Add accessibility pass: escalation meter and working HUD font scale
- Escalation cue now includes a shape meter and numeric level
("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
theme overrides instead of Control.scale, which pushed the right-anchored clock
label off-screen. It now covers the top, log, target, hint, time, mode,
escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
_build_ui(); previously a saved font scale was ignored until the next apply.
Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
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@@ -141,6 +141,9 @@ func _ready() -> void:
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_connect_crowd()
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_build_ui()
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# The HUD does not exist yet when settings are loaded, so push them again now
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# that it does (otherwise the saved font scale is ignored until the next apply).
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_apply_settings(player_settings)
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_last_phase = -1
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_apply_phase_lighting()
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# Boot into the venue menu; the shift starts when the player picks a venue.
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