boot/: opening_screen (attribution -> title/flavor text placeholder, explicitly marked TODO for a later real cinematic, skippable by keypress/click) -> main_menu (Neues Spiel/Fortsetzen/Optionen/Credits/ Beenden, ConfirmationDialog for overwrite-existing-save) -> options_menu (TabContainer with 4 empty placeholder categories: Grafik/Sound/ Steuerung/Spieloptionen) and credits_screen, both just navigable stubs. project.godot's run/main_scene now points at boot/opening_screen.tscn instead of directly at the gameplay scene. autoload/save_manager.gd: new SaveManager singleton. Deliberately minimal — persists only a timestamp to user://savegame.json — but a real, working has_save()/save_game()/load_game()/start_new_game() round trip, enough to back the menu's Start/Continue/overwrite-confirm logic without inventing game state that doesn't exist yet. player/equipment/: Equipment (Node) + EquipmentItem (Resource) stub classes per the user's explicit ask for a "class diagram skeleton" to build on later — exported fields and empty TODO methods, no logic. Wired as a child of world/island.tscn's real Player (not player.tscn, which is only a debug prototype scene, not the actual game's player). player.gd's new `equipment` onready var uses get_node_or_null() since that child only exists on the real player, not every scene reusing this script. Verified headless: all new boot scenes load cleanly, a full boot smoke test via run/main_scene succeeds, and — since button-click navigation can't be simulated headlessly — SaveManager's actual save/load/ overwrite/cleanup cycle was exercised directly and behaves correctly (has_save flips true/false correctly, loaded data matches what was saved). Manual in-editor check of the menu navigation itself is still needed and not yet done.
39 lines
887 B
Plaintext
39 lines
887 B
Plaintext
[gd_scene format=3]
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[ext_resource type="Script" path="res://boot/credits_screen.gd" id="1_credits"]
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[node name="CreditsScreen" type="Control"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_credits")
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[node name="TitleLabel" type="Label" parent="."]
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offset_left = 40.0
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offset_top = 30.0
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offset_right = 400.0
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offset_bottom = 70.0
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text = "Credits"
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[node name="ScrollContainer" type="ScrollContainer" parent="."]
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offset_left = 40.0
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offset_top = 90.0
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offset_right = 1240.0
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offset_bottom = 620.0
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[node name="CreditsLabel" type="Label" parent="ScrollContainer"]
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layout_mode = 2
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text = "Programmierung: TODO
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Artwork: TODO
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Musik/Sound: TODO
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Erstellt mit Godot Engine"
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[node name="BackButton" type="Button" parent="."]
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offset_left = 40.0
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offset_top = 640.0
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offset_right = 160.0
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offset_bottom = 675.0
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text = "Zurück"
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