wayfarers_wanderer/boot/opening_screen.gd
Jonas Reith 67862a46f3 Add boot flow, save-system skeleton, and Equipment skeleton
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.
2026-08-27 09:21:15 +02:00

30 lines
881 B
GDScript

extends Control
## Platzhalter-Boot-Screen: Attribution -> Titel mit Flavor-Text -> Hauptmenü.
## TODO: später durch eine echte Opening-Cinematic ersetzen.
@export var attribution_seconds: float = 2.0
@export var title_seconds: float = 2.5
@onready var attribution_label: Label = $AttributionLabel
@onready var title_label: Label = $TitleLabel
@onready var timer: Timer = $Timer
var _stage: int = 0
func _ready() -> void:
timer.timeout.connect(_advance)
timer.start(attribution_seconds)
func _unhandled_input(event: InputEvent) -> void:
if (event is InputEventKey and event.pressed) or (event is InputEventMouseButton and event.pressed):
_advance()
func _advance() -> void:
_stage += 1
if _stage == 1:
attribution_label.visible = false
title_label.visible = true
timer.start(title_seconds)
else:
get_tree().change_scene_to_file("res://boot/main_menu.tscn")