Phase 19 — onboarding: hint tour + Help modal + tooltip pass
Three-agent fan-out (gdscript-refactor x3) ships the chosen Phase 19 approach: contextual hints during first session + a Help reference, plus a sweep of hover tooltips for desktop discoverability. - HintSystem (autoload) + HintOverlay (layer 22 top-center banner): 7-step tour gated on player events — welcome (boot+2s), pawn select, build drawer open, stockpile painted, work matrix open, day_ended, tour_complete. Per-hint dismissals persist as Array[String] in GameState.settings['dismissed_hints']. Max-3 FIFO queue if hints chain. Reduce-motion path snaps in/out instead of tweening. Reset_tour() public API for the Help modal. - HelpModal (layer 20): 5-tab static reference (Controls / Verbs / Priorities / Storyteller / Tips). Opens via EventBus.help_requested, dimmed backdrop, X/Esc/backdrop-tap dismiss. SettingsMenu gains an 'Onboarding' section: Show-hints checkbox, Help button (emits help_requested), Reset hints button (calls HintSystem.reset_tour with has_method guard). Pre-existing 'W' keybind reference fixed to 'P'. - Tooltip pass: tooltip_text via Strings.t on every TopBar button (10 buttons incl. speed shortcuts), BuildDrawer FAB, and every tool button in BuildDrawer (21 tools). _add_tool_btn extended with optional tooltip param. ~34 new tooltip.* string keys. Contracts pre-written (Opus): EventBus.help_requested, hint_dismissed, ui_panel_opened signals; GameState show_hints + dismissed_hints defaults; BuildDrawer.open + WorkPriorityMatrix.open emit ui_panel_opened so HintSystem can subscribe via one signal. Also recorded [MED] known bug in memory.md: drag-paint with active paint tool is eaten by camera drag-pan. MCP runtime verified: welcome banner fires 2s after boot, dismiss queues build_drawer hint on next ui_panel_opened, dismissed_hints persisted as ['welcome'], HelpModal opens via help_requested with tab switching working (Controls → Tips verified visually). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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16 changed files with 844 additions and 22 deletions
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@ -34,6 +34,10 @@ const WORK_PRIORITY_MATRIX_SCRIPT: Script = preload("res://scenes/ui/work_prior
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const ALERTS_LOG_SCRIPT: Script = preload("res://scenes/ui/alerts_log.gd")
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# Phase 17 — DaySummaryCard end-of-day recap modal (layer 19).
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const DAY_SUMMARY_CARD_SCRIPT: Script = preload("res://scenes/ui/day_summary_card.gd")
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# Phase 19 — HintOverlay top-center banner (layer 22).
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const HINT_OVERLAY_SCRIPT: Script = preload("res://scenes/ui/hint_overlay.gd")
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# Phase 19 — HelpModal static reference (layer 20).
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const HELP_MODAL_SCRIPT: Script = preload("res://scenes/ui/help_modal.gd")
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func _ready() -> void:
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@ -187,6 +191,23 @@ func _ready() -> void:
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Audit.log("main", "Phase 17 — DaySummaryCard mounted.")
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# Phase 19 — HintOverlay top-center banner (layer 22).
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# HintOverlay._ready() registers itself with HintSystem autoload so the
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# autoload never has to find_child() the tree at call time.
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var hint_overlay := CanvasLayer.new()
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hint_overlay.set_script(HINT_OVERLAY_SCRIPT)
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hint_overlay.name = "HintOverlay"
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add_child(hint_overlay)
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# Phase 19 — HelpModal static reference panel (layer 20).
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# Subscribes to EventBus.help_requested in its own _ready; no injection needed.
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var help_modal := CanvasLayer.new()
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help_modal.set_script(HELP_MODAL_SCRIPT)
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help_modal.name = "HelpModal"
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add_child(help_modal)
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Audit.log("main", "Phase 19 — HintOverlay + HelpModal mounted.")
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# Apply the medieval theme to every Control under each CanvasLayer.
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# CanvasLayers interrupt the root-Window theme cascade so we have to seed
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# each one explicitly. Defer one frame so panels that build their UI in
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