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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@ -29,6 +29,9 @@ var _sl_ambient: HSlider = null
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var _cb_large_text: CheckBox = null
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var _cb_reduce_motion: CheckBox = null
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# Onboarding controls.
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var _cb_show_hints: CheckBox = null
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func _ready() -> void:
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layer = 26
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@ -136,6 +139,35 @@ func _build_ui() -> void:
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_add_separator(vbox)
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# ── Onboarding section ────────────────────────────────────────────────────
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var onboard_hdr := Label.new()
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onboard_hdr.text = Strings.t(&"ui.settings.section.onboarding")
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vbox.add_child(onboard_hdr)
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_cb_show_hints = _make_checkbox(Strings.t(&"ui.settings.show_hints"), vbox)
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var onboard_btns := HBoxContainer.new()
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onboard_btns.add_theme_constant_override("separation", 12)
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vbox.add_child(onboard_btns)
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var help_btn := Button.new()
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help_btn.name = "HelpBtn"
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help_btn.text = Strings.t(&"ui.settings.help")
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help_btn.custom_minimum_size = Vector2(120, 48)
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help_btn.focus_mode = Control.FOCUS_NONE
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help_btn.pressed.connect(_on_help_pressed)
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onboard_btns.add_child(help_btn)
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var reset_hints_btn := Button.new()
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reset_hints_btn.name = "ResetHintsBtn"
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reset_hints_btn.text = Strings.t(&"ui.settings.reset_hints")
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reset_hints_btn.custom_minimum_size = Vector2(140, 48)
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reset_hints_btn.focus_mode = Control.FOCUS_NONE
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reset_hints_btn.pressed.connect(_on_reset_hints_pressed)
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onboard_btns.add_child(reset_hints_btn)
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_add_separator(vbox)
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# ── Save / Cancel row ─────────────────────────────────────────────────────
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var btn_row := HBoxContainer.new()
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btn_row.alignment = BoxContainer.ALIGNMENT_CENTER
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@ -226,6 +258,8 @@ func _load_from_game_state() -> void:
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_cb_large_text.button_pressed = bool(s.get("accessibility_large_text", false))
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_cb_reduce_motion.button_pressed = bool(s.get("accessibility_reduce_motion", false))
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_cb_show_hints.button_pressed = bool(s.get("show_hints", true))
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func _collect_to_dict() -> Dictionary:
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return {
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@ -240,6 +274,7 @@ func _collect_to_dict() -> Dictionary:
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"audio_ambient": _sl_ambient.value,
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"accessibility_large_text": _cb_large_text.button_pressed,
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"accessibility_reduce_motion": _cb_reduce_motion.button_pressed,
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"show_hints": _cb_show_hints.button_pressed,
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}
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@ -276,6 +311,24 @@ func _on_cancel_pressed() -> void:
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_set_visible(false)
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func _on_help_pressed() -> void:
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# Close settings first, then open help so layer 20 (HelpModal) draws above.
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_set_visible(false)
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EventBus.help_requested.emit()
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Audit.log("settings_menu", "help requested")
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func _on_reset_hints_pressed() -> void:
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if HintSystem != null and HintSystem.has_method("reset_tour"):
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HintSystem.reset_tour()
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else:
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# Fallback: direct dict mutation if HintSystem hasn't landed yet.
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GameState.settings["dismissed_hints"] = [] as Array
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GameState.settings["show_hints"] = true
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EventBus.alert_added.emit(&"info", Strings.t(&"ui.settings.hints_reset"), Vector2i(-1, -1))
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Audit.log("settings_menu", "hints reset")
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# ── visibility ────────────────────────────────────────────────────────────────
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func _set_visible(v: bool) -> void:
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