7k6l5m4n3"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/GameManager.gd" id="2_gm"]
@@ -6,6 +6,43 @@
[ext_resource type="Texture2D" path="res://assets/placeholder_room.svg" id="4_bg"]
[ext_resource type="PackedScene" uid="uid://combat_ui_scene" path="res://scenes/combat_ui.tscn" id="5_combat"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_parchment"]
bg_color = Color(0.96, 0.93, 0.86, 1)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(0.36, 0.25, 0.2, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
content_margin_left = 10.0
content_margin_top = 10.0
content_margin_right = 10.0
content_margin_bottom = 10.0
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_frame"]
bg_color = Color(0.1, 0.1, 0.1, 1)
border_width_left = 4
border_width_top = 4
border_width_right = 4
border_width_bottom = 4
border_color = Color(0.6, 0.5, 0.3, 1)
corner_radius_top_left = 2
corner_radius_top_right = 2
corner_radius_bottom_right = 2
corner_radius_bottom_left = 2
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_wood"]
bg_color = Color(0.27, 0.17, 0.13, 1)
border_width_top = 4
border_color = Color(0.18, 0.11, 0.08, 1)
content_margin_left = 20.0
content_margin_top = 20.0
content_margin_right = 20.0
content_margin_bottom = 20.0
[node name="Main" type="Node2D"]
script = ExtResource("1_main")
@@ -17,91 +54,123 @@ script = ExtResource("2_gm")
[node name="CombatUI" parent="UI" instance=ExtResource("5_combat")]
visible = false
[node name="MainLayout" type="HBoxContainer" parent="UI"]
[node name="MainLayout" type="VBoxContainer" parent="UI"]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_constants/separation = 0
[node name="GameView" type="VBoxContainer" parent="UI/MainLayout"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.7
[node name="RoomImage" type="TextureRect" parent="UI/MainLayout/GameView"]
[node name="TopPanel" type="HBoxContainer" parent="UI/MainLayout"]
layout_mode = 2
size_flags_vertical = 3
size_flags_stretch_ratio = 0.7
theme_override_constants/separation = 0
[node name="NarrativePanel" type="PanelContainer" parent="UI/MainLayout/TopPanel"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.4
theme_override_styles/panel = SubResource("StyleBoxFlat_parchment")
[node name="VBox" type="VBoxContainer" parent="UI/MainLayout/TopPanel/NarrativePanel"]
layout_mode = 2
[node name="RoomLabel" type="Label" parent="UI/MainLayout/TopPanel/NarrativePanel/VBox"]
layout_mode = 2
theme_override_colors/font_color = Color(0.2, 0.1, 0.05, 1)
theme_override_font_sizes/font_size = 24
text = "Room Name"
horizontal_alignment = 1
[node name="HSeparator" type="HSeparator" parent="UI/MainLayout/TopPanel/NarrativePanel/VBox"]
layout_mode = 2
[node name="Log" type="RichTextLabel" parent="UI/MainLayout/TopPanel/NarrativePanel/VBox"]
layout_mode = 2
size_flags_vertical = 3
theme_override_colors/default_color = Color(0.15, 0.1, 0.05, 1)
text = "Log..."
scroll_following = true
[node name="Input" type="LineEdit" parent="UI/MainLayout/TopPanel/NarrativePanel/VBox"]
layout_mode = 2
placeholder_text = "What do you want to do?"
[node name="VisualPanel" type="PanelContainer" parent="UI/MainLayout/TopPanel"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.6
theme_override_styles/panel = SubResource("StyleBoxFlat_frame")
[node name="RoomImage" type="TextureRect" parent="UI/MainLayout/TopPanel/VisualPanel"]
layout_mode = 2
texture = ExtResource("4_bg")
expand_mode = 1
stretch_mode = 5
[node name="Log" type="RichTextLabel" parent="UI/MainLayout/GameView"]
[node name="ControlDeck" type="PanelContainer" parent="UI/MainLayout"]
layout_mode = 2
size_flags_vertical = 3
size_flags_stretch_ratio = 0.4
text = "Log..."
scroll_following = true
[node name="Input" type="LineEdit" parent="UI/MainLayout/GameView"]
layout_mode = 2
placeholder_text = "What do you want to do?"
[node name="Sidebar" type="VBoxContainer" parent="UI/MainLayout"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 0.3
theme_override_styles/panel = SubResource("StyleBoxFlat_wood")
[node name="StatsLabel" type="Label" parent="UI/MainLayout/Sidebar"]
[node name="HBox" type="HBoxContainer" parent="UI/MainLayout/ControlDeck"]
layout_mode = 2
text = "HP: 100/100"
horizontal_alignment = 1
alignment = 1
theme_override_constants/separation = 40
[node name="MinimapLabel" type="Label" parent="UI/MainLayout/Sidebar"]
layout_mode = 2
text = "Map"
horizontal_alignment = 1
[node name="Minimap" type="GridContainer" parent="UI/MainLayout/Sidebar"]
layout_mode = 2
size_flags_horizontal = 4
script = ExtResource("3_minimap")
[node name="RoomLabel" type="Label" parent="UI/MainLayout/Sidebar"]
layout_mode = 2
text = "Room Name"
horizontal_alignment = 1
[node name="Controls" type="VBoxContainer" parent="UI/MainLayout/Sidebar"]
layout_mode = 2
[node name="BtnNorth" type="Button" parent="UI/MainLayout/Sidebar/Controls"]
layout_mode = 2
text = "North"
[node name="HBox" type="HBoxContainer" parent="UI/MainLayout/Sidebar/Controls"]
[node name="StatsPanel" type="VBoxContainer" parent="UI/MainLayout/ControlDeck/HBox"]
layout_mode = 2
alignment = 1
[node name="BtnWest" type="Button" parent="UI/MainLayout/Sidebar/Controls/HBox"]
[node name="StatsLabel" type="Label" parent="UI/MainLayout/ControlDeck/HBox/StatsPanel"]
layout_mode = 2
text = "HP: 100/100"
[node name="MinimapPanel" type="CenterContainer" parent="UI/MainLayout/ControlDeck/HBox"]
layout_mode = 2
size_flags_horizontal = 3
[node name="Minimap" type="GridContainer" parent="UI/MainLayout/ControlDeck/HBox/MinimapPanel"]
layout_mode = 2
script = ExtResource("3_minimap")
[node name="ActionsPanel" type="VBoxContainer" parent="UI/MainLayout/ControlDeck/HBox"]
layout_mode = 2
alignment = 1
[node name="BtnNorth" type="Button" parent="UI/MainLayout/ControlDeck/HBox/ActionsPanel"]
layout_mode = 2
size_flags_horizontal = 4
text = "North"
[node name="HBox" type="HBoxContainer" parent="UI/MainLayout/ControlDeck/HBox/ActionsPanel"]
layout_mode = 2
alignment = 1
[node name="BtnWest" type="Button" parent="UI/MainLayout/ControlDeck/HBox/ActionsPanel/HBox"]
layout_mode = 2
text = "West"
[node name="BtnEast" type="Button" parent="UI/MainLayout/Sidebar/Controls/HBox"]
[node name="BtnEast" type="Button" parent="UI/MainLayout/ControlDeck/HBox/ActionsPanel/HBox"]
layout_mode = 2
text = "East"
[node name="BtnSouth" type="Button" parent="UI/MainLayout/Sidebar/Controls"]
[node name="BtnSouth" type="Button" parent="UI/MainLayout/ControlDeck/HBox/ActionsPanel"]
layout_mode = 2
size_flags_horizontal = 4
text = "South"
[node name="HSeparator" type="HSeparator" parent="UI/MainLayout/Sidebar/Controls"]
[node name="SystemPanel" type="VBoxContainer" parent="UI/MainLayout/ControlDeck/HBox"]
layout_mode = 2
alignment = 1
[node name="BtnSave" type="Button" parent="UI/MainLayout/Sidebar/Controls"]
[node name="BtnSave" type="Button" parent="UI/MainLayout/ControlDeck/HBox/SystemPanel"]
layout_mode = 2
text = "Save Game"
text = "Save"
[node name="BtnLoad" type="Button" parent="UI/MainLayout/Sidebar/Controls"]
[node name="BtnLoad" type="Button" parent="UI/MainLayout/ControlDeck/HBox/SystemPanel"]
layout_mode = 2
text = "Load Game"
text = "Load"

View File

@@ -23,7 +23,7 @@ func _ready():
audio_manager = load("res://scripts/AudioManager.gd").new()
add_child(audio_manager)
rooms = WorldData.generate_test_world()
rooms = WorldData.generate_procedural_world(20)
start_new_game()
func start_new_game():

View File

@@ -1,32 +1,49 @@
extends GridContainer
extends Control
var cells: Array[ColorRect] = []
var explored_rooms: Array = []
var current_room_id: String = ""
var cell_size: Vector2 = Vector2(20, 20)
var padding: float = 5.0
func _ready():
columns = 4
for i in range(16):
var cell = ColorRect.new()
cell.custom_minimum_size = Vector2(40, 40)
cell.color = Color.DARK_GRAY
add_child(cell)
cells.append(cell)
# Remove any children if they exist (cleanup from previous implementation)
for child in get_children():
child.queue_free()
func update_map(current_room_id: String, explored_rooms: Array):
# Parse "room_x_y"
var parts = current_room_id.split("_")
if parts.size() == 3:
var x = int(parts[1])
var y = int(parts[2])
var index = y * 4 + x
func update_map(new_room_id: String, explored: Array):
current_room_id = new_room_id
explored_rooms = explored
queue_redraw()
for i in range(cells.size()):
var cell_x = i % 4
var cell_y = i / 4
var cell_id = "room_%d_%d" % [cell_x, cell_y]
func _draw():
if current_room_id == "":
return
if i == index:
cells[i].color = Color.GREEN # Player
elif cell_id in explored_rooms:
cells[i].color = Color.LIGHT_GRAY # Explored
else:
cells[i].color = Color.DARK_GRAY # Unexplored
var center = size / 2
# Parse current room coordinates to center the map
var current_coords = _parse_coords(current_room_id)
for room_id in explored_rooms:
var coords = _parse_coords(room_id)
var rel_x = coords.x - current_coords.x
var rel_y = coords.y - current_coords.y
# Calculate position relative to center
# (rel_x, rel_y) * (cell_size + padding) gives the offset
var offset = Vector2(rel_x, rel_y) * (cell_size + Vector2(padding, padding))
var rect_pos = center + offset - cell_size / 2
var rect = Rect2(rect_pos, cell_size)
var color = Color.LIGHT_GRAY
if room_id == current_room_id:
color = Color.GREEN
draw_rect(rect, color, true)
draw_rect(rect, Color.BLACK, false, 1.0) # Border
func _parse_coords(id: String) -> Vector2:
var parts = id.split("_")
if parts.size() >= 3:
return Vector2(int(parts[1]), int(parts[2]))
return Vector2.ZERO

View File

@@ -1,5 +1,90 @@
class_name WorldData
static func generate_procedural_world(num_rooms: int = 15) -> Dictionary:
var rooms = {}
var occupied_coords = {} # Vector2 -> RoomData
# Start at 0,0
var current_pos = Vector2(0, 0)
var positions = [current_pos]
# Create first room
var start_room = _create_room(0, 0)
rooms[start_room.id] = start_room
occupied_coords[current_pos] = start_room
# Random Walk
while rooms.size() < num_rooms:
# Pick a random existing position to branch from
var base_pos = positions[randi() % positions.size()]
var directions = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]
var dir = directions[randi() % directions.size()]
var new_pos = base_pos + dir
if not occupied_coords.has(new_pos):
var new_room = _create_room(int(new_pos.x), int(new_pos.y))
rooms[new_room.id] = new_room
occupied_coords[new_pos] = new_room
positions.append(new_pos)
# Second pass: Link exits
for pos in occupied_coords:
var room = occupied_coords[pos]
var x = int(pos.x)
var y = int(pos.y)
if occupied_coords.has(Vector2(x, y - 1)): room.exits["north"] = "room_%d_%d" % [x, y - 1]
if occupied_coords.has(Vector2(x, y + 1)): room.exits["south"] = "room_%d_%d" % [x, y + 1]
if occupied_coords.has(Vector2(x + 1, y)): room.exits["east"] = "room_%d_%d" % [x + 1, y]
if occupied_coords.has(Vector2(x - 1, y)): room.exits["west"] = "room_%d_%d" % [x - 1, y]
# Populate items/enemies
_populate_world(rooms)
return rooms
static func _create_room(x: int, y: int) -> RoomData:
var room = RoomData.new()
room.id = "room_%d_%d" % [x, y]
room.room_name = "Room %d,%d" % [x, y]
room.description = "A dark, stone-walled room at coordinates %d, %d." % [x, y]
room.exits = {}
return room
static func _populate_world(rooms: Dictionary):
var room_ids = rooms.keys()
# Add a sword to a random room (excluding 0,0 if possible, but random is fine)
var sword_room_id = room_ids[randi() % room_ids.size()]
var sword_room = rooms[sword_room_id]
var sword = ItemData.new()
sword.id = "sword"
sword.name = "Rusty Sword"
sword.description = "A rusty old sword."
sword.effect_type = "DAMAGE"
sword.effect_value = 10
sword_room.items.append(sword)
# Add some enemies
var num_enemies = rooms.size() / 3
for i in range(num_enemies):
var enemy_room_id = room_ids[randi() % room_ids.size()]
# Avoid putting enemy in start room (0,0)
if enemy_room_id == "room_0_0":
continue
var enemy_room = rooms[enemy_room_id]
if enemy_room.enemies.size() == 0: # One enemy per room for now
var goblin = EnemyData.new()
goblin.id = "goblin"
goblin.name = "Goblin"
goblin.hp = 30
goblin.max_hp = 30
goblin.damage = 5
enemy_room.enemies.append(goblin)
static func generate_test_world() -> Dictionary:
var rooms = {}
for x in range(4):

View File

@@ -1,18 +1,18 @@
extends Node2D
@onready var game_manager = $GameManager
@onready var room_label = $UI/MainLayout/Sidebar/RoomLabel
@onready var log_label = $UI/MainLayout/GameView/Log
@onready var input_field = $UI/MainLayout/GameView/Input
@onready var minimap = $UI/MainLayout/Sidebar/Minimap
@onready var stats_label = $UI/MainLayout/Sidebar/StatsLabel
@onready var room_label = $UI/MainLayout/TopPanel/NarrativePanel/VBox/RoomLabel
@onready var log_label = $UI/MainLayout/TopPanel/NarrativePanel/VBox/Log
@onready var input_field = $UI/MainLayout/TopPanel/NarrativePanel/VBox/Input
@onready var minimap = $UI/MainLayout/ControlDeck/HBox/MinimapPanel/Minimap
@onready var stats_label = $UI/MainLayout/ControlDeck/HBox/StatsPanel/StatsLabel
@onready var btn_north = $UI/MainLayout/Sidebar/Controls/BtnNorth
@onready var btn_south = $UI/MainLayout/Sidebar/Controls/BtnSouth
@onready var btn_east = $UI/MainLayout/Sidebar/Controls/HBox/BtnEast
@onready var btn_west = $UI/MainLayout/Sidebar/Controls/HBox/BtnWest
@onready var btn_save = $UI/MainLayout/Sidebar/Controls/BtnSave
@onready var btn_load = $UI/MainLayout/Sidebar/Controls/BtnLoad
@onready var btn_north = $UI/MainLayout/ControlDeck/HBox/ActionsPanel/BtnNorth
@onready var btn_south = $UI/MainLayout/ControlDeck/HBox/ActionsPanel/BtnSouth
@onready var btn_east = $UI/MainLayout/ControlDeck/HBox/ActionsPanel/HBox/BtnEast
@onready var btn_west = $UI/MainLayout/ControlDeck/HBox/ActionsPanel/HBox/BtnWest
@onready var btn_save = $UI/MainLayout/ControlDeck/HBox/SystemPanel/BtnSave
@onready var btn_load = $UI/MainLayout/ControlDeck/HBox/SystemPanel/BtnLoad
@onready var combat_ui = $UI/CombatUI
@onready var main_layout = $UI/MainLayout