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
+1 -8
View File
@@ -25,13 +25,6 @@ extends RigidBody3D
@export var ceiling_pull_strength = 11.5 # Ceiling grav-plating strength; nets above gravity so a ship can hold a ceiling
@export var ceiling_pull_range = 3.0 # Metres from the ceiling where pull begins
# Accent colours per team, applied to the nose and tail fin meshes so the
# two sides are tellable apart at a glance.
const TEAM_COLORS := {
0: Color(0.25, 0.55, 1.0),
1: Color(1.0, 0.5, 0.15),
}
# Non-tinted hull meshes, runtime-merged into one ArrayMesh by
# _build_merged_hull() (Nose/TailFin stay separate MeshInstance3Ds since
# _apply_team_color() retints them per-team and must keep addressing them by
@@ -73,7 +66,7 @@ static var _team_materials: Dictionary = {} # team:int -> StandardMaterial3D
static func _get_team_material(team: int) -> StandardMaterial3D:
if _team_materials.has(team):
return _team_materials[team]
var color: Color = TEAM_COLORS.get(team, TEAM_COLORS[0])
var color: Color = TeamColors.TEAM_COLORS.get(team, TeamColors.TEAM_COLORS[0])
var accent := StandardMaterial3D.new()
accent.albedo_color = color
accent.metallic = 0.3