refactor(team-colors): collapse disagreeing team palettes into one source of truth

ship.gd, HUDController.gd, and goal.gd each declared their own TEAM_COLORS,
arena_boundary.gd/arena_deck.gdshader had a third pair, and HUD.tscn baked
in a fourth (hardcoded "BLUE"/"ORANGE" labels) — nose, goal rim, end zone,
and scoreboard all rendered different blues. New scripts/team_colors.gd
(class_name TeamColors) is now the single source every one of those reads
from, and team identity moves to purple/green.
This commit is contained in:
Josh Creek
2026-08-04 19:18:45 +01:00
parent ff2e40198f
commit fa9590d9c3
9 changed files with 39 additions and 30 deletions
+2 -2
View File
@@ -91,8 +91,8 @@ const DECK_SHADER_PATH := "res://shaders/arena_deck.gdshader"
@export var field_tint := Color(0.45, 0.65, 1.0)
@export var field_intensity := 0.09
@export var team0_tint := Color(0.15, 0.45, 1.0)
@export var team1_tint := Color(1.0, 0.35, 0.25)
@export var team0_tint := TeamColors.TEAM_COLORS[0]
@export var team1_tint := TeamColors.TEAM_COLORS[1]
# The single merged surface shell and the material whose camera-side fade
# _process() drives. Both stay null in headless runs, which never render.