Plain 'Node' root causes Godot to open the scene in 3D perspective view because the engine can't infer the intended dimension. Node2D root is the right default for our 2D project; the editor opens in 2D view automatically. Confirmed via MCP get_editor_screenshot — Phase 0 verification was landing in 3D editor view because of this. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
20 lines
792 B
GDScript
20 lines
792 B
GDScript
extends Node2D
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## Phase 0 smoke-test scene root.
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##
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## Verifies the autoload graph is alive and the i18n table resolves a key.
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## Once Phase 1 lands the world view, this becomes the bootstrap that loads
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## the right scene based on game state (new game / continue / settings).
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@onready var hello_label: Label = $HelloLabel
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func _ready() -> void:
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Audit.log("main", "Phase 0 smoke test online.")
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# Verify autoloads are alive.
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assert(World != null, "World autoload missing")
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assert(Sim != null, "Sim autoload missing")
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assert(GameState != null, "GameState autoload missing")
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assert(EventBus != null, "EventBus autoload missing")
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assert(Strings != null, "Strings autoload missing")
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assert(SaveSystem != null, "SaveSystem autoload missing")
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hello_label.text = Strings.t(&"smoke.hello")
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