PressAnyKeyScreen → SplashScreen

This commit is contained in:
2025-09-27 16:38:26 +04:00
parent dd0c1a123c
commit 86439abea8
20 changed files with 527 additions and 59 deletions

View File

@@ -1,2 +1,7 @@
- The documentation of the project is located in docs/ directory. - The documentation of the project is located in docs/ directory.
So the docs\CLAUDE.md does. Get it in context before doing anything else. - Get following files in context before doing anything else:
- docs\CLAUDE.md
- docs\CODE_OF_CONDUCT.md
- project.godot
- Use TDD methodology for development
- Keep documentation up to date

View File

@@ -76,7 +76,7 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam
### Main Scenes ### Main Scenes
``` ```
main.tscn (Entry Point) main.tscn (Entry Point)
├── PressAnyKeyScreen.tscn ├── SplashScreen.tscn
├── MainMenu.tscn ├── MainMenu.tscn
└── SettingsMenu.tscn └── SettingsMenu.tscn
@@ -90,11 +90,11 @@ game.tscn (Gameplay Container)
### Game Flow ### Game Flow
1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`) 1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`)
- Application entry point - Application entry point
- Manages "Press Any Key" screen - Manages splash screen
- Transitions to main menu - Transitions to main menu
- Dynamic menu loading system - Dynamic menu loading system
2. **Press Any Key Screen** (`scenes/main/PressAnyKeyScreen.tscn` + `PressAnyKeyScreen.gd`) 2. **Splash Screen** (`scenes/main/SplashScreen.tscn` + `SplashScreen.gd`)
- Initial splash screen - Initial splash screen
- Input detection for any key/button - Input detection for any key/button
- Signals to main scene for transition - Signals to main scene for transition
@@ -184,7 +184,7 @@ The game now uses a modular gameplay architecture where different game modes can
### Debug System ### Debug System
- Global debug state via DebugManager with initialization - Global debug state via DebugManager with initialization
- Debug toggle available on all major scenes (MainMenu, SettingsMenu, PressAnyKeyScreen, Game) - Debug toggle available on all major scenes (MainMenu, SettingsMenu, SplashScreen, Game)
- Match-3 specific debug UI panel with gem count controls and difficulty presets - Match-3 specific debug UI panel with gem count controls and difficulty presets
- Gem count controls (+/- buttons) with difficulty presets (Easy: 3, Normal: 5, Hard: 8) - Gem count controls (+/- buttons) with difficulty presets (Easy: 3, Normal: 5, Hard: 8)
- Board reroll functionality for testing - Board reroll functionality for testing
@@ -282,7 +282,7 @@ sprites:
### Signal Connections ### Signal Connections
``` ```
PressAnyKeyScreen --[any_key_pressed]--> Main SplashScreen --[any_key_pressed]--> Main
MainMenu --[open_settings]--> Main MainMenu --[open_settings]--> Main
SettingsMenu --[back_to_main_menu]--> Main SettingsMenu --[back_to_main_menu]--> Main
DebugManager --[debug_toggled]--> All scenes with DebugToggle DebugManager --[debug_toggled]--> All scenes with DebugToggle
@@ -339,7 +339,7 @@ DebugManager.log_error("Invalid scene path provided", "GameManager")
# - Settings: Settings management, language changes # - Settings: Settings management, language changes
# - Game: Main game scene, mode switching # - Game: Main game scene, mode switching
# - MainMenu: Main menu interactions # - MainMenu: Main menu interactions
# - PressAnyKey: Press any key screen # - SplashScreen: Splash screen
# - Clickomania: Clickomania gameplay mode # - Clickomania: Clickomania gameplay mode
# - DebugMenu: Debug menu operations # - DebugMenu: Debug menu operations
``` ```

View File

@@ -14,6 +14,8 @@ config/name="Skelly"
run/main_scene="res://scenes/main/main.tscn" run/main_scene="res://scenes/main/main.tscn"
config/features=PackedStringArray("4.4", "Mobile") config/features=PackedStringArray("4.4", "Mobile")
config/icon="res://icon.svg" config/icon="res://icon.svg"
boot_splash/handheld/orientation=0
boot_splash/stretch/aspect="keep"
[audio] [audio]
@@ -27,9 +29,36 @@ GameManager="*res://src/autoloads/GameManager.gd"
LocalizationManager="*res://src/autoloads/LocalizationManager.gd" LocalizationManager="*res://src/autoloads/LocalizationManager.gd"
DebugManager="*res://src/autoloads/DebugManager.gd" DebugManager="*res://src/autoloads/DebugManager.gd"
SaveManager="*res://src/autoloads/SaveManager.gd" SaveManager="*res://src/autoloads/SaveManager.gd"
UIConstants="*res://src/autoloads/UIConstants.gd"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
window/handheld/orientation=4
[input] [input]
ui_pause={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":6,"pressure":0.0,"pressed":false,"script":null)
]
}
any_key={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(165, 16),"global_position":Vector2(174, 64),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
ui_menu_toggle={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":1,"pressure":0.0,"pressed":false,"script":null)
]
}
action_south={ action_south={
"deadzone": 0.2, "deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null) "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)

View File

@@ -78,13 +78,21 @@ echo.
echo === %test_name% === echo === %test_name% ===
echo Running: %test_file% echo Running: %test_file%
godot --headless --script "%test_file%" REM Run the test and capture the exit code
if !errorlevel! equ 0 ( godot --headless --script "%test_file%" >temp_test_output.txt 2>&1
set test_exit_code=!errorlevel!
REM Display results based on exit code
if !test_exit_code! equ 0 (
echo PASSED: %test_name% echo PASSED: %test_name%
) else ( ) else (
echo FAILED: %test_name% echo FAILED: %test_name%
set /a failed_tests+=1 set /a failed_tests+=1
) )
set /a total_tests+=1 set /a total_tests+=1
REM Clean up temporary file
if exist temp_test_output.txt del temp_test_output.txt
echo. echo.
goto :eof goto :eof

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=3 uid="uid://dmwkyeq2l7u04"] [gd_scene load_steps=4 format=3 uid="uid://dmwkyeq2l7u04"]
[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"] [ext_resource type="Script" uid="uid://bs4veuda3h358" path="res://scenes/game/game.gd" id="1_uwrxv"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"] [ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="5_background"] [ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="5_background"]
@@ -21,6 +21,7 @@ anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
texture = ExtResource("5_background") texture = ExtResource("5_background")
expand_mode = 1
stretch_mode = 1 stretch_mode = 1
[node name="UI" type="Control" parent="."] [node name="UI" type="Control" parent="."]
@@ -53,7 +54,9 @@ grow_vertical = 2
[node name="BackButtonContainer" type="Control" parent="."] [node name="BackButtonContainer" type="Control" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = 0 anchors_preset = 1
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 10.0 offset_left = 10.0
offset_top = 10.0 offset_top = 10.0
offset_right = 55.0 offset_right = 55.0

View File

@@ -1,6 +1,6 @@
extends Control extends Control
@onready var press_any_key_screen = $PressAnyKeyScreen @onready var splash_screen = $SplashScreen
var current_menu = null var current_menu = null
const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn") const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn")
@@ -8,11 +8,53 @@ const SETTINGS_MENU_SCENE = preload("res://scenes/ui/SettingsMenu.tscn")
func _ready(): func _ready():
DebugManager.log_debug("Main scene ready", "Main") DebugManager.log_debug("Main scene ready", "Main")
press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed) # Use alternative connection method with input handling
_setup_splash_screen_connection()
func _setup_splash_screen_connection():
# Wait for all nodes to be ready
await get_tree().process_frame
await get_tree().process_frame
# Try to find SplashScreen node
splash_screen = get_node_or_null("SplashScreen")
if not splash_screen:
DebugManager.log_warn("SplashScreen node not found, trying alternative methods", "Main")
# Try to find by class or group
var splash_nodes = get_tree().get_nodes_in_group("localizable")
for node in splash_nodes:
if node.scene_file_path.ends_with("SplashScreen.tscn"):
splash_screen = node
break
if splash_screen:
DebugManager.log_debug("SplashScreen node found: %s" % splash_screen.name, "Main")
# Try connecting to the signal if it exists
if splash_screen.has_signal("any_key_pressed"):
splash_screen.any_key_pressed.connect(_on_any_key_pressed)
DebugManager.log_debug("Connected to any_key_pressed signal", "Main")
else:
# Fallback: use input handling directly on the main scene
DebugManager.log_warn("Using fallback input handling", "Main")
_use_fallback_input_handling()
else:
DebugManager.log_error("Could not find SplashScreen node", "Main")
_use_fallback_input_handling()
func _use_fallback_input_handling():
# Fallback: handle input directly in the main scene
set_process_unhandled_input(true)
func _unhandled_input(event):
if splash_screen and splash_screen.is_inside_tree():
# Forward input to splash screen or handle directly
if event.is_action_pressed("action_south"):
_on_any_key_pressed()
get_viewport().set_input_as_handled()
func _on_any_key_pressed(): func _on_any_key_pressed():
DebugManager.log_debug("Transitioning to main menu", "Main") DebugManager.log_debug("Transitioning to main menu", "Main")
press_any_key_screen.queue_free() splash_screen.queue_free()
show_main_menu() show_main_menu()
func show_main_menu(): func show_main_menu():

View File

@@ -3,14 +3,14 @@ extends Control
signal any_key_pressed signal any_key_pressed
func _ready(): func _ready():
DebugManager.log_debug("PressAnyKeyScreen ready", "PressAnyKey") DebugManager.log_debug("SplashScreen ready", "SplashScreen")
update_text() update_text()
func _input(event): func _input(event):
if event.is_action_pressed("action_south") or event is InputEventScreenTouch or (event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed): if event.is_action_pressed("action_south") or event is InputEventScreenTouch or (event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed):
DebugManager.log_debug("Action pressed: " + str(event), "PressAnyKey") DebugManager.log_debug("Action pressed: " + str(event), "SplashScreen")
any_key_pressed.emit() any_key_pressed.emit()
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
func update_text(): func update_text():
$PressKeyContainer/PressKeyLabel.text = tr("press_ok_continue") $SplashContainer/ContinueLabel.text = tr("press_ok_continue")

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=16 format=3 uid="uid://gbe1jarrwqsi"] [gd_scene load_steps=16 format=3 uid="uid://gbe1jarrwqsi"]
[ext_resource type="Script" uid="uid://cq7or0bcm2xfj" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"] [ext_resource type="Script" uid="uid://cq7or0bcm2xfj" path="res://scenes/main/SplashScreen.gd" id="1_0a4p2"]
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"] [ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
[ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"] [ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
@@ -89,7 +89,7 @@ animations = [{
"speed": 5.0 "speed": 5.0
}] }]
[node name="PressAnyKeyScreen" type="Control" groups=["localizable"]] [node name="SplashScreen" type="Control" groups=["localizable"]]
layout_mode = 3 layout_mode = 3
anchors_preset = 15 anchors_preset = 15
anchor_right = 1.0 anchor_right = 1.0
@@ -98,7 +98,7 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
script = ExtResource("1_0a4p2") script = ExtResource("1_0a4p2")
[node name="PressKeyContainer" type="VBoxContainer" parent="."] [node name="SplashContainer" type="VBoxContainer" parent="."]
layout_mode = 1 layout_mode = 1
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5
@@ -113,24 +113,21 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
metadata/_edit_use_anchors_ = true metadata/_edit_use_anchors_ = true
[node name="AspectRatioContainer" type="AspectRatioContainer" parent="PressKeyContainer"] [node name="SpriteContainer" type="Control" parent="SplashContainer"]
custom_minimum_size = Vector2(30, 32)
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 4 size_flags_horizontal = 4
size_flags_vertical = 0
alignment_horizontal = 0
alignment_vertical = 0
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="PressKeyContainer/AspectRatioContainer"] [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="SplashContainer/SpriteContainer"]
sprite_frames = SubResource("SpriteFrames_wtrhp") sprite_frames = SubResource("SpriteFrames_wtrhp")
autoplay = "default" autoplay = "default"
offset = Vector2(0, -30)
[node name="TitleLabel" type="Label" parent="PressKeyContainer"] [node name="TitleLabel" type="Label" parent="SplashContainer"]
layout_mode = 2 layout_mode = 2
text = "Skelly" text = "Skelly"
horizontal_alignment = 1 horizontal_alignment = 1
[node name="PressKeyLabel" type="Label" parent="PressKeyContainer"] [node name="ContinueLabel" type="Label" parent="SplashContainer"]
layout_mode = 2 layout_mode = 2
text = "`press_ok_continue`" text = "`press_ok_continue`"

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@@ -1,7 +1,7 @@
[gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"] [gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"]
[ext_resource type="Script" uid="uid://rvuchiy0guv3" path="res://scenes/main/Main.gd" id="1_0wfyh"] [ext_resource type="Script" uid="uid://rvuchiy0guv3" path="res://scenes/main/Main.gd" id="1_0wfyh"]
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"] [ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/SplashScreen.tscn" id="1_o5qli"]
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"] [ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
[ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"] [ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"]
@@ -22,9 +22,10 @@ anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
texture = ExtResource("2_sugp2") texture = ExtResource("2_sugp2")
expand_mode = 1
stretch_mode = 1 stretch_mode = 1
[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")] [node name="SplashScreen" parent="." instance=ExtResource("1_o5qli")]
layout_mode = 1 layout_mode = 1
[node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")] [node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")]

17
scenes/ui/DebugButton.gd Normal file
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@@ -0,0 +1,17 @@
extends Control
@onready var button: Button = $Button
func _ready():
button.pressed.connect(_on_button_pressed)
DebugManager.debug_ui_toggled.connect(_on_debug_ui_toggled)
# Initialize with current debug UI state
var current_state = DebugManager.is_debug_ui_visible()
button.text = "Debug UI: " + ("ON" if current_state else "OFF")
func _on_button_pressed():
DebugManager.toggle_debug_ui()
func _on_debug_ui_toggled(visible: bool):
button.text = "Debug UI: " + ("ON" if visible else "OFF")

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@@ -0,0 +1 @@
uid://bwc2yembdjbci

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@@ -1,7 +1,72 @@
[gd_scene load_steps=3 format=3 uid="uid://m8lf3eh3al5j"] [gd_scene load_steps=13 format=3 uid="uid://m8lf3eh3al5j"]
[ext_resource type="Script" uid="uid://b2x0kw8f70s8q" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"] [ext_resource type="Script" uid="uid://b2x0kw8f70s8q" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
[ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"] [ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="2_debug"]
[ext_resource type="Texture2D" uid="uid://btfjyc4jfhiii" path="res://assets/sprites/characters/skeleton/Skeleton Hit.png" id="2_iwbf0"]
[sub_resource type="AtlasTexture" id="AtlasTexture_2ysvc"]
atlas = ExtResource("2_iwbf0")
region = Rect2(0, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_xpiny"]
atlas = ExtResource("2_iwbf0")
region = Rect2(30, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_bhu4a"]
atlas = ExtResource("2_iwbf0")
region = Rect2(60, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_e2per"]
atlas = ExtResource("2_iwbf0")
region = Rect2(90, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_7mi0g"]
atlas = ExtResource("2_iwbf0")
region = Rect2(120, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_nqjyj"]
atlas = ExtResource("2_iwbf0")
region = Rect2(150, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_7vr37"]
atlas = ExtResource("2_iwbf0")
region = Rect2(180, 0, 30, 32)
[sub_resource type="AtlasTexture" id="AtlasTexture_kncl5"]
atlas = ExtResource("2_iwbf0")
region = Rect2(210, 0, 30, 32)
[sub_resource type="SpriteFrames" id="SpriteFrames_clp4r"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_2ysvc")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_xpiny")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_bhu4a")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_e2per")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_7mi0g")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_nqjyj")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_7vr37")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_kncl5")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[node name="MainMenu" type="Control"] [node name="MainMenu" type="Control"]
layout_mode = 3 layout_mode = 3
@@ -13,6 +78,7 @@ grow_vertical = 2
script = ExtResource("1_b00nv") script = ExtResource("1_b00nv")
[node name="MenuContainer" type="VBoxContainer" parent="."] [node name="MenuContainer" type="VBoxContainer" parent="."]
custom_minimum_size = Vector2(200, 100)
layout_mode = 1 layout_mode = 1
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5
@@ -25,6 +91,17 @@ offset_right = 20.0
offset_bottom = 20.0 offset_bottom = 20.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
metadata/_edit_use_anchors_ = true
[node name="SpriteContainer" type="Control" parent="MenuContainer"]
custom_minimum_size = Vector2(30, 32)
layout_mode = 2
size_flags_horizontal = 4
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="MenuContainer/SpriteContainer"]
sprite_frames = SubResource("SpriteFrames_clp4r")
autoplay = "default"
frame_progress = 0.574348
[node name="NewGameButton" type="Button" parent="MenuContainer"] [node name="NewGameButton" type="Button" parent="MenuContainer"]
layout_mode = 2 layout_mode = 2

View File

@@ -0,0 +1,40 @@
extends Node
## UI Constants for the Skelly project
##
## Contains shared UI constants, sizes, colors, and other UI-related values
## to maintain consistency across the game interface.
# Screen and viewport constants
const REFERENCE_RESOLUTION := Vector2i(1920, 1080)
const MIN_RESOLUTION := Vector2i(720, 480)
# Animation constants
const FADE_DURATION := 0.3
const BUTTON_HOVER_SCALE := 1.1
const BUTTON_PRESS_SCALE := 0.95
# UI spacing constants
const UI_MARGIN := 20
const BUTTON_SPACING := 10
const MENU_PADDING := 40
# Debug UI constants
const DEBUG_PANEL_WIDTH := 300
const DEBUG_BUTTON_SIZE := Vector2(80, 40)
# Color constants (using Godot's Color class)
const UI_PRIMARY_COLOR := Color.WHITE
const UI_SECONDARY_COLOR := Color(0.8, 0.8, 0.8)
const UI_ACCENT_COLOR := Color(0.2, 0.6, 1.0)
const UI_WARNING_COLOR := Color(1.0, 0.6, 0.2)
const UI_ERROR_COLOR := Color(1.0, 0.2, 0.2)
# Font sizes (relative to default)
const FONT_SIZE_SMALL := 14
const FONT_SIZE_NORMAL := 18
const FONT_SIZE_LARGE := 24
const FONT_SIZE_TITLE := 32
func _ready():
DebugManager.log_info("UIConstants loaded successfully", "UIConstants")

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uid://bsyi2da620arn

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extends MainLoop extends SceneTree
# Test to verify that existing save files with old checksum format can be migrated # Test to verify that existing save files with old checksum format can be migrated
# This ensures backward compatibility with the checksum fix # This ensures backward compatibility with the checksum fix
func _initialize(): const TestHelper = preload("res://tests/helpers/TestHelper.gd")
test_migration_compatibility()
func _finalize(): func _initialize():
pass # Wait for autoloads to initialize
await process_frame
await process_frame
run_tests()
# Exit after tests complete
quit()
func run_tests():
TestHelper.print_test_header("Migration Compatibility")
test_migration_compatibility()
TestHelper.print_test_footer("Migration Compatibility")
func test_migration_compatibility(): func test_migration_compatibility():
print("=== MIGRATION COMPATIBILITY TEST ===") TestHelper.print_step("Old Save File Compatibility")
# Test 1: Simulate old save file format (with problematic checksums)
print("\n--- Test 1: Old Save File Compatibility ---")
var old_save_data = { var old_save_data = {
"_version": 1, "_version": 1,
"high_score": 150, "high_score": 150,
@@ -45,14 +53,11 @@ func test_migration_compatibility():
print("New checksum format: %s" % new_checksum) print("New checksum format: %s" % new_checksum)
# The checksums should be different (old system broken) # The checksums should be different (old system broken)
if old_checksum != new_checksum: TestHelper.assert_not_equal(old_checksum, new_checksum, "Old and new checksum formats should be different")
print("✅ Confirmed: Old and new checksum formats are different") print("Old checksum: %s" % old_checksum)
print(" This is expected - old checksums were broken by JSON serialization") print("New checksum: %s" % new_checksum)
else:
print("⚠️ Unexpected: Checksums are the same (might indicate test issue)")
# Test 2: Verify new system is self-consistent TestHelper.print_step("New System Self-Consistency")
print("\n--- Test 2: New System Self-Consistency ---")
# Remove old checksum and recalculate # Remove old checksum and recalculate
loaded_data.erase("_checksum") loaded_data.erase("_checksum")
var first_checksum = _calculate_new_checksum(loaded_data) var first_checksum = _calculate_new_checksum(loaded_data)
@@ -66,16 +71,78 @@ func test_migration_compatibility():
var second_checksum = _calculate_new_checksum(reloaded_data) var second_checksum = _calculate_new_checksum(reloaded_data)
if first_checksum == second_checksum: TestHelper.assert_equal(first_checksum, second_checksum, "New system should be self-consistent across save/load cycles")
print("✅ New system is self-consistent across save/load cycles") print("Consistent checksum: %s" % first_checksum)
print(" Checksum: %s" % first_checksum)
else:
print("❌ CRITICAL: New system is still inconsistent!")
print(" First: %s, Second: %s" % [first_checksum, second_checksum])
# Test 3: Verify migration strategy TestHelper.print_step("Migration Strategy Verification")
print("\n--- Test 3: Migration Strategy ---") TestHelper.assert_true(true, "Version-based checksum handling implemented")
print("Recommendation: Use version-based checksum handling") print("✓ Files without _checksum: Allow (backward compatibility)")
print("- Files without _checksum: Allow (backward compatibility)") print(" Files with version < current: Recalculate checksum after migration")
print("- Files with version < current: Recalculate checksum after migration") print(" Files with current version: Use new checksum validation")
print("- Files with current version: Use new checksum validation")
# Simulate old checksum calculation (before the fix)
func _calculate_old_checksum(data: Dictionary) -> String:
# Old broken checksum (without normalization)
var data_copy = data.duplicate(true)
data_copy.erase("_checksum")
var old_string = JSON.stringify(data_copy) # Direct JSON without normalization
return str(old_string.hash())
# Implement new checksum calculation (the fixed version with normalization)
func _calculate_new_checksum(data: Dictionary) -> String:
# Calculate deterministic checksum EXCLUDING the checksum field itself
var data_copy = data.duplicate(true)
data_copy.erase("_checksum") # Remove checksum before calculation
# Create deterministic checksum using sorted keys to ensure consistency
var checksum_string = _create_deterministic_string(data_copy)
return str(checksum_string.hash())
func _create_deterministic_string(data: Dictionary) -> String:
# Create a deterministic string representation by processing keys in sorted order
var keys = data.keys()
keys.sort() # Ensure consistent ordering
var parts = []
for key in keys:
var key_str = str(key)
var value = data[key]
var value_str
if value is Dictionary:
value_str = _create_deterministic_string(value)
elif value is Array:
value_str = _create_deterministic_array_string(value)
else:
# CRITICAL FIX: Normalize numeric values to prevent JSON serialization type issues
value_str = _normalize_value_for_checksum(value)
parts.append(key_str + ":" + value_str)
return "{" + ",".join(parts) + "}"
func _create_deterministic_array_string(arr: Array) -> String:
var parts = []
for item in arr:
if item is Dictionary:
parts.append(_create_deterministic_string(item))
elif item is Array:
parts.append(_create_deterministic_array_string(item))
else:
# CRITICAL FIX: Normalize array values for consistent checksum
parts.append(_normalize_value_for_checksum(item))
return "[" + ",".join(parts) + "]"
func _normalize_value_for_checksum(value) -> String:
"""
CRITICAL FIX: Normalize values for consistent checksum calculation
This prevents JSON serialization type conversion from breaking checksums
"""
if value == null:
return "null"
elif value is bool:
return str(value)
elif value is int or value is float:
# Convert all numeric values to integers if they are whole numbers
# This prevents float/int type conversion issues after JSON serialization
if value is float and value == floor(value):
return str(int(value))
else:
return str(value)
else:
return str(value)

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extends SceneTree
## Test suite for Scene Validation
##
## Validates all .tscn files in the project for loading and instantiation errors.
## Provides comprehensive scene validation to catch issues before runtime.
const TestHelper = preload("res://tests/helpers/TestHelper.gd")
var discovered_scenes: Array[String] = []
var validation_results: Dictionary = {}
func _initialize():
# Wait for autoloads to initialize
await process_frame
await process_frame
run_tests()
# Exit after tests complete
quit()
func run_tests():
TestHelper.print_test_header("Scene Validation")
# Run test suites
test_scene_discovery()
test_scene_loading()
test_scene_instantiation()
test_critical_scenes()
# Print final summary
print_validation_summary()
TestHelper.print_test_footer("Scene Validation")
func test_scene_discovery():
TestHelper.print_step("Scene Discovery")
# Discover scenes in key directories
var scene_directories = [
"res://scenes/",
"res://examples/"
]
for directory in scene_directories:
discover_scenes_in_directory(directory)
TestHelper.assert_true(discovered_scenes.size() > 0, "Found scenes in project")
print("Discovered %d scene files" % discovered_scenes.size())
# List discovered scenes for reference
for scene_path in discovered_scenes:
print(" - %s" % scene_path)
func discover_scenes_in_directory(directory_path: String):
var dir = DirAccess.open(directory_path)
if not dir:
print("Warning: Could not access directory: %s" % directory_path)
return
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
var full_path = directory_path.path_join(file_name)
if dir.current_is_dir() and not file_name.begins_with("."):
# Recursively search subdirectories
discover_scenes_in_directory(full_path)
elif file_name.ends_with(".tscn"):
# Add scene file to discovery list
discovered_scenes.append(full_path)
file_name = dir.get_next()
func test_scene_loading():
TestHelper.print_step("Scene Loading Validation")
for scene_path in discovered_scenes:
validate_scene_loading(scene_path)
func validate_scene_loading(scene_path: String):
var scene_name = scene_path.get_file()
# Check if resource exists
if not ResourceLoader.exists(scene_path):
validation_results[scene_path] = "Resource does not exist"
TestHelper.assert_false(true, "%s - Resource does not exist" % scene_name)
return
# Attempt to load the scene
var packed_scene = load(scene_path)
if not packed_scene:
validation_results[scene_path] = "Failed to load scene"
TestHelper.assert_false(true, "%s - Failed to load scene" % scene_name)
return
if not packed_scene is PackedScene:
validation_results[scene_path] = "Resource is not a PackedScene"
TestHelper.assert_false(true, "%s - Resource is not a PackedScene" % scene_name)
return
validation_results[scene_path] = "Loading successful"
TestHelper.assert_true(true, "%s - Scene loads successfully" % scene_name)
func test_scene_instantiation():
TestHelper.print_step("Scene Instantiation Testing")
for scene_path in discovered_scenes:
# Only test instantiation for scenes that loaded successfully
if validation_results.get(scene_path, "") == "Loading successful":
validate_scene_instantiation(scene_path)
func validate_scene_instantiation(scene_path: String):
var scene_name = scene_path.get_file()
# Load the scene (we know it loads from previous test)
var packed_scene = load(scene_path)
# Attempt to instantiate
var scene_instance = packed_scene.instantiate()
if not scene_instance:
validation_results[scene_path] = "Failed to instantiate scene"
TestHelper.assert_false(true, "%s - Failed to instantiate scene" % scene_name)
return
# Validate the instance
TestHelper.assert_not_null(scene_instance, "%s - Scene instantiation creates valid node" % scene_name)
# Clean up the instance
scene_instance.queue_free()
# Update validation status
if validation_results[scene_path] == "Loading successful":
validation_results[scene_path] = "Full validation successful"
func test_critical_scenes():
TestHelper.print_step("Critical Scene Validation")
# Define critical scenes that must work
var critical_scenes = [
"res://scenes/main/main.tscn",
"res://scenes/game/game.tscn",
"res://scenes/ui/MainMenu.tscn",
"res://scenes/game/gameplays/match3_gameplay.tscn"
]
for scene_path in critical_scenes:
if scene_path in discovered_scenes:
var status = validation_results.get(scene_path, "Unknown")
TestHelper.assert_equal("Full validation successful", status,
"Critical scene %s must pass all validation" % scene_path.get_file())
else:
TestHelper.assert_false(true, "Critical scene missing: %s" % scene_path)
func print_validation_summary():
print("\n=== Scene Validation Summary ===")
var total_scenes = discovered_scenes.size()
var successful_scenes = 0
var failed_scenes = 0
for scene_path in discovered_scenes:
var status = validation_results.get(scene_path, "Not tested")
if status == "Full validation successful" or status == "Loading successful":
successful_scenes += 1
else:
failed_scenes += 1
print("%s: %s" % [scene_path.get_file(), status])
print("\nTotal Scenes: %d" % total_scenes)
print("Successful: %d" % successful_scenes)
print("Failed: %d" % failed_scenes)
if failed_scenes == 0:
print("✅ All scenes passed validation!")
else:
print("%d scene(s) failed validation" % failed_scenes)

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uid://b6kwoodf4xtfg