PC2: Wire "Enter World" from the browse list to the playable level #50
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Wires "Enter World" from the browse list to the actual playable level -- finished by the operator (DeepSeek budget exhausted, finishing PC2 directly).
scripts/world_list.gd: each card now has a real "Enter World" button that loadsscenes/game.tscn. PC2 only has one shared test level right now (no per-world content yet), so Enter doesn't need the world's id for anything -- real per-world level loading is a later concern.scripts/player.gd: Escape now returns toscenes/world_list.tscn(releasing mouse capture first), mirroring the existing Back button pattern used elsewhere. Replaces the earlier "Escape just releases the mouse" behavior, which had no way to actually leave the level at all.scripts/smoke_test_enter_world.gd(new): the real end-to-end PC2 path -- register, seed a world, load world_list, click the real Enter World button (found by walking the card's children, not by index), confirmgame.tscnloads with the player spawned at the level'sPlayerSpawnmarker, send a realKEY_ESCAPEinput event and confirm it returns toworld_list.tscn. Proves the whole "browse -> enter -> walk around -> leave" flow works as one continuous path, not just that each piece works alone.docs/testing/test_inventory.mdupdated (10 smoke tests now, added the two from the level/player tasks that were never documented plus this one).Verified against a live backend: 61/61 pytest, all 10 Godot smoke tests passing, including 9/9 on the new end-to-end test.
Approving and merging directly (operator) -- DeepSeek balance exhausted, finishing PC2 directly rather than leaving this for a review cycle nothing can currently run. Verified with a real end-to-end headless test (register, seed a world, click the real Enter World button, confirm game.tscn loads with the player at the correct spawn point, confirm a real Escape keypress returns to world_list.tscn): 9/9 passing, plus the full existing suite (10 smoke tests, 61 pytest) still green.