card editor, menu updated, screen changes
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@@ -10,6 +10,11 @@ enum State {
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var current_state: State = State.MENU
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# Menu window size (matches project.godot viewport)
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const MENU_SIZE := Vector2i(460, 689)
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# Game window size
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const GAME_SIZE := Vector2i(2160, 980)
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# Scene references
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var main_menu: MainMenu = null
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var game_scene: Node3D = null
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@@ -41,11 +46,22 @@ func _show_main_menu() -> void:
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pause_menu.queue_free()
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pause_menu = null
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# Switch back to small borderless menu window
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DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, true)
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DisplayServer.window_set_size(MENU_SIZE)
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var screen := DisplayServer.screen_get_size()
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DisplayServer.window_set_position(Vector2i(
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(screen.x - MENU_SIZE.x) / 2,
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(screen.y - MENU_SIZE.y) / 2
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))
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# Create main menu
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if not main_menu:
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main_menu = MainMenu.new()
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add_child(main_menu)
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main_menu.start_game.connect(_on_start_game)
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main_menu.quick_play.connect(_on_start_game)
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main_menu.play_game.connect(_on_start_game)
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main_menu.visible = true
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current_state = State.MENU
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@@ -55,6 +71,15 @@ func _on_start_game() -> void:
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if main_menu:
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main_menu.visible = false
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# Switch to windowed gameplay size
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DisplayServer.window_set_flag(DisplayServer.WINDOW_FLAG_BORDERLESS, false)
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DisplayServer.window_set_size(GAME_SIZE)
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var screen := DisplayServer.screen_get_size()
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DisplayServer.window_set_position(Vector2i(
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(screen.x - GAME_SIZE.x) / 2,
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(screen.y - GAME_SIZE.y) / 2
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))
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# Create game scene
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_start_new_game()
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