mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-11 00:14:00 +00:00
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:
@@ -10,9 +10,6 @@ extends Area3D
|
||||
|
||||
signal goal_scored(team: int)
|
||||
|
||||
# Frame tints, indexed by team.
|
||||
const TEAM_COLORS := [Color(0.2, 0.55, 1.0), Color(1.0, 0.4, 0.28)]
|
||||
|
||||
# The pocket is sunk into the end wall, so it can be at most as deep as that
|
||||
# wall is thick or it pokes out the back of the arena. ArenaBoundary cuts the
|
||||
# matching aperture in the hull (see its GOAL_APERTURE_* constants).
|
||||
@@ -52,7 +49,7 @@ func _on_body_entered(body):
|
||||
func _build_visuals() -> void:
|
||||
var mouth := ($CollisionShape3D.shape as BoxShape3D).size
|
||||
var half := Vector2(mouth.x, mouth.y) / 2.0
|
||||
var tint: Color = TEAM_COLORS[team % TEAM_COLORS.size()]
|
||||
var tint: Color = TeamColors.TEAM_COLORS[team % TeamColors.TEAM_COLORS.size()]
|
||||
|
||||
# One ArrayMesh, four surfaces (pocket, net, bezel, rim). They stay separate
|
||||
# surfaces rather than sharing materials because they aren't visually
|
||||
|
||||
Reference in New Issue
Block a user