acron.gdformat

The Godot-format ingestion layer — scheduled for replacement.

Everything under acron.gdformat reads Godot’s serialized formats (.tscn/.tres text scenes and resources, project.godot, res:///uid:// URIs, the legacy TileMap tile_data encoding) and produces the plain data structures the runtime modules consume. It exists so ported games can keep loading their vendored Godot assets until the acron scene format lands; the scene plan (ACRON_SCENE_AND_EDITOR.md §6, P2) schedules this whole package for deletion once every port reads format-v0 artifacts. Do not grow runtime mechanisms in here, and do not add new dependencies on it from runtime modules — parsers may import runtime data classes (that is the direction the seam runs), not the other way around.

What deleting this package would take with it, exactly. Three runtime modules still import from here, and each edge is a Godot concept that has no meaning once the ports read format-v0, so all three retire together with the parsers rather than needing a rescue:

  • acron.audio and acron.sprite2d call res.resolve() so a ported call site can hand them a res:// string (marked at both import sites); a format-v0 caller passes a real path and the import goes.

  • acron.tile_map renders from AtlasSource/SceneSource and Godot’s tile-transform bits — the tile pipeline is Godot-shaped end to end and migrates as one unit, which is why its data classes were left with the parser that fills them.

Nothing else reaches in: the movers, the physics, the loop, the HUD, the audio mix and the 2D stage all stand without this package. (PLANE_HALF_THICK lives in acron.canvas2d for that reason — the 2D character controller used to reach through the tile renderer for it.)

No submodule is imported eagerly here; import what you need explicitly (from acron.gdformat.tscn import parse_file, …).

Modules: tscn (section parser, value helpers, scene walk, collision extraction), transform (Transform3D literals → Acron transforms), res (res:///uid:// resolution), tileset (TileSet .tres), tile_map (legacy format-2 tile_data decode), sprite_frames (SpriteFrames .tres/inline + scene inheritance), scene2d (recursive .tscn scene composer), anim2d (AnimationPlayer track reading + composed-tree playback), particles2d (emitter node reading), materials (StandardMaterial3D .tres), project (project.godot input actions, Godot keycodes).