diff --git a/game/presentation/views/level_map_screen.gd b/game/presentation/views/level_map_screen.gd index a03bb209..edf60bcb 100644 --- a/game/presentation/views/level_map_screen.gd +++ b/game/presentation/views/level_map_screen.gd @@ -26,10 +26,11 @@ const COL_ROOM_DONE := UiKit.GOLD_DONE # 已到——暗金(样 const COL_ROOM_CURRENT := UiKit.GOLD # 当前——奖励金 const COL_ROOM_FUTURE := UiKit.DARK_UPCOMING # 未达——暗 const COL_PASSAGE := UiKit.STONE # 通道——石灰 -const COL_PASSAGE_LIT := UiKit.GOLD_LIT # 候选通道——亮金 +const COL_PASSAGE_LIT := UiKit.CANDLE # 候选通道/候选描边——烛光黄(M5:金色定岗只留当前位,G4;旧 GOLD_LIT 退役出本屏) const COL_BOSS_BORDER := UiKit.BOSS_PURPLE # Boss 边框——紫赤(色相独占本色;旗朱退役 2026-09-26) const COL_ABANDON := UiKit.RED_MINE # 破坏性动作红(危险红族) const NODE_LABELS := {"battle": "战", "reward": "赏", "rest": "疗", "boss": "王", "shop": "商"} # 商 = GP+商店房实施批 2026-09-21(贴图缺位字形回退用——贴图在位=字形退役惯例) +const NODE_TYPE_NAMES := {"battle": "战斗", "reward": "奖励", "rest": "休息", "boss": "Boss", "shop": "商店"} # M5 节点下方类型字(demo ④——三通道可读性;当前位显示「当前位置」) const TEX_NODE_ICONS := {"battle": UiKit.TEX_NODE_BATTLE, "reward": UiKit.TEX_NODE_REWARD, "rest": UiKit.TEX_NODE_REST, "boss": UiKit.TEX_NODE_BOSS, "shop": UiKit.TEX_NODE_SHOP} const NODE_ICON_PX := 20.0 # 节点图标边长(样张 v1 冻结——20px 烘焙 1:1 消费零缩放) @@ -37,7 +38,7 @@ const ICON_TINT_ON_GOLD := Color(24.0 / 240.0, 20.0 / 226.0, 16.0 / 200.0) # const TITLE_ENTRY := "出发——选择首个节点" # 入口停点(布局决策 1——台账 143 遗留清偿) const TITLE_SINGLE := "继续前进" # 单链停点 const TITLE_FORK := "选择下一节点" # 岔路停点 -const NODE_HALF := Vector2(26, 18) # 节点方块半宽高(52×36 占位画布参数——样张批终稿) +const NODE_HALF := Vector2(36.5, 25) # 节点方块半宽高(73×50 = 52×36 的 1.4×——UI 落码批 M5「黑底吃掉」;层距/布局公式零改) const LAYER_BASE_X := 70 # 首层节点原点 x(画布拟合与布局公式共用——T4 杂并:双写退役) const LAYER_STEP_X := 122 # 层间横向步距(同上) const SLOT_BASE_Y := 52 # 槽位原点 y(同上) @@ -118,66 +119,76 @@ func _init() -> void: _canvas.draw.connect(_draw_graph.bind(_canvas)) _canvas.gui_input.connect(_on_canvas_input) box.add_child(_canvas) - # 底部状态栏(布局决策 4:生命/属性/本关加成三组 + 放弃按钮右端异位) - var bottom := HBoxContainer.new() - bottom.add_theme_constant_override("separation", 10) + # 底部状态栏(M5 合并单条:亮米面板一站读齐=头像+生命+属性+本关加成/流派件——demo ④; + # 道具槽不摆=道具读数无关卡画面成文出口(读快照私域越权),随 runner 出口批补——台账 352 注记; + # _hp_value/_attr_value/_bonus_value/_relic_value 投喂键全部保留) + var bottom := PanelContainer.new() + bottom.add_theme_stylebox_override("panel", + UiKit.panel_flat(Color8(240, 228, 200), UiKit.CAMP_HEADER_BAND, 0, 2, Vector4(12, 6, 12, 6))) box.add_child(bottom) - bottom.add_child(_status_box("生命", true)) - bottom.add_child(_status_box("属性", false)) - # 本关加成框(零加成隐藏——spec 布局决策 4) + var strip := HBoxContainer.new() + strip.add_theme_constant_override("separation", 18) + bottom.add_child(strip) + var face := TextureRect.new() + var face_tex := UiKit.load_tex(UiKit.TEX_HERO_PORTRAIT) + if face_tex != null: + face.texture = face_tex + face.custom_minimum_size = Vector2(50, 52) + face.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + face.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED + face.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + strip.add_child(face) + var life_box := VBoxContainer.new() + strip.add_child(life_box) + life_box.add_child(UiKit.label("生命", 11, false, Color8(110, 69, 52))) + _hp_value = UiKit.label("", 15, true, UiKit.INK_TITLE) + life_box.add_child(_hp_value) + _hp_bar = Control.new() + _hp_bar.custom_minimum_size = Vector2(130, 7) + _hp_bar.draw.connect(_draw_hp_bar.bind(_hp_bar)) + life_box.add_child(_hp_bar) + strip.add_child(_vdiv()) + var attr_box := VBoxContainer.new() + strip.add_child(attr_box) + attr_box.add_child(UiKit.label("属性", 11, false, Color8(110, 69, 52))) + _attr_value = UiKit.label("", 15, true, UiKit.INK_TITLE) + attr_box.add_child(_attr_value) + strip.add_child(_vdiv()) + # 本关加成框(零加成隐藏——spec 布局决策 4)+ 流派件持有行(迭代 12 呈现补齐——组合根投喂) _bonus_row = HBoxContainer.new() - _bonus_row.add_theme_constant_override("separation", 10) - var bonus_box := PanelContainer.new() - bonus_box.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) + strip.add_child(_bonus_row) + var bonus_box := VBoxContainer.new() _bonus_row.add_child(bonus_box) - var bonus_inner := VBoxContainer.new() - bonus_box.add_child(bonus_inner) - var bonus_cap := UiKit.label("本关加成", 12, false, UiKit.WARM_SOFT) - bonus_inner.add_child(bonus_cap) - _bonus_value = UiKit.label("", 15, true, UiKit.WARM) - bonus_inner.add_child(_bonus_value) - # 流派件持有行(迭代 12 呈现补齐 2026-10-04——用户反馈关卡选择页看不到局内奖励;组合根投喂) - _relic_value = UiKit.label("", 13, false, UiKit.WARM_SOFT) + bonus_box.add_child(UiKit.label("本关加成", 11, false, Color8(110, 69, 52))) + _bonus_value = UiKit.label("", 15, true, UiKit.INK_TITLE) + bonus_box.add_child(_bonus_value) + _relic_value = UiKit.label("", 12, false, Color8(110, 69, 52)) _relic_value.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART - bonus_inner.add_child(_relic_value) - bottom.add_child(_bonus_row) + bonus_box.add_child(_relic_value) var spacer := Control.new() spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL - bottom.add_child(spacer) - abandon_btn = UiKit.button("放弃") # 打磨包 2026-09-29——文案收敛 level-map 4 字上限(同失败结算语义移入确认态文案) - abandon_btn.add_theme_color_override("font_color", COL_ABANDON) # 破坏性动作红(危险红族) + strip.add_child(spacer) + abandon_btn = UiKit.danger_button("放弃") # 打磨包 2026-09-29 文案 + M5 危险钮皮(M10 公共件) abandon_btn.pressed.connect(_on_abandon_pressed) abandon_btn.visible = false - bottom.add_child(abandon_btn) + strip.add_child(abandon_btn) visible = false -# 状态数据框工厂(直角细线数据框——pattern 5 族;with_bar = 带迷你血条(生命框),值读数随行挂回 -# _hp_value/_attr_value(T4 杂并:旧「caption == "生命"」文案做控制流退役——分组判据复用 with_bar)。 -# 墨色按样张 v1 冻结:暗底标签 WARM_SOFT/读数 WARM——§7.1 数据素面墨来自世界的墨在暗底侧的落法,L3 ≥4.5:1) -func _status_box(caption: String, with_bar: bool) -> PanelContainer: - var panel := PanelContainer.new() - panel.add_theme_stylebox_override("panel", UiKit.panel_flat(UiKit.DARK_UPCOMING, UiKit.PANEL_BORDER, 0, 1)) - var inner := VBoxContainer.new() - panel.add_child(inner) - var cap := UiKit.label(caption, 12, false, UiKit.WARM_SOFT) - inner.add_child(cap) - if with_bar: - _hp_bar = Control.new() - _hp_bar.custom_minimum_size = Vector2(120, 6) - _hp_bar.draw.connect(_draw_hp_bar.bind(_hp_bar)) - inner.add_child(_hp_bar) - var value := UiKit.label("", 15, true, UiKit.WARM) - inner.add_child(value) - if with_bar: - _hp_value = value - else: - _attr_value = value - return panel +# 竖分隔线(M5 底栏分组线——亮面板上低对比细线) +static func _vdiv() -> ColorRect: + var v := ColorRect.new() + v.color = Color8(201, 184, 142) + v.custom_minimum_size = Vector2(1, 44) + return v + + +# _status_box 已退役(M5 底栏合并单条——demo ④;本函数随旧三暗框退役删除,投喂键保留于新底栏) func _draw_hp_bar(bar: Control) -> void: - # 迷你血条(样张 v1 冻结:深底 UiKit.HP_BAR_BACK #28221C(对暗面板可辨)+金填充——比例 = hero_hp / effective_max_hp) + # 迷你血条(深底 UiKit.HP_BAR_BACK #28221C + 小人蓝填充——M5 改蓝:与战斗站桩血条同语言, + # 「蓝只说己方」§4.2;旧金填充退役=金只说收益定岗 G4)。比例 = hero_hp / effective_max_hp if _runner == null: return var max_hp := maxi(1, _runner.effective_max_hp()) @@ -185,7 +196,7 @@ func _draw_hp_bar(bar: Control) -> void: var full := Rect2(Vector2.ZERO, bar.size) bar.draw_rect(full, COL_HP_BAR_BACK) if ratio > 0.0: - bar.draw_rect(Rect2(Vector2.ZERO, Vector2(bar.size.x * ratio, bar.size.y)), UiKit.GOLD) + bar.draw_rect(Rect2(Vector2.ZERO, Vector2(bar.size.x * ratio, bar.size.y)), UiKit.HERO_BLUE) # 放弃入口可见性(组合根在冒险启动时开、默认关——语义对象 = 整局冒险) @@ -276,8 +287,8 @@ func _fit_canvas(nodes: Array) -> void: for k in slot.keys(): maxslot = maxi(maxslot, int(slot[k])) _content_size = Vector2(LAYER_BASE_X + maxl * LAYER_STEP_X + NODE_HALF.x + 8.0, - SLOT_BASE_Y + maxslot * SLOT_STEP_Y + NODE_HALF.y + 8.0) - _content_size = _content_size.max(Vector2(620, 240)) # 下限 = 旧定值画布(小图观感不变) + SLOT_BASE_Y + maxslot * SLOT_STEP_Y + NODE_HALF.y + 24.0) # +24 = 类型文字标签行(M5) + _content_size = _content_size.max(Vector2(620, 256)) # 下限(M5 抬高容纳标签行) _canvas.custom_minimum_size = _content_size @@ -453,6 +464,16 @@ func _draw_graph(canvas: Control) -> void: var num_ink := UiKit.INK_ROUTE if col == COL_ROOM_CURRENT else UiKit.WARM canvas.draw_string(get_theme_default_font(), Vector2(rect.end.x - 16.0, rect.position.y + 8.0), str(nid), HORIZONTAL_ALIGNMENT_RIGHT, 14, 10, num_ink) + # 类型文字标签(M5——demo ④:节点下方 11px;当前位=「当前位置」金、候选=类型名+「 · 可选」烛光黄、 + # 其余=类型名暖米弱化;文字+图标+形状三通道) + var type_text := String(NODE_TYPE_NAMES.get(t, t)) + if nid == current_id: + type_text = "当前位置" + elif cand_ids.has(nid): + type_text += " · 可选" + var type_ink := COL_ROOM_CURRENT if nid == current_id else (UiKit.CANDLE if cand_ids.has(nid) else UiKit.WARM_FAINT) + canvas.draw_string(get_theme_default_font(), Vector2(p.x - 44.0, rect.end.y + 15.0), + type_text, HORIZONTAL_ALIGNMENT_CENTER, 88, 11, type_ink) func _layout(nodes: Array, canvas: Control) -> Dictionary: diff --git a/game/presentation/views/node_overlay.gd b/game/presentation/views/node_overlay.gd index 370f5a96..bcaac1c7 100644 --- a/game/presentation/views/node_overlay.gd +++ b/game/presentation/views/node_overlay.gd @@ -12,11 +12,14 @@ var _btn: Button func _init() -> void: - var box: VBoxContainer = UiKit.modal_shell(self, Color(0, 0, 0, 0.6)).box - _label = UiKit.label("", 20, true, UiKit.WARM) + # M5(UI 落码批):rest 兑付面板 plate9 石板化+暖金头带字(demo ④休息弹层;暗字上亮板 §7.2) + var shell: Dictionary = UiKit.modal_shell(self, Color(0, 0, 0, 0.6), Vector2.ZERO, 14, true, + UiKit.panel_skinned(Vector4(26, 18, 26, 18))) + var box: VBoxContainer = shell.box + _label = UiKit.label("", 20, true, UiKit.INK_TITLE) _label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER box.add_child(_label) - _btn = UiKit.button("继续") + _btn = UiKit.primary_button("继续") _btn.pressed.connect(_emit_continue_pressed) box.add_child(_btn) visible = false