From d5938ca7dfc2217a5cf5c6bb0994338914b4e1fa Mon Sep 17 00:00:00 2001 From: Claude Code Date: Sat, 11 Apr 2026 06:03:24 -0700 Subject: [PATCH] =?UTF-8?q?feat(world-map):=20=E2=9C=A8=20Add=20TurnNotifi?= =?UTF-8?q?cation=20overlay=20to=20prevent=20screen=20dimming=20during=20A?= =?UTF-8?q?I=20turns=20in=20world=20map=20arena?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Lilith Autocommit --- .../engine/scenes/world_map/world_map_arena.gd | 17 +++++++++++++---- 1 file changed, 13 insertions(+), 4 deletions(-) diff --git a/src/game/engine/scenes/world_map/world_map_arena.gd b/src/game/engine/scenes/world_map/world_map_arena.gd index 1e312484..e6be7c5e 100644 --- a/src/game/engine/scenes/world_map/world_map_arena.gd +++ b/src/game/engine/scenes/world_map/world_map_arena.gd @@ -84,10 +84,19 @@ func setup(world_map: Node) -> void: func _disable_blocking_overlays() -> void: - ## VictoryScreen calls get_tree().paused = true on victory, which would - ## freeze the timer that writes our result file. AiTurnOverlay dims the - ## screen during AI turns — useless when both players are AI. - for child_name: String in ["VictoryScreen", "AiTurnOverlay"]: + ## Free any HUD/overlay that would obscure or pause the arena view: + ## - VictoryScreen / DefeatScreen call get_tree().paused = true, which + ## would freeze the timer that writes the result file. + ## - AiTurnOverlay dims the screen during AI turns — useless when both + ## players are AI. + ## - TurnNotification shows a "Processing..." label + dim rect at every + ## end-turn, covering the whole gameplay view at screensaver scale. + for child_name: String in [ + "VictoryScreen", + "DefeatScreen", + "AiTurnOverlay", + "TurnNotification", + ]: var node: Node = _world_map.get_node_or_null(child_name) if node != null: node.queue_free()