diff --git a/MEMORY.md b/MEMORY.md index 238c5b5..c67f829 100644 --- a/MEMORY.md +++ b/MEMORY.md @@ -244,7 +244,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o - Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks. - Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins. - Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls. -- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. +- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text. - Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run. - `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff. - Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock. diff --git a/TODO.md b/TODO.md index 798c54f..3fc591b 100644 --- a/TODO.md +++ b/TODO.md @@ -10,6 +10,7 @@ - [x] Align the radio and wand panels to their mockups. - [x] Align the body-camera timeline to its mockup. - [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue` (blocked: the active realism pass is editing `materials.gd`/`world_builder.gd` and the captures; see `MEMORY.md`). +- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD. ## Realism follow-ups (v0.6.1 candidates) diff --git a/src/game/ui/hud.gd b/src/game/ui/hud.gd index 8d1bd50..a4bda4c 100644 --- a/src/game/ui/hud.gd +++ b/src/game/ui/hud.gd @@ -218,7 +218,8 @@ func _init() -> void: add_child(_cam_overlay) var cam_box := VBoxContainer.new() cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT) - cam_box.position = Vector2(-180, 50) + # Leave the top-right shift/rep/crowd block clear; the REC row sits below it. + cam_box.position = Vector2(-200, 92) cam_box.alignment = BoxContainer.ALIGNMENT_END _cam_overlay.add_child(cam_box) var rec_row := HBoxContainer.new()