diff --git a/.gdformatrc b/.gdformatrc new file mode 100644 index 0000000..5bfadb0 --- /dev/null +++ b/.gdformatrc @@ -0,0 +1,13 @@ +# GDFormat configuration file +# This file configures the gdformat tool for consistent GDScript formatting + +# Maximum line length (default is 100) +# Godot's style guide recommends keeping lines under 100 characters +line_length = 80 + +# Whether to use tabs or spaces for indentation +# Godot uses tabs by default +use_tabs = true + +# Number of spaces per tab (when displaying) +tab_width = 4 diff --git a/.gitea/workflows/ci.yml b/.gitea/workflows/ci.yml new file mode 100644 index 0000000..44b0b5f --- /dev/null +++ b/.gitea/workflows/ci.yml @@ -0,0 +1,292 @@ +name: Continuous Integration + +# CI pipeline for the Skelly Godot project +# +# Code quality checks (formatting, linting, testing) run as independent jobs +# in parallel. Uses tools/run_development.py for consistency with local development. +# +# Features: +# - Independent job execution (no dependencies between format/lint/test) +# - Automatic code formatting with commit back to branch +# - Error reporting and PR comments +# - Manual execution with selective step skipping + +on: + # Trigger on push to any branch - only when relevant files change + push: + branches: ['*'] + paths: + - '**/*.gd' # Any GDScript file + - '.gdlintrc' # Linting configuration + - '.gdformatrc' # Formatting configuration + - 'tools/run_development.py' # Development workflow script + - '.gitea/workflows/ci.yml' # This workflow file + + # Trigger on pull requests - same file filters as push + pull_request: + branches: ['*'] + paths: + - '**/*.gd' + - '.gdlintrc' + - '.gdformatrc' + - 'tools/run_development.py' + - '.gitea/workflows/ci.yml' + + # Allow manual triggering with optional step skipping + workflow_dispatch: + inputs: + skip_format: + description: 'Skip code formatting' + required: false + default: 'false' + type: boolean + skip_lint: + description: 'Skip code linting' + required: false + default: 'false' + type: boolean + skip_tests: + description: 'Skip test execution' + required: false + default: 'false' + type: boolean + +jobs: + format: + name: Code Formatting + runs-on: ubuntu-latest + permissions: + contents: write + pull-requests: write + if: ${{ always() && github.event.inputs.skip_format != 'true' }} + + steps: + - name: Checkout repository + uses: actions/checkout@v4 + with: + ref: ${{ github.event.pull_request.head.ref || github.ref }} + token: ${{ secrets.GITHUB_TOKEN }} + fetch-depth: 0 + + - name: Set up Python + uses: actions/setup-python@v4 + with: + python-version: '3.11' + cache: 'pip' + + - name: Install dependencies + run: | + python -m pip install --upgrade pip + pip install --upgrade "setuptools<81" + pip install gdtoolkit==4 + + - name: Run code formatting + id: format + run: | + echo "๐ŸŽจ Running GDScript formatting..." + python tools/run_development.py --format + + - name: Check for formatting changes + id: check-changes + run: | + if git diff --quiet; then + echo "๐Ÿ“ No formatting changes detected" + echo "has_changes=false" >> $GITHUB_OUTPUT + else + echo "๐Ÿ“ Formatting changes detected" + echo "has_changes=true" >> $GITHUB_OUTPUT + echo "๐Ÿ” Changed files:" + git diff --name-only + echo "" + echo "๐Ÿ“Š Diff summary:" + git diff --stat + fi + + - name: Commit and push formatting changes + if: steps.check-changes.outputs.has_changes == 'true' + run: | + echo "๐Ÿ’พ Committing formatting changes..." + + git config user.name "Gitea Actions" + git config user.email "actions@gitea.local" + + git add -A + + commit_message="๐ŸŽจ Auto-format GDScript code + + Automated formatting applied by tools/run_development.py + + ๐Ÿค– Generated by Gitea Actions + Workflow: ${{ github.workflow }} + Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}" + + git commit -m "$commit_message" + + target_branch="${{ github.event.pull_request.head.ref || github.ref_name }}" + echo "๐Ÿ“ค Pushing changes to branch: $target_branch" + git push origin HEAD:"$target_branch" + + echo "โœ… Formatting changes pushed successfully!" + + lint: + name: Code Quality Check + runs-on: ubuntu-latest + if: ${{ github.event.inputs.skip_lint != 'true' }} + + steps: + - name: Checkout repository + uses: actions/checkout@v4 + with: + ref: ${{ github.event.pull_request.head.ref || github.ref }} + fetch-depth: 0 + + - name: Set up Python + uses: actions/setup-python@v4 + with: + python-version: '3.11' + cache: 'pip' + + - name: Install dependencies + run: | + python -m pip install --upgrade pip + pip install --upgrade "setuptools<81" + pip install gdtoolkit==4 + + - name: Run linting + id: lint + run: | + echo "๐Ÿ” Running GDScript linting..." + python tools/run_development.py --lint + + - name: Upload linting results + if: failure() + uses: actions/upload-artifact@v3 + with: + name: lint-results + path: | + **/*.gd + retention-days: 7 + + test: + name: Test Execution + runs-on: ubuntu-latest + if: ${{ github.event.inputs.skip_tests != 'true' }} + + steps: + - name: Checkout repository + uses: actions/checkout@v4 + with: + ref: ${{ github.event.pull_request.head.ref || github.ref }} + fetch-depth: 0 + + - name: Set up Python + uses: actions/setup-python@v4 + with: + python-version: '3.11' + cache: 'pip' + + - name: Install Python dependencies + run: | + python -m pip install --upgrade pip + pip install --upgrade "setuptools<81" + pip install gdtoolkit==4 + + - name: Set up Godot + uses: chickensoft-games/setup-godot@v1 + with: + version: 4.3.0 + use-dotnet: false + + - name: Run tests + id: test + run: | + echo "๐Ÿงช Running GDScript tests..." + python tools/run_development.py --test + + - name: Upload test results + if: failure() + uses: actions/upload-artifact@v3 + with: + name: test-results + path: | + tests/**/*.gd + retention-days: 7 + + summary: + name: CI Summary + runs-on: ubuntu-latest + needs: [format, lint, test] + if: always() + + steps: + - name: Set workflow status + id: status + run: | + format_status="${{ needs.format.result }}" + lint_status="${{ needs.lint.result }}" + test_status="${{ needs.test.result }}" + + echo "๐Ÿ“Š Workflow Results:" + echo "๐ŸŽจ Format: $format_status" + echo "๐Ÿ” Lint: $lint_status" + echo "๐Ÿงช Test: $test_status" + + if [[ "$format_status" == "success" && "$lint_status" == "success" && ("$test_status" == "success" || "$test_status" == "skipped") ]]; then + echo "overall_status=success" >> $GITHUB_OUTPUT + echo "โœ… All CI checks passed!" + else + echo "overall_status=failure" >> $GITHUB_OUTPUT + echo "โŒ Some CI checks failed" + fi + + - name: Comment on PR (if applicable) + if: github.event_name == 'pull_request' + uses: actions/github-script@v6 + with: + script: | + const formatStatus = '${{ needs.format.result }}'; + const lintStatus = '${{ needs.lint.result }}'; + const testStatus = '${{ needs.test.result }}'; + const overallStatus = '${{ steps.status.outputs.overall_status }}'; + + const getStatusEmoji = (status) => { + switch(status) { + case 'success': return 'โœ…'; + case 'failure': return 'โŒ'; + case 'skipped': return 'โญ๏ธ'; + default: return 'โš ๏ธ'; + } + }; + + const message = `## ๐Ÿค– CI Pipeline Results + + | Step | Status | Result | + |------|--------|--------| + | ๐ŸŽจ Formatting | ${getStatusEmoji(formatStatus)} | ${formatStatus} | + | ๐Ÿ” Linting | ${getStatusEmoji(lintStatus)} | ${lintStatus} | + | ๐Ÿงช Testing | ${getStatusEmoji(testStatus)} | ${testStatus} | + + **Overall Status:** ${getStatusEmoji(overallStatus)} ${overallStatus.toUpperCase()} + + ${overallStatus === 'success' + ? '๐ŸŽ‰ All checks passed! This PR is ready for review.' + : 'โš ๏ธ Some checks failed. Please review the workflow logs and fix any issues.'} + + [View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})`; + + github.rest.issues.createComment({ + issue_number: context.issue.number, + owner: context.repo.owner, + repo: context.repo.repo, + body: message + }); + + - name: Set final exit code + run: | + if [[ "${{ steps.status.outputs.overall_status }}" == "success" ]]; then + echo "๐ŸŽ‰ CI Pipeline completed successfully!" + exit 0 + else + echo "โŒ CI Pipeline failed" + exit 1 + fi diff --git a/.gitignore b/.gitignore index 37baab8..b0efcf9 100644 --- a/.gitignore +++ b/.gitignore @@ -5,3 +5,4 @@ # Generated files *.tmp *.import~ +test_results.txt diff --git a/CLAUDE.md b/CLAUDE.md index 6ac09a9..7d6f188 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,2 +1,9 @@ -- The documentation of the project is located in docs/ directory. -So the docs\CLAUDE.md does. Get it in context before doing anything else. +- The documentation of the project is located in docs/ directory; +- Get following files in context before doing anything else: + - docs\CLAUDE.md + - docs\CODE_OF_CONDUCT.md + - project.godot +- Use TDD methodology for development; +- Use static data types; +- Keep documentation up to date; +- Always run gdlint, gdformat and run tests; diff --git a/DEVELOPMENT_TOOLS.md b/DEVELOPMENT_TOOLS.md new file mode 100644 index 0000000..df44d85 --- /dev/null +++ b/DEVELOPMENT_TOOLS.md @@ -0,0 +1,97 @@ +# Development Tools + +Development workflow tools for the Skelly Godot project. + +Python script that handles code formatting, linting, and testing. + +## Quick Start + +Run all development checks (recommended for pre-commit): +```bash +run_dev.bat +``` + +Runs code formatting โ†’ linting โ†’ testing. + +## Available Commands + +### Main Unified Script +- **`run_dev.bat`** - Main unified development script with all functionality + +### Individual Tools (Legacy - redirect to unified script) +- **`run_all.bat`** - Same as `run_dev.bat` (legacy compatibility) +- **`run_lint.bat`** - Run only linting (redirects to `run_dev.bat --lint`) +- **`run_format.bat`** - Run only formatting (redirects to `run_dev.bat --format`) +- **`run_tests.bat`** - Run only tests (redirects to `run_dev.bat --test`) + +## Usage Examples + +```bash +# Run all checks (default behavior) +run_dev.bat + +# Run only specific tools +run_dev.bat --lint +run_dev.bat --format +run_dev.bat --test + +# Run custom workflow steps +run_dev.bat --steps format lint +run_dev.bat --steps format test + +# Show help +run_dev.bat --help +``` + +## What Each Tool Does + +### ๐Ÿ” Linting (`gdlint`) +- Checks GDScript code for style violations +- Enforces naming conventions +- Validates code structure and patterns +- **Fails the workflow if errors are found** + +### ๐ŸŽจ Formatting (`gdformat`) +- Automatically formats GDScript code +- Ensures consistent indentation and spacing +- Fixes basic style issues +- **Fails the workflow if files cannot be formatted** + +### ๐Ÿงช Testing (`godot`) +- Runs all test files in `tests/` directory +- Executes Godot scripts in headless mode +- Reports test results and failures +- **Continues workflow even if tests fail** (for review) + +## Dependencies + +The script automatically checks for and provides installation instructions for: +- Python 3.x +- pip +- Godot Engine (for tests) +- gdtoolkit (gdlint, gdformat) + +## Output Features + +- Colorized output +- Emoji status indicators +- Tool summaries +- Execution time tracking +- Warning suppression + +## Development Workflow + +1. **Before committing**: Run `run_dev.bat` to ensure code quality +2. **Fix any linting errors** - the workflow will abort on errors +3. **Review any test failures** - tests don't abort workflow but should be addressed +4. **Commit your changes** once all checks pass + +## Integration + +Works with: +- Git hooks (pre-commit) +- CI/CD pipelines +- IDE integrations +- Manual development workflow + +Legacy batch files remain functional. diff --git a/assets/sources.yaml b/assets/sources.yaml index a97152a..40971e1 100644 --- a/assets/sources.yaml +++ b/assets/sources.yaml @@ -22,402 +22,30 @@ audio: sprites: characters: skeleton: - "Skeleton Attack.png": + "assets/sprites/characters/skeleton/*": source: "https://jesse-m.itch.io/skeleton-pack" license: "" # TODO: Verify license from itch.io page attribution: "Skeleton Pack by Jesse M" modifications: "" - usage: "Skeleton character attack animation sprite" + usage: "Placeholder for animation sprites" - "Skeleton Dead.png": - source: "https://jesse-m.itch.io/skeleton-pack" - license: "" # TODO: Verify license from itch.io page - attribution: "Skeleton Pack by Jesse M" - modifications: "" - usage: "Skeleton character death animation sprite" - - "Skeleton Hit.png": - source: "https://jesse-m.itch.io/skeleton-pack" - license: "" # TODO: Verify license from itch.io page - attribution: "Skeleton Pack by Jesse M" - modifications: "" - usage: "Skeleton character hit reaction animation sprite" - - "Skeleton Idle.png": - source: "https://jesse-m.itch.io/skeleton-pack" - license: "" # TODO: Verify license from itch.io page - attribution: "Skeleton Pack by Jesse M" - modifications: "" - usage: "Skeleton character idle animation sprite" - - "Skeleton React.png": - source: "https://jesse-m.itch.io/skeleton-pack" - license: "" # TODO: Verify license from itch.io page - attribution: "Skeleton Pack by Jesse M" - modifications: "" - usage: "Skeleton character reaction animation sprite" - - "Skeleton Walk.png": - source: "https://jesse-m.itch.io/skeleton-pack" - license: "" # TODO: Verify license from itch.io page - attribution: "Skeleton Pack by Jesse M" - modifications: "" - usage: "Skeleton character walking animation sprite" - - gems: - # Blue gems - "bg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" + skulls: + "assets/sprites/skulls/*": + source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skelly-assests" + license: "CC" + attribution: "Skelly icons by @nett00n" modifications: "" - usage: "Blue gem sprite for Match-3 gameplay" - - "bg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Blue gem variant sprite for Match-3 gameplay" - - "bg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Blue gem variant sprite for Match-3 gameplay" - - "bg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Blue gem variant sprite for Match-3 gameplay" - - "bg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Blue gem variant sprite for Match-3 gameplay" - - "bg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Blue gem variant sprite for Match-3 gameplay" - - # Dark/Gray gems - "dg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem sprite for Match-3 gameplay" - - "dg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem variant sprite for Match-3 gameplay" - - "dg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem variant sprite for Match-3 gameplay" - - "dg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem variant sprite for Match-3 gameplay" - - "dg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem variant sprite for Match-3 gameplay" - - "dg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Dark gem variant sprite for Match-3 gameplay" - - # Green gems - "gg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem sprite for Match-3 gameplay" - - "gg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem variant sprite for Match-3 gameplay" - - "gg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem variant sprite for Match-3 gameplay" - - "gg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem variant sprite for Match-3 gameplay" - - "gg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem variant sprite for Match-3 gameplay" - - "gg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Green gem variant sprite for Match-3 gameplay" - - # Magenta gems - "mg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem sprite for Match-3 gameplay" - - "mg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem variant sprite for Match-3 gameplay" - - "mg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem variant sprite for Match-3 gameplay" - - "mg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem variant sprite for Match-3 gameplay" - - "mg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem variant sprite for Match-3 gameplay" - - "mg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Magenta gem variant sprite for Match-3 gameplay" - - # Purple gems - "pg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem sprite for Match-3 gameplay" - - "pg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem variant sprite for Match-3 gameplay" - - "pg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem variant sprite for Match-3 gameplay" - - "pg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem variant sprite for Match-3 gameplay" - - "pg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem variant sprite for Match-3 gameplay" - - "pg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Purple gem variant sprite for Match-3 gameplay" - - # Red gems - "rg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem sprite for Match-3 gameplay" - - "rg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem variant sprite for Match-3 gameplay" - - "rg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem variant sprite for Match-3 gameplay" - - "rg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem variant sprite for Match-3 gameplay" - - "rg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem variant sprite for Match-3 gameplay" - - "rg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Red gem variant sprite for Match-3 gameplay" - - # Silver gems - "sg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem sprite for Match-3 gameplay" - - "sg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem variant sprite for Match-3 gameplay" - - "sg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem variant sprite for Match-3 gameplay" - - "sg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem variant sprite for Match-3 gameplay" - - "sg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem variant sprite for Match-3 gameplay" - - "sg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Silver gem variant sprite for Match-3 gameplay" - - # Yellow gems - "yg_08.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem sprite for Match-3 gameplay" - - "yg_16a.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem variant sprite for Match-3 gameplay" - - "yg_19.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem variant sprite for Match-3 gameplay" - - "yg_26.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem variant sprite for Match-3 gameplay" - - "yg_27.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem variant sprite for Match-3 gameplay" - - "yg_28.png": - source: "https://ilustragm.itch.io/gems-icon-01-free" - license: "" # TODO: Verify license from itch.io page - attribution: "Gems Icon 01 Free by IlustraGM" - modifications: "" - usage: "Yellow gem variant sprite for Match-3 gameplay" + usage: "" Referenced in original sources.yaml but file not found: textures: backgrounds: - "beanstalk-dark.webp": - source: "https://www.toptal.com/designers/subtlepatterns/beanstalk-dark-pattern/" - license: "" # TODO: Verify license and locate file - attribution: "Beanstalk Dark pattern from Subtle Patterns" + "BG.pg": + source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skelly-assests" + license: "CC" + attribution: "Skelly icons by @nett00n" modifications: "" - usage: "Background texture (file location TBD)" + usage: "" # TODO: Verify all license information by visiting source URLs # TODO: Check for any missing assets not 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a/assets/sprites/skulls/orange.png b/assets/sprites/skulls/orange.png new file mode 100644 index 0000000..db0228a Binary files /dev/null and b/assets/sprites/skulls/orange.png differ diff --git a/assets/sprites/gems/bg_08.png.import b/assets/sprites/skulls/orange.png.import similarity index 68% rename from assets/sprites/gems/bg_08.png.import rename to assets/sprites/skulls/orange.png.import index bff03d7..65ecfa7 100644 --- a/assets/sprites/gems/bg_08.png.import +++ b/assets/sprites/skulls/orange.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://de4qsw4ng151w" -path="res://.godot/imported/bg_08.png-77843132c8e165935c34f3a602db7b39.ctex" +uid="uid://iq603aympcro" +path="res://.godot/imported/orange.png-8b2bb01a523f1a7b73fd852bdfe7ef38.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/bg_08.png" -dest_files=["res://.godot/imported/bg_08.png-77843132c8e165935c34f3a602db7b39.ctex"] +source_file="res://assets/sprites/skulls/orange.png" +dest_files=["res://.godot/imported/orange.png-8b2bb01a523f1a7b73fd852bdfe7ef38.ctex"] [params] diff --git a/assets/sprites/skulls/pink.png b/assets/sprites/skulls/pink.png new file mode 100644 index 0000000..788e728 Binary files /dev/null and b/assets/sprites/skulls/pink.png differ diff --git a/assets/sprites/gems/gg_28.png.import b/assets/sprites/skulls/pink.png.import similarity index 69% rename from assets/sprites/gems/gg_28.png.import rename to assets/sprites/skulls/pink.png.import index 1f0b83c..7f5e0e2 100644 --- a/assets/sprites/gems/gg_28.png.import +++ b/assets/sprites/skulls/pink.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://5aw48uyy4i35" -path="res://.godot/imported/gg_28.png-5831ed81867ee3de6f8e19c4165694a7.ctex" +uid="uid://ckslt30117ow5" +path="res://.godot/imported/pink.png-8e1ef4f0f945c54fb98f36f4cbd18350.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/gg_28.png" -dest_files=["res://.godot/imported/gg_28.png-5831ed81867ee3de6f8e19c4165694a7.ctex"] +source_file="res://assets/sprites/skulls/pink.png" +dest_files=["res://.godot/imported/pink.png-8e1ef4f0f945c54fb98f36f4cbd18350.ctex"] [params] diff --git a/assets/sprites/skulls/purple.png b/assets/sprites/skulls/purple.png new file mode 100644 index 0000000..80f596c Binary files /dev/null and b/assets/sprites/skulls/purple.png differ diff --git a/assets/sprites/gems/yg_28.png.import b/assets/sprites/skulls/purple.png.import similarity index 71% rename from assets/sprites/gems/yg_28.png.import rename to assets/sprites/skulls/purple.png.import index 39657d3..06223a8 100644 --- a/assets/sprites/gems/yg_28.png.import +++ b/assets/sprites/skulls/purple.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://c4umsgm8wf6qo" -path="res://.godot/imported/yg_28.png-258091c8e08fe582d235027815a45951.ctex" +uid="uid://dhxqh8wegngyu" +path="res://.godot/imported/purple.png-532ae50f2abc0def69a2a3e5012ac904.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/yg_28.png" -dest_files=["res://.godot/imported/yg_28.png-258091c8e08fe582d235027815a45951.ctex"] +source_file="res://assets/sprites/skulls/purple.png" +dest_files=["res://.godot/imported/purple.png-532ae50f2abc0def69a2a3e5012ac904.ctex"] [params] diff --git a/assets/sprites/skulls/red.png b/assets/sprites/skulls/red.png new file mode 100644 index 0000000..46c67af Binary files /dev/null and b/assets/sprites/skulls/red.png differ diff --git a/assets/sprites/gems/mg_26.png.import b/assets/sprites/skulls/red.png.import similarity index 69% rename from assets/sprites/gems/mg_26.png.import rename to assets/sprites/skulls/red.png.import index 773565f..162916f 100644 --- a/assets/sprites/gems/mg_26.png.import +++ b/assets/sprites/skulls/red.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://eiuli343bnkg" -path="res://.godot/imported/mg_26.png-3fd6f66ad255f2b38061a0be3165b0c5.ctex" +uid="uid://d4mn1p6620x5s" +path="res://.godot/imported/red.png-b1cc6fdfcc710fe28188480ae838b7ce.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/mg_26.png" -dest_files=["res://.godot/imported/mg_26.png-3fd6f66ad255f2b38061a0be3165b0c5.ctex"] +source_file="res://assets/sprites/skulls/red.png" +dest_files=["res://.godot/imported/red.png-b1cc6fdfcc710fe28188480ae838b7ce.ctex"] [params] diff --git a/assets/sprites/skulls/yellow.png b/assets/sprites/skulls/yellow.png new file mode 100644 index 0000000..b4973e8 Binary files /dev/null and b/assets/sprites/skulls/yellow.png differ diff --git a/assets/sprites/gems/bg_26.png.import b/assets/sprites/skulls/yellow.png.import similarity index 68% rename from assets/sprites/gems/bg_26.png.import rename to assets/sprites/skulls/yellow.png.import index 0dde165..a72b39f 100644 --- a/assets/sprites/gems/bg_26.png.import +++ b/assets/sprites/skulls/yellow.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://b3iafjb50br0s" -path="res://.godot/imported/bg_26.png-0aa5f56697cf78e667a16cc7f5663e73.ctex" +uid="uid://fw01lg2olk7f" +path="res://.godot/imported/yellow.png-b1e27f543291797e145a5e83f2d9c671.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/bg_26.png" -dest_files=["res://.godot/imported/bg_26.png-0aa5f56697cf78e667a16cc7f5663e73.ctex"] +source_file="res://assets/sprites/skulls/yellow.png" +dest_files=["res://.godot/imported/yellow.png-b1e27f543291797e145a5e83f2d9c671.ctex"] [params] diff --git a/assets/textures/backgrounds/BGx3.png b/assets/textures/backgrounds/BGx3.png new file mode 100644 index 0000000..7852543 Binary files /dev/null and b/assets/textures/backgrounds/BGx3.png differ diff --git a/assets/sprites/gems/bg_16a.png.import b/assets/textures/backgrounds/BGx3.png.import similarity index 68% rename from assets/sprites/gems/bg_16a.png.import rename to assets/textures/backgrounds/BGx3.png.import index 0ac0629..a5ade00 100644 --- a/assets/sprites/gems/bg_16a.png.import +++ b/assets/textures/backgrounds/BGx3.png.import @@ -2,16 +2,16 @@ importer="texture" type="CompressedTexture2D" -uid="uid://42w3udj6aihh" -path="res://.godot/imported/bg_16a.png-6ded97b625c6e60057ec45129c915099.ctex" +uid="uid://bengv32u1jeym" +path="res://.godot/imported/BGx3.png-7878045c31a8f7297b620b7e42c1a5bf.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://assets/sprites/gems/bg_16a.png" -dest_files=["res://.godot/imported/bg_16a.png-6ded97b625c6e60057ec45129c915099.ctex"] +source_file="res://assets/textures/backgrounds/BGx3.png" +dest_files=["res://.godot/imported/BGx3.png-7878045c31a8f7297b620b7e42c1a5bf.ctex"] [params] diff --git a/assets/textures/backgrounds/beanstalk-dark.webp b/assets/textures/backgrounds/beanstalk-dark.webp deleted file mode 100644 index 9b9f5c2..0000000 Binary files a/assets/textures/backgrounds/beanstalk-dark.webp and /dev/null differ diff --git a/assets/textures/backgrounds/beanstalk-dark.webp.import b/assets/textures/backgrounds/beanstalk-dark.webp.import deleted file mode 100644 index 98f0f4d..0000000 --- a/assets/textures/backgrounds/beanstalk-dark.webp.import +++ /dev/null @@ -1,34 +0,0 @@ -[remap] - -importer="texture" -type="CompressedTexture2D" -uid="uid://c8y6tlvcgh2gn" -path="res://.godot/imported/beanstalk-dark.webp-cdfce4b5eb60c993469ff7fa805e2a15.ctex" -metadata={ -"vram_texture": false -} - -[deps] - -source_file="res://assets/textures/backgrounds/beanstalk-dark.webp" -dest_files=["res://.godot/imported/beanstalk-dark.webp-cdfce4b5eb60c993469ff7fa805e2a15.ctex"] - -[params] - -compress/mode=0 -compress/high_quality=false -compress/lossy_quality=0.7 -compress/hdr_compression=1 -compress/normal_map=0 -compress/channel_pack=0 -mipmaps/generate=false -mipmaps/limit=-1 -roughness/mode=0 -roughness/src_normal="" -process/fix_alpha_border=true -process/premult_alpha=false -process/normal_map_invert_y=false -process/hdr_as_srgb=false -process/hdr_clamp_exposure=false -process/size_limit=0 -detect_3d/compress_to=1 diff --git a/docs/CLAUDE.md b/docs/CLAUDE.md index ea34c66..690f831 100644 --- a/docs/CLAUDE.md +++ b/docs/CLAUDE.md @@ -1,10 +1,10 @@ # CLAUDE.md -This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. +Guidance for Claude Code (claude.ai/code) when working with this repository. ## Project Overview -"Skelly" is a Godot 4.4 mobile game project featuring multiple gameplay modes within a unified game framework. The project currently supports match-3 puzzle gameplay with planned support for clickomania gameplay. It includes a modular gameplay system, menu system, settings management, audio handling, localization support, and a comprehensive debug system. +"Skelly" is a Godot 4.4 mobile game project with multiple gameplay modes. Supports match-3 puzzle gameplay with planned clickomania gameplay. Includes modular gameplay system, menu system, settings management, audio handling, localization support, and debug system. **For detailed project architecture, see `docs/MAP.md`** @@ -41,48 +41,60 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - New translations: Add to `project.godot` internationalization section ### Asset Management -- **CRITICAL**: Every asset must be documented in `assets/sources.yaml` before committing +- **Document every asset** in `assets/sources.yaml` before committing - Include source, license, attribution, modifications, and usage information -- Verify license compatibility with project requirements -- Commit asset files and sources.yaml together in the same commit +- Verify license compatibility +- Commit asset files and sources.yaml together ## Key Development Guidelines ### Code Quality & Safety Standards -- **Memory Management**: Always use `queue_free()` instead of `free()` for node cleanup -- **Input Validation**: Validate all user inputs with bounds checking and type validation -- **Error Handling**: Implement comprehensive error handling with fallback mechanisms +- **Memory Management**: Use `queue_free()` instead of `free()` +- **Input Validation**: Validate user inputs with bounds checking and type validation +- **Error Handling**: Implement error handling with fallback mechanisms - **Race Condition Prevention**: Use state flags to prevent concurrent operations - **No Global State**: Avoid static variables; use instance-based architecture for testability ### Scene Management -- **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly -- Scene paths are defined as constants in GameManager -- Error handling is built into GameManager for failed scene loads +- **Use `GameManager` for all scene transitions** - never call `get_tree().change_scene_to_file()` directly +- Scene paths defined as constants in GameManager +- Error handling built into GameManager for failed scene loads - Use `GameManager.start_game_with_mode(mode)` to launch specific gameplay modes -- Supported gameplay modes: "match3", "clickomania" (validated with whitelist) +- Supported modes: "match3", "clickomania" (validated with whitelist) - GameManager prevents concurrent scene changes with `is_changing_scene` protection ### Autoload Usage - Use autoloads for global state management only - Prefer signals over direct access for loose coupling - Don't access autoloads from deeply nested components -- **SettingsManager**: Features comprehensive input validation and error recovery +- **SaveManager**: Save system with tamper detection, race condition protection, and permissive validation +- **SettingsManager**: Features input validation, NaN/Infinity checks, and security hardening - **GameManager**: Protected against race conditions with state management +### Save System Security & Data Integrity +- **SaveManager implements security standards** for data protection +- **Tamper Detection**: Deterministic checksums detect save file modification or corruption +- **Race Condition Protection**: Save operation locking prevents concurrent conflicts +- **Permissive Validation**: Auto-repair system fixes corrupted data instead of rejecting saves +- **Type Safety**: NaN/Infinity/bounds checking for numeric values +- **Memory Protection**: File size limits prevent memory exhaustion attacks +- **Version Migration**: Backward-compatible system handles save format upgrades +- **Error Recovery**: Multi-layered backup and fallback systems ensure no data loss +- **Security Logging**: All save operations logged for monitoring and debugging + ### Debug System Integration - Connect to `DebugManager.debug_ui_toggled` signal for debug UI visibility - Use F12 key for global debug toggle - Remove debug prints before committing unless permanently useful ### Logging System Usage -- **CRITICAL**: ALL print() and push_error() statements have been migrated to DebugManager -- **ALWAYS** use `DebugManager` logging functions instead of `print()`, `push_error()`, etc. -- Use appropriate log levels: INFO for general messages, WARN for issues, ERROR for failures -- Include meaningful categories to organize log output, eg: `"GameManager"`, `"Match3"`, `"Settings"`, `"DebugMenu"` -- Leverage structured logging for better debugging and production monitoring +- **All print() and push_error() statements migrated to DebugManager** +- Use `DebugManager` logging functions instead of `print()`, `push_error()`, etc. +- Use log levels: INFO for general messages, WARN for issues, ERROR for failures +- Include categories to organize log output: `"GameManager"`, `"Match3"`, `"Settings"`, `"DebugMenu"` +- Use structured logging for better debugging and production monitoring - Use `DebugManager.set_log_level()` to control verbosity during development and testing -- The logging system provides unified output across all game systems +- Logging system provides unified output across all game systems ## Important File References @@ -95,10 +107,11 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co ### Key Scripts to Understand - `src/autoloads/GameManager.gd` - Scene transition patterns with race condition protection -- `src/autoloads/SettingsManager.gd` - Settings management with comprehensive error handling +- `src/autoloads/SaveManager.gd` - **Save system with security features** +- `src/autoloads/SettingsManager.gd` - Settings management with input validation and security - `src/autoloads/DebugManager.gd` - Debug system integration - `scenes/game/game.gd` - Main game scene with modular gameplay system -- `scenes/game/gameplays/match3_gameplay.gd` - Memory-safe Match-3 implementation with input validation +- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation with input validation - `scenes/game/gameplays/tile.gd` - Instance-based tile behavior without global state - `scenes/ui/DebugMenuBase.gd` - Unified debug menu base class - `scenes/ui/SettingsMenu.gd` - Settings UI with input validation @@ -108,18 +121,21 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co ## Development Workflow ### Before Making Changes -1. Check `docs/MAP.md` for architecture understanding +1. Check `docs/MAP.md` for architecture 2. Review `docs/CODE_OF_CONDUCT.md` for coding standards -3. Understand existing patterns before implementing new features +3. Understand existing patterns before implementing features 4. If adding assets, prepare `assets/sources.yaml` documentation ### Testing Changes - Run project with F5 in Godot Editor - Test debug UI with F12 toggle -- Verify scene transitions work correctly +- Verify scene transitions work - Check mobile compatibility if UI changes made -- Use relevant test scripts from `tests/` directory to validate system functionality -- Run `test_logging.gd` after making changes to the logging system +- Use test scripts from `tests/` directory to validate functionality +- Run `test_logging.gd` after logging system changes +- **Save system testing**: Run save/load test suites after SaveManager changes +- **Checksum validation**: Test `test_checksum_issue.gd` to verify deterministic checksums +- **Migration compatibility**: Run `test_migration_compatibility.gd` for version upgrades ### Common Implementation Patterns - **Scene transitions**: Use `GameManager.start_game_with_mode()` with built-in validation @@ -127,22 +143,23 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co - **Logging**: Use `DebugManager.log_*()` functions with appropriate levels and categories - **Gameplay modes**: Implement in `scenes/game/gameplays/` directory following modular pattern - **Scoring system**: Connect `score_changed` signal from gameplay to main game scene -- **Settings**: Use `SettingsManager` with automatic input validation and error recovery +- **Save/Load operations**: Use `SaveManager` with security and validation +- **Settings**: Use `SettingsManager` with input validation, NaN/Infinity checks, and security hardening - **Audio**: Use `AudioManager` for music and sound effects - **Localization**: Use `LocalizationManager` for language switching - **UI Components**: Extend `DebugMenuBase` for debug menus to avoid code duplication - **Value Selection**: Use `ValueStepper` component for discrete option selection (language, resolution, difficulty) - **Memory Management**: Use `queue_free()` and await frame completion for safe cleanup -- **Input Validation**: Always validate user inputs with type checking and bounds validation +- **Input Validation**: Validate user inputs with type checking and bounds validation ### Logging Best Practices ```gdscript -# โœ… Good logging practices +# Good logging DebugManager.log_info("Scene transition completed", "GameManager") DebugManager.log_warn("Settings file not found, using defaults", "Settings") DebugManager.log_error("Failed to load audio resource: " + audio_path, "AudioManager") -# โŒ Avoid these patterns +# Avoid print("debug") # Use structured logging instead push_error("error") # Use DebugManager.log_error() with category ``` diff --git a/docs/CODE_OF_CONDUCT.md b/docs/CODE_OF_CONDUCT.md index 40af68c..e2cf2fa 100644 --- a/docs/CODE_OF_CONDUCT.md +++ b/docs/CODE_OF_CONDUCT.md @@ -2,19 +2,19 @@ ## Overview -This document establishes coding standards and development practices for the Skelly project. These guidelines are designed to help junior developers contribute effectively while maintaining code quality and project consistency. +Coding standards and development practices for the Skelly project. These guidelines help developers contribute effectively while maintaining code quality and project consistency. ## Core Principles ### 1. Code Clarity Over Cleverness -- Write code that is easy to read and understand +- Write code that is easy to read - Use descriptive variable and function names -- Prefer explicit code over implicit or "clever" solutions +- Prefer explicit code over "clever" solutions - Comment complex logic and business rules ### 2. Consistency First -- Follow existing code patterns in the project -- Use the same naming conventions throughout +- Follow existing code patterns +- Use same naming conventions throughout - Maintain consistent indentation and formatting - Follow Godot's GDScript style guide @@ -22,7 +22,7 @@ This document establishes coding standards and development practices for the Ske - Make small, focused commits - Test changes before committing - Don't break existing functionality -- Use the debug system to verify your changes +- Use debug system to verify changes ## GDScript Coding Standards @@ -91,7 +91,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: ## Project-Specific Guidelines ### Scene Management -- All scene transitions MUST go through `GameManager` +- All scene transitions go through `GameManager` - Never use `get_tree().change_scene_to_file()` directly - Define scene paths as constants in GameManager @@ -100,7 +100,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: GameManager.start_match3_game() # โŒ Wrong -GameManager.start_match3_game() # Use GameManager instead of direct scene loading +get_tree().change_scene_to_file("res://scenes/game.tscn") ``` ### Autoload Usage @@ -142,9 +142,9 @@ print(some_variable) # No context, use proper log level ``` ### Logging Standards -- **ALWAYS** use `DebugManager.log_*()` functions instead of `print()` or `push_error()` -- Choose appropriate log levels based on message importance and audience -- Include meaningful categories to organize log output by system/component +- Use `DebugManager.log_*()` functions instead of `print()` or `push_error()` +- Choose log levels based on message importance and audience +- Include categories to organize log output by system/component - Format messages with clear, descriptive text and relevant context ```gdscript @@ -160,11 +160,11 @@ if debug_mode: print("debug info") # Use DebugManager.log_debug() ``` ### Asset Management -- **MANDATORY**: Every asset added to the project must be documented in `assets/sources.yaml` -- Include complete source information, license details, and attribution requirements -- Document any modifications made to original assets -- Verify license compatibility with project usage before adding assets -- Update sources.yaml in the same commit as adding the asset +- **Document every asset** in `assets/sources.yaml` +- Include source information, license details, and attribution +- Document modifications made to original assets +- Verify license compatibility before adding assets +- Update sources.yaml in same commit as adding asset ```gdscript # โœ… Correct asset addition workflow @@ -184,13 +184,13 @@ if debug_mode: print("debug info") # Use DebugManager.log_debug() ``` ### Error Handling -- Always check if resources loaded successfully +- Check if resources loaded successfully - Use `DebugManager.log_error()` for critical failures - Provide fallback behavior when possible - Include meaningful context in error messages ```gdscript -# โœ… Correct error handling with structured logging +# Good error handling with structured logging func load_scene(path: String) -> void: var packed_scene := load(path) if not packed_scene or not packed_scene is PackedScene: @@ -209,12 +209,12 @@ func load_scene(path: String) -> void: - Add body if needed for complex changes ```bash -# โœ… Good commit messages +# Good commit messages Add gem pool management to match-3 system Fix debug UI visibility toggle issue Update documentation for new debug system -# โŒ Bad commit messages +# Bad commit messages fix bug update wip @@ -253,7 +253,7 @@ wip ### Manual Testing Requirements - Test in Godot editor with F5 run - Verify debug UI works with F12 toggle -- Check scene transitions work correctly +- Check scene transitions work - Test on different screen sizes (mobile target) - Verify audio and settings integration @@ -261,53 +261,53 @@ wip - Ensure debug panels appear/disappear correctly - Test all debug buttons and controls - Verify debug state persists across scene changes -- Check that debug code doesn't affect release builds +- Check debug code doesn't affect release builds ## Common Mistakes to Avoid ### Architecture Violations ```gdscript -# โŒ Don't bypass GameManager +# Don't bypass GameManager get_tree().change_scene_to_file("some_scene.tscn") -# โŒ Don't hardcode paths +# Don't hardcode paths var tile = load("res://scenes/game/gameplays/tile.tscn") -# โŒ Don't ignore null checks +# Don't ignore null checks var node = get_node("SomeNode") node.do_something() # Could crash if node doesn't exist -# โŒ Don't create global state in random scripts +# Don't create global state in random scripts # Use autoloads instead ``` ### Asset Management Violations ```gdscript -# โŒ Don't add assets without documentation +# Don't add assets without documentation # Adding audio/new_music.mp3 without updating sources.yaml -# โŒ Don't use assets without verifying licenses +# Don't use assets without verifying licenses # Using copyrighted music without permission -# โŒ Don't modify assets without documenting changes +# Don't modify assets without documenting changes # Editing sprites without noting modifications in sources.yaml -# โŒ Don't commit assets and documentation separately +# Don't commit assets and documentation separately git add assets/sprites/new_sprite.png git commit -m "add sprite" # Missing sources.yaml update -# โœ… Correct approach +# Correct approach git add assets/sprites/new_sprite.png assets/sources.yaml git commit -m "add new sprite with attribution" ``` ### Performance Issues ```gdscript -# โŒ Don't search nodes repeatedly +# Don't search nodes repeatedly func _process(delta): var ui = get_node("UI") # Expensive every frame -# โœ… Cache node references +# Cache node references @onready var ui = $UI func _process(delta): ui.update_display() # Much better @@ -315,11 +315,11 @@ func _process(delta): ### Debug System Misuse ```gdscript -# โŒ Don't create separate debug systems +# Don't create separate debug systems var my_debug_enabled = false print("debug: " + some_info) # Don't use plain print() -# โœ… Use the global debug and logging systems +# Use the global debug and logging systems if DebugManager.is_debug_enabled(): show_debug_info() DebugManager.log_debug("Debug information: " + some_info, "MyComponent") diff --git a/docs/MAP.md b/docs/MAP.md index 960603e..a5f0e28 100644 --- a/docs/MAP.md +++ b/docs/MAP.md @@ -1,7 +1,7 @@ # Skelly - Project Structure Map ## Overview -Skelly is a Godot 4.4 game project featuring multiple gameplay modes with skeleton character themes. The project supports match-3 puzzle gameplay with planned clickomania gameplay through a modular gameplay architecture. It follows a modular structure with clear separation between scenes, autoloads, assets, and data. +Skelly is a Godot 4.4 game project featuring multiple gameplay modes. The project supports match-3 puzzle gameplay with planned clickomania gameplay through a modular gameplay architecture. It follows a modular structure with clear separation between scenes, autoloads, assets, and data. ## Project Root Structure @@ -25,43 +25,8 @@ skelly/ ### Autoloads (Global Singletons) Located in `src/autoloads/`, these scripts are automatically loaded when the game starts: -1. **SettingsManager** (`src/autoloads/SettingsManager.gd`) - - Manages game settings and user preferences with comprehensive error handling - - Robust configuration file I/O with fallback mechanisms - - Input validation for all setting values and range checking - - JSON parsing with detailed error recovery and default language fallback - - Provides language selection functionality with validation - - Dependencies: `localization/languages.json` - -2. **AudioManager** (`src/autoloads/AudioManager.gd`) - - Controls music and sound effects - - Manages audio bus configuration - - Uses: `data/default_bus_layout.tres` - -3. **GameManager** (`src/autoloads/GameManager.gd`) - - Central game state management and gameplay mode coordination with race condition protection - - Safe scene transitions with concurrent change prevention and validation - - Gameplay mode selection and launching with input validation (match3, clickomania) - - Error handling for scene loading failures and fallback mechanisms - - Navigation flow control with state protection - - References: main.tscn, game.tscn and individual gameplay scenes - -4. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`) - - Language switching functionality - - Works with Godot's built-in internationalization system - - Uses translation files in `localization/` - -5. **DebugManager** (`src/autoloads/DebugManager.gd`) - - Global debug state management and centralized logging system - - Debug UI visibility control - - F12 toggle functionality - - Signal-based debug system - - Structured logging with configurable log levels (TRACE, DEBUG, INFO, WARN, ERROR, FATAL) - - Timestamp-based log formatting with category support - - Runtime log level filtering for development and production builds - -6. **SaveManager** (`src/autoloads/SaveManager.gd`) - - Persistent game data management with comprehensive validation +1. **SaveManager** (`src/autoloads/SaveManager.gd`) + - Persistent game data management with validation - High score tracking and current score management - Game statistics (games played, total score) - Grid state persistence for match-3 gameplay continuity @@ -70,12 +35,48 @@ Located in `src/autoloads/`, these scripts are automatically loaded when the gam - Robust error handling with backup restoration capabilities - Uses: `user://savegame.save` for persistent storage +2. **SettingsManager** (`src/autoloads/SettingsManager.gd`) + - Manages game settings and user preferences + - Configuration file I/O + - input validation + - JSON parsing + - Provides language selection functionality + - Dependencies: `localization/languages.json` + +3. **AudioManager** (`src/autoloads/AudioManager.gd`) + - Controls music and sound effects + - Manages audio bus configuration + - Uses: `data/default_bus_layout.tres` + +4. **GameManager** (`src/autoloads/GameManager.gd`) + - Game state management and gameplay mode coordination with race condition protection + - Scene transitions with concurrent change prevention and validation + - Gameplay mode selection and launching with input validation (match3, clickomania) + - Error handling for scene loading failures and fallback mechanisms + - Navigation flow control with state protection + - References: main.tscn, game.tscn and individual gameplay scenes + +5. **LocalizationManager** (`src/autoloads/LocalizationManager.gd`) + - Language switching functionality + - Works with Godot's built-in internationalization system + - Uses translation files in `localization/` + +6. **DebugManager** (`src/autoloads/DebugManager.gd`) + - Global debug state management and centralized logging system + - Debug UI visibility control + - F12 toggle functionality + - Signal-based debug system + - Structured logging with configurable log levels (TRACE, DEBUG, INFO, WARN, ERROR, FATAL) + - Timestamp-based log formatting with category support + - Runtime log level filtering + + ## Scene Hierarchy & Flow ### Main Scenes ``` main.tscn (Entry Point) -โ”œโ”€โ”€ PressAnyKeyScreen.tscn +โ”œโ”€โ”€ SplashScreen.tscn โ”œโ”€โ”€ MainMenu.tscn โ””โ”€โ”€ SettingsMenu.tscn @@ -89,11 +90,11 @@ game.tscn (Gameplay Container) ### Game Flow 1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`) - Application entry point - - Manages "Press Any Key" screen + - Manages splash screen - Transitions to main menu - 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 - Input detection for any key/button - Signals to main scene for transition @@ -130,12 +131,12 @@ scenes/ui/ โ””โ”€โ”€ SettingsMenu.tscn + SettingsMenu.gd # With comprehensive input validation ``` -**Code Quality Improvements:** +**Quality Improvements:** - **ValueStepper Component**: Reusable arrow-based selector for discrete values (language, resolution, difficulty) - **DebugMenuBase.gd**: Eliminates 90% code duplication between debug menu classes -- **Input Validation**: All user inputs are validated and sanitized before processing -- **Error Recovery**: Robust error handling with fallback mechanisms throughout UI -- **Navigation Support**: Full gamepad/keyboard navigation across all menus +- **Input Validation**: User inputs are validated and sanitized before processing +- **Error Recovery**: Error handling with fallback mechanisms throughout UI +- **Navigation Support**: Gamepad/keyboard navigation across menus ## Modular Gameplay System @@ -152,12 +153,12 @@ The game now uses a modular gameplay architecture where different game modes can #### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`) 1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`) - Grid management (8x8 default) with memory-safe node cleanup - - Match detection algorithms with bounds checking and null validation - - Tile dropping and refilling with proper signal connections + - Match detection algorithms with bounds checking and validation + - Tile dropping and refilling with signal connections - Gem pool management (3-8 gem types) with instance-based architecture - - Debug UI integration with input validation + - Debug UI integration with validation - Score reporting via `score_changed` signal - - **Memory Safety**: Uses `queue_free()` with proper frame waiting to prevent crashes + - **Memory Safety**: Uses `queue_free()` with frame waiting to prevent crashes - **Gem Movement System**: Keyboard and gamepad input for tile selection and swapping - State machine: WAITING โ†’ SELECTING โ†’ SWAPPING โ†’ PROCESSING - Adjacent tile validation (horizontal/vertical neighbors only) @@ -166,29 +167,29 @@ The game now uses a modular gameplay architecture where different game modes can - Cursor-based navigation with visual highlighting and bounds checking 2. **Tile System** (`scenes/game/gameplays/tile.gd` + `Tile.tscn`) - - Individual tile behavior with instance-based architecture (no global state) - - Gem type management with input validation and bounds checking - - Visual representation with scaling and color modulation + - Tile behavior with instance-based architecture (no global state) + - Gem type management with validation and bounds checking + - Visual representation with scaling and color - Group membership for coordination - **Visual Feedback System**: Multi-state display for game interaction - Selection visual feedback (scale and color modulation) - State management (normal, highlighted, selected) - Signal-based communication with gameplay controller - Smooth animations with Tween system - - **Memory Safety**: Proper resource management and cleanup + - **Memory Safety**: Resource management and cleanup #### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`) - Planned implementation for clickomania-style gameplay - Will integrate with same scoring and UI systems as match-3 ### Debug System -- Global debug state via DebugManager with proper initialization -- Debug toggle available on all major scenes (MainMenu, SettingsMenu, PressAnyKeyScreen, Game) +- Global debug state via DebugManager with initialization +- Debug toggle available on all major scenes (MainMenu, SettingsMenu, SplashScreen, Game) - 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) - Board reroll functionality for testing - F12 toggle support across all scenes -- Debug prints reduced in production code +- Fewer debug prints in production code ## Asset Organization @@ -262,8 +263,12 @@ sprites: ### Testing & Validation (`tests/`) - `test_logging.gd` - DebugManager logging system validation +- **`test_checksum_issue.gd`** - SaveManager checksum validation and deterministic hashing +- **`test_migration_compatibility.gd`** - SaveManager version migration and backward compatibility +- **`test_save_system_integration.gd`** - Complete save/load workflow integration testing +- **`test_checksum_fix_verification.gd`** - JSON serialization checksum fix verification - `README.md` - Brief directory overview (see docs/TESTING.md for full guidelines) -- Future test scripts for individual components and integration testing +- Comprehensive test scripts for save system security and data integrity validation - Temporary test utilities for development and debugging ### Project Configuration @@ -277,7 +282,7 @@ sprites: ### Signal Connections ``` -PressAnyKeyScreen --[any_key_pressed]--> Main +SplashScreen --[confirm_pressed]--> Main MainMenu --[open_settings]--> Main SettingsMenu --[back_to_main_menu]--> Main DebugManager --[debug_toggled]--> All scenes with DebugToggle @@ -334,7 +339,7 @@ DebugManager.log_error("Invalid scene path provided", "GameManager") # - Settings: Settings management, language changes # - Game: Main game scene, mode switching # - MainMenu: Main menu interactions -# - PressAnyKey: Press any key screen +# - SplashScreen: Splash screen # - Clickomania: Clickomania gameplay mode # - DebugMenu: Debug menu operations ``` diff --git a/docs/TESTING.md b/docs/TESTING.md index 7d6aef0..1057264 100644 --- a/docs/TESTING.md +++ b/docs/TESTING.md @@ -1,10 +1,10 @@ # Tests Directory -This directory contains test scripts and utilities for validating various systems and components in the Skelly project. +Test scripts and utilities for validating Skelly project systems. ## Overview -The `tests/` directory is designed to house: +The `tests/` directory contains: - System validation scripts - Component testing utilities - Integration tests @@ -14,14 +14,14 @@ The `tests/` directory is designed to house: ## Current Test Files ### `test_logging.gd` -Comprehensive test script for the DebugManager logging system. +Test script for DebugManager logging system. **Features:** - Tests all log levels (TRACE, DEBUG, INFO, WARN, ERROR, FATAL) -- Validates log level filtering functionality -- Tests category-based logging organization +- Validates log level filtering +- Tests category-based logging - Verifies debug mode integration -- Demonstrates proper logging usage patterns +- Demonstrates logging usage patterns **Usage:** ```gdscript @@ -37,15 +37,15 @@ add_child(test_script) ``` **Expected Output:** -The script will output formatted log messages demonstrating: -- Proper timestamp formatting -- Log level filtering behavior +Formatted log messages showing: +- Timestamp formatting +- Log level filtering - Category organization - Debug mode dependency for TRACE/DEBUG levels ## Adding New Tests -When creating new test files, follow these conventions: +Follow these conventions for new test files: ### File Naming - Use descriptive names starting with `test_` @@ -87,33 +87,37 @@ func test_error_conditions(): ### Testing Guidelines -1. **Independence**: Each test should be self-contained and not depend on other tests -2. **Cleanup**: Restore original state after testing (settings, debug modes, etc.) -3. **Clear Output**: Use descriptive print statements to show test progress -4. **Error Handling**: Test both success and failure conditions -5. **Documentation**: Include comments explaining complex test scenarios +1. **Independence**: Each test is self-contained +2. **Cleanup**: Restore original state after testing +3. **Clear Output**: Use descriptive print statements +4. **Error Handling**: Test success and failure conditions +5. **Documentation**: Comment complex test scenarios ### Integration with Main Project -- **Temporary Usage**: Test files are meant to be added temporarily during development -- **Not in Production**: These files should not be included in release builds +- **Temporary Usage**: Add test files temporarily during development +- **Not in Production**: Exclude from release builds - **Autoload Testing**: Add to autoloads temporarily for automatic execution -- **Manual Testing**: Run individually when testing specific components +- **Manual Testing**: Run individually for specific components ## Test Categories ### System Tests Test core autoload managers and global systems: - `test_logging.gd` - DebugManager logging system -- Future: `test_settings.gd` - SettingsManager functionality -- Future: `test_audio.gd` - AudioManager functionality -- Future: `test_scene_management.gd` - GameManager transitions +- `test_checksum_issue.gd` - SaveManager checksum validation and deterministic hashing +- `test_migration_compatibility.gd` - SaveManager version migration and backward compatibility +- `test_save_system_integration.gd` - Complete save/load workflow integration testing +- `test_checksum_fix_verification.gd` - Verification of JSON serialization checksum fixes +- `test_settings_manager.gd` - SettingsManager security validation, input validation, and error handling +- `test_game_manager.gd` - GameManager scene transitions, race condition protection, and input validation +- `test_audio_manager.gd` - AudioManager functionality, resource loading, and volume management ### Component Tests Test individual game components: -- Future: `test_match3.gd` - Match-3 gameplay mechanics -- Future: `test_tile_system.gd` - Tile behavior and interactions -- Future: `test_ui_components.gd` - Menu and UI functionality +- `test_match3_gameplay.gd` - Match-3 gameplay mechanics, grid management, and match detection +- `test_tile.gd` - Tile component behavior, visual feedback, and memory safety +- `test_value_stepper.gd` - ValueStepper UI component functionality and settings integration ### Integration Tests Test system interactions and workflows: @@ -121,36 +125,141 @@ Test system interactions and workflows: - Future: `test_debug_system.gd` - Debug UI integration - Future: `test_localization.gd` - Language switching and translations +## Save System Testing Protocols + +SaveManager implements security features requiring testing for modifications. + +### Critical Test Suites + +#### **`test_checksum_issue.gd`** - Checksum Validation +**Tests**: Checksum generation, JSON serialization consistency, save/load cycles +**Usage**: Run after checksum algorithm changes + +#### **`test_migration_compatibility.gd`** - Version Migration +**Tests**: Backward compatibility, missing field addition, data structure normalization +**Usage**: Test save format upgrades + +#### **`test_save_system_integration.gd`** - End-to-End Integration +**Tests**: Save/load workflow, grid state serialization, race condition prevention +**Usage**: Run after SaveManager modifications + +#### **`test_checksum_fix_verification.gd`** - JSON Serialization Fix +**Tests**: Checksum consistency, int/float conversion, type safety validation +**Usage**: Test JSON type conversion fixes + +### Save System Security Testing + +#### **Required Tests Before SaveManager Changes** +1. Run 4 save system test suites +2. Test tamper detection by modifying save files +3. Validate error recovery by corrupting files +4. Check race condition protection +5. Verify permissive validation + +#### **Performance Benchmarks** +- Checksum calculation: < 1ms +- Memory usage: File size limits prevent exhaustion +- Error recovery: Never crash regardless of corruption +- Data preservation: User scores survive migration + +#### **Test Sequence After Modifications** +1. `test_checksum_issue.gd` - Verify checksum consistency +2. `test_migration_compatibility.gd` - Check version upgrades +3. `test_save_system_integration.gd` - Validate workflow +4. Manual testing with corrupted files +5. Performance validation + +**Failure Response**: Test failure indicates corruption risk. Do not commit until all tests pass. + ## Running Tests -### During Development -1. Copy or symlink the test file to your scene -2. Add as a child node or autoload temporarily -3. Run the project and observe console output -4. Remove from project when testing is complete +### Manual Test Execution -### Automated Testing -While Godot doesn't have built-in unit testing, these scripts provide: -- Consistent validation approach -- Repeatable test scenarios -- Clear pass/fail output -- System behavior documentation +#### **Direct Script Execution (Recommended)** +```bash +# Run specific test +godot --headless --script tests/test_checksum_issue.gd + +# Run all save system tests +godot --headless --script tests/test_checksum_issue.gd +godot --headless --script tests/test_migration_compatibility.gd +godot --headless --script tests/test_save_system_integration.gd +``` + +#### **Other Methods** +- **Temporary Autoload**: Add to project.godot autoloads temporarily, run with F5 +- **Scene-based**: Create temporary scene, add test script as child, run with F6 +- **Editor**: Open test file, attach to scene, run with F6 + +### Automated Test Execution + +Use provided scripts `run_tests.bat` (Windows) or `run_tests.sh` (Linux/Mac) to run all tests sequentially. + +For CI/CD integration: +```yaml +- name: Run Test Suite + run: | + godot --headless --script tests/test_checksum_issue.gd + godot --headless --script tests/test_migration_compatibility.gd + # Add other tests as needed +``` + +### Expected Test Output + +#### **Successful Test Run:** +``` +=== Testing Checksum Issue Fix === +Testing checksum consistency across save/load cycles... +โœ… SUCCESS: Checksums are deterministic +โœ… SUCCESS: JSON serialization doesn't break checksums +โœ… SUCCESS: Save/load cycle maintains checksum integrity +=== Test Complete === +``` + +#### **Failed Test Run:** +``` +=== Testing Checksum Issue Fix === +Testing checksum consistency across save/load cycles... +โŒ FAILURE: Checksum mismatch detected +Expected: 1234567890 +Got: 9876543210 +=== Test Failed === +``` + +### Test Execution Best Practices + +**Before**: Remove existing save files, verify autoloads configured, run one test at a time +**During**: Monitor console output, note timing (tests complete within seconds) +**After**: Clean up temporary files, document issues + +### Troubleshooting + +**Common Issues:** +- Permission errors: Run with elevated permissions if needed +- Missing dependencies: Ensure autoloads configured +- Timeout issues: Add timeout for hung tests +- Path issues: Use absolute paths if relative paths fail + +### Performance Benchmarks + +Expected execution times: Individual tests < 5 seconds, total suite < 35 seconds. + +If tests take longer, investigate file I/O issues, memory leaks, infinite loops, or external dependencies. ## Best Practices -1. **Document Expected Behavior**: Include comments about what should happen -2. **Test Boundary Conditions**: Include edge cases and error conditions -3. **Measure Performance**: Add timing for performance-critical components -4. **Visual Validation**: For UI components, include visual checks -5. **Cleanup After Tests**: Restore initial state to avoid side effects +1. Document expected behavior +2. Test boundary conditions and edge cases +3. Measure performance for critical components +4. Include visual validation for UI components +5. Cleanup after tests ## Contributing -When adding new test files: -1. Follow the naming and structure conventions -2. Update this README with new test descriptions +When adding test files: +1. Follow naming and structure conventions +2. Update this README with test descriptions 3. Ensure tests are self-contained and documented -4. Test both success and failure scenarios -5. Include performance considerations where relevant +4. Test success and failure scenarios -This testing approach helps maintain code quality and provides validation tools for system changes and refactoring. +This testing approach maintains code quality and provides validation tools for system changes. diff --git a/examples/ValueStepperExample.gd b/examples/ValueStepperExample.gd index 735ddc2..62dd931 100644 --- a/examples/ValueStepperExample.gd +++ b/examples/ValueStepperExample.gd @@ -1,15 +1,19 @@ # Example of how to use the ValueStepper component in any scene extends Control -@onready var language_stepper: ValueStepper = $VBoxContainer/Examples/LanguageContainer/LanguageStepper -@onready var difficulty_stepper: ValueStepper = $VBoxContainer/Examples/DifficultyContainer/DifficultyStepper -@onready var resolution_stepper: ValueStepper = $VBoxContainer/Examples/ResolutionContainer/ResolutionStepper -@onready var custom_stepper: ValueStepper = $VBoxContainer/Examples/CustomContainer/CustomStepper - # Example of setting up custom navigation var navigable_steppers: Array[ValueStepper] = [] var current_stepper_index: int = 0 +@onready +var language_stepper: ValueStepper = $VBoxContainer/Examples/LanguageContainer/LanguageStepper +@onready +var difficulty_stepper: ValueStepper = $VBoxContainer/Examples/DifficultyContainer/DifficultyStepper +@onready +var resolution_stepper: ValueStepper = $VBoxContainer/Examples/ResolutionContainer/ResolutionStepper +@onready var custom_stepper: ValueStepper = $VBoxContainer/Examples/CustomContainer/CustomStepper + + func _ready(): DebugManager.log_info("ValueStepper example ready", "Example") @@ -30,6 +34,7 @@ func _ready(): # Highlight first stepper _update_stepper_highlighting() + func _input(event: InputEvent): # Example navigation handling if event.is_action_pressed("move_up"): @@ -45,6 +50,7 @@ func _input(event: InputEvent): _handle_stepper_input("move_right") get_viewport().set_input_as_handled() + func _navigate_steppers(direction: int): current_stepper_index = (current_stepper_index + direction) % navigable_steppers.size() if current_stepper_index < 0: @@ -52,21 +58,27 @@ func _navigate_steppers(direction: int): _update_stepper_highlighting() DebugManager.log_info("Stepper navigation: index " + str(current_stepper_index), "Example") + func _handle_stepper_input(action: String): if current_stepper_index >= 0 and current_stepper_index < navigable_steppers.size(): var stepper = navigable_steppers[current_stepper_index] if stepper.handle_input_action(action): AudioManager.play_ui_click() + func _update_stepper_highlighting(): for i in range(navigable_steppers.size()): navigable_steppers[i].set_highlighted(i == current_stepper_index) + func _on_stepper_value_changed(new_value: String, new_index: int): - DebugManager.log_info("Stepper value changed to: " + new_value + " (index: " + str(new_index) + ")", "Example") + DebugManager.log_info( + "Stepper value changed to: " + new_value + " (index: " + str(new_index) + ")", "Example" + ) # Handle value change in your scene # For example: apply settings, save preferences, update UI, etc. + # Example of programmatically setting values func _on_reset_to_defaults_pressed(): AudioManager.play_ui_click() diff --git a/gdlintrc b/gdlintrc new file mode 100644 index 0000000..6ca0cab --- /dev/null +++ b/gdlintrc @@ -0,0 +1,46 @@ +class-definitions-order: +- tools +- classnames +- extends +- signals +- enums +- consts +- exports +- pubvars +- prvvars +- onreadypubvars +- onreadyprvvars +- others +class-load-variable-name: (([A-Z][a-z0-9]*)+|_?[a-z][a-z0-9]*(_[a-z0-9]+)*) +class-name: ([A-Z][a-z0-9]*)+ +class-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)* +comparison-with-itself: null +constant-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*' +disable: [] +duplicated-load: null +enum-element-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*' +enum-name: ([A-Z][a-z0-9]*)+ +excluded_directories: !!set + .git: null +expression-not-assigned: null +function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)* +function-arguments-number: 10 +function-name: (_on_([A-Z][a-z0-9]*)+(_[a-z0-9]+)*|_?[a-z][a-z0-9]*(_[a-z0-9]+)*) +function-preload-variable-name: ([A-Z][a-z0-9]*)+ +function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*' +load-constant-name: (([A-Z][a-z0-9]*)+|[A-Z][A-Z0-9]*(_[A-Z0-9]+)*) +loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)* +max-file-lines: 1500 +max-line-length: 120 +max-public-methods: 20 +max-returns: 6 +mixed-tabs-and-spaces: null +no-elif-return: null +no-else-return: null +private-method-call: null +signal-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*' +sub-class-name: _?([A-Z][a-z0-9]*)+ +tab-characters: 1 +trailing-whitespace: null +unnecessary-pass: null +unused-argument: null diff --git a/project.godot b/project.godot index 626f0be..082a924 100644 --- a/project.godot +++ b/project.godot @@ -14,6 +14,8 @@ config/name="Skelly" run/main_scene="res://scenes/main/main.tscn" config/features=PackedStringArray("4.4", "Mobile") config/icon="res://icon.svg" +boot_splash/handheld/orientation=0 +boot_splash/stretch/aspect="keep" [audio] @@ -27,9 +29,37 @@ GameManager="*res://src/autoloads/GameManager.gd" LocalizationManager="*res://src/autoloads/LocalizationManager.gd" DebugManager="*res://src/autoloads/DebugManager.gd" SaveManager="*res://src/autoloads/SaveManager.gd" +UIConstants="*res://src/autoloads/UIConstants.gd" + +[display] + +window/size/viewport_width=1024 +window/size/viewport_height=768 +window/stretch/mode="canvas_items" +window/handheld/orientation=4 [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) +] +} +action_confirm={ +"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(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":4194309,"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={ "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) @@ -178,6 +208,12 @@ quit_game={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":true,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194335,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } +ui_back={ +"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":6,"pressure":0.0,"pressed":false,"script":null) +] +} [internationalization] diff --git a/requirements.txt b/requirements.txt new file mode 100644 index 0000000..015157c --- /dev/null +++ b/requirements.txt @@ -0,0 +1,2 @@ +setuptools<81 +gdtoolkit==4 diff --git a/run_dev.bat b/run_dev.bat new file mode 100644 index 0000000..0cec7be --- /dev/null +++ b/run_dev.bat @@ -0,0 +1,232 @@ +@echo off +setlocal enabledelayedexpansion + +REM ============================================================================= +REM Skelly Development Tools Runner +REM ============================================================================= +REM +REM This script runs development tools for the Skelly Godot project. +REM By default, it runs all checks: linting, formatting, and testing. +REM +REM Usage: +REM run_dev.bat - Run all checks (lint + format + test) +REM run_dev.bat --lint - Run only linting +REM run_dev.bat --format - Run only formatting +REM run_dev.bat --test - Run only tests +REM run_dev.bat --help - Show this help message +REM run_dev.bat --steps lint test - Run specific steps in order +REM +REM ============================================================================= + +REM Initialize variables +set "ARG_LINT_ONLY=" +set "ARG_FORMAT_ONLY=" +set "ARG_TEST_ONLY=" +set "ARG_HELP=" +set "ARG_STEPS=" +set "CUSTOM_STEPS=" + +REM Parse command line arguments +:parse_args +if "%~1"=="" goto :args_parsed +if /i "%~1"=="--lint" ( + set "ARG_LINT_ONLY=1" + shift + goto :parse_args +) +if /i "%~1"=="--format" ( + set "ARG_FORMAT_ONLY=1" + shift + goto :parse_args +) +if /i "%~1"=="--test" ( + set "ARG_TEST_ONLY=1" + shift + goto :parse_args +) +if /i "%~1"=="--help" ( + set "ARG_HELP=1" + shift + goto :parse_args +) +if /i "%~1"=="--steps" ( + set "ARG_STEPS=1" + shift + REM Collect remaining arguments as custom steps + :collect_steps + if "%~1"=="" goto :args_parsed + if "!CUSTOM_STEPS!"=="" ( + set "CUSTOM_STEPS=%~1" + ) else ( + set "CUSTOM_STEPS=!CUSTOM_STEPS! %~1" + ) + shift + goto :collect_steps +) +REM Unknown argument +echo โŒ Unknown argument: %~1 +echo Use --help for usage information +exit /b 1 + +:args_parsed + +REM Show help if requested +if defined ARG_HELP ( + echo. + echo ๐Ÿ”ง Skelly Development Tools Runner + echo. + echo Usage: + echo run_dev.bat - Run all checks ^(lint + format + test^) + echo run_dev.bat --lint - Run only linting + echo run_dev.bat --format - Run only formatting + echo run_dev.bat --test - Run only tests + echo run_dev.bat --help - Show this help message + echo run_dev.bat --steps lint test - Run specific steps in order + echo. + echo Available steps for --steps: + echo lint - Run GDScript linting ^(gdlint^) + echo format - Run GDScript formatting ^(gdformat^) + echo test - Run Godot tests + echo. + echo Examples: + echo run_dev.bat ^(runs lint, format, test^) + echo run_dev.bat --lint ^(runs only linting^) + echo run_dev.bat --steps format lint ^(runs format then lint^) + echo. + exit /b 0 +) + +echo ================================ +echo ๐Ÿš€ Development Tools Runner +echo ================================ +echo. + +REM Check if Python is available +python --version >nul 2>&1 +if !errorlevel! neq 0 ( + echo โŒ ERROR: Python is not installed or not in PATH + echo. + echo Installation instructions: + echo 1. Install Python: winget install Python.Python.3.13 + echo 2. Restart your command prompt + echo 3. Run this script again + echo. + pause + exit /b 1 +) + +REM Check if pip is available +pip --version >nul 2>&1 +if !errorlevel! neq 0 ( + echo โŒ ERROR: pip is not installed or not in PATH + echo Please ensure Python was installed correctly with pip + pause + exit /b 1 +) + +REM Check if Godot is available (only if test step will be run) +set "NEED_GODOT=" +if defined ARG_TEST_ONLY set "NEED_GODOT=1" +if defined ARG_STEPS ( + echo !CUSTOM_STEPS! | findstr /i "test" >nul && set "NEED_GODOT=1" +) +if not defined ARG_LINT_ONLY if not defined ARG_FORMAT_ONLY if not defined ARG_STEPS set "NEED_GODOT=1" + +if defined NEED_GODOT ( + godot --version >nul 2>&1 + if !errorlevel! neq 0 ( + echo โŒ ERROR: Godot is not installed or not in PATH + echo. + echo Installation instructions: + echo 1. Download Godot from https://godotengine.org/download + echo 2. Add Godot executable to your PATH environment variable + echo 3. Or place godot.exe in this project directory + echo 4. Restart your command prompt + echo 5. Run this script again + echo. + pause + exit /b 1 + ) +) + +REM Check if gdlint and gdformat are available (only if needed) +set "NEED_GDTOOLS=" +if defined ARG_LINT_ONLY set "NEED_GDTOOLS=1" +if defined ARG_FORMAT_ONLY set "NEED_GDTOOLS=1" +if defined ARG_STEPS ( + echo !CUSTOM_STEPS! | findstr /i /c:"lint" >nul && set "NEED_GDTOOLS=1" + echo !CUSTOM_STEPS! | findstr /i /c:"format" >nul && set "NEED_GDTOOLS=1" +) +if not defined ARG_TEST_ONLY if not defined ARG_STEPS set "NEED_GDTOOLS=1" + +if defined NEED_GDTOOLS ( + gdlint --version >nul 2>&1 + if !errorlevel! neq 0 ( + echo โŒ ERROR: gdlint is not installed or not in PATH + echo. + echo Installation instructions: + echo 1. pip install --upgrade "setuptools<81" + echo 2. pip install gdtoolkit==4 + echo 3. Restart your command prompt + echo 4. Run this script again + echo. + pause + exit /b 1 + ) + + gdformat --version >nul 2>&1 + if !errorlevel! neq 0 ( + echo โŒ ERROR: gdformat is not installed or not in PATH + echo. + echo Installation instructions: + echo 1. pip install --upgrade "setuptools<81" + echo 2. pip install gdtoolkit==4 + echo 3. Restart your command prompt + echo 4. Run this script again + echo. + pause + exit /b 1 + ) +) + +echo โœ… All dependencies are available. Running development workflow... +echo. + +REM Build Python command based on arguments +set "PYTHON_CMD=python tools\run_development.py" + +if defined ARG_LINT_ONLY ( + set "PYTHON_CMD=!PYTHON_CMD! --lint" + echo ๐Ÿ” Running linting only... +) else if defined ARG_FORMAT_ONLY ( + set "PYTHON_CMD=!PYTHON_CMD! --format" + echo ๐ŸŽจ Running formatting only... +) else if defined ARG_TEST_ONLY ( + set "PYTHON_CMD=!PYTHON_CMD! --test" + echo ๐Ÿงช Running tests only... +) else if defined ARG_STEPS ( + set "PYTHON_CMD=!PYTHON_CMD! --steps !CUSTOM_STEPS!" + echo ๐Ÿ”„ Running custom workflow: !CUSTOM_STEPS!... +) else ( + echo ๐Ÿš€ Running complete development workflow: format + lint + test... +) + +echo. + +REM Run the Python development workflow script +!PYTHON_CMD! + +REM Capture exit code and display result +set WORKFLOW_RESULT=!errorlevel! + +echo. +if !WORKFLOW_RESULT! equ 0 ( + echo ๐ŸŽ‰ Development workflow completed successfully! +) else ( + echo โš ๏ธ Development workflow completed with issues. + echo Please review the output above and fix any problems. +) + +echo. +pause +exit /b !WORKFLOW_RESULT! diff --git a/run_dev.sh b/run_dev.sh new file mode 100644 index 0000000..b6f986f --- /dev/null +++ b/run_dev.sh @@ -0,0 +1,240 @@ +#!/usr/bin/env bash +set -e + +# ============================================================================= +# Skelly Development Tools Runner +# ============================================================================= +# +# This script runs development tools for the Skelly Godot project. +# By default, it runs all checks: linting, formatting, and testing. +# +# Usage: +# ./run_dev.sh - Run all checks (lint + format + test) +# ./run_dev.sh --lint - Run only linting +# ./run_dev.sh --format - Run only formatting +# ./run_dev.sh --test - Run only tests +# ./run_dev.sh --help - Show this help message +# ./run_dev.sh --steps lint test - Run specific steps in order +# +# ============================================================================= + +# Initialize variables +ARG_LINT_ONLY="" +ARG_FORMAT_ONLY="" +ARG_TEST_ONLY="" +ARG_HELP="" +ARG_STEPS="" +CUSTOM_STEPS="" + +# Parse command line arguments +while [[ $# -gt 0 ]]; do + case $1 in + --lint) + ARG_LINT_ONLY=1 + shift + ;; + --format) + ARG_FORMAT_ONLY=1 + shift + ;; + --test) + ARG_TEST_ONLY=1 + shift + ;; + --help) + ARG_HELP=1 + shift + ;; + --steps) + ARG_STEPS=1 + shift + # Collect remaining arguments as custom steps + while [[ $# -gt 0 ]]; do + if [[ -z "$CUSTOM_STEPS" ]]; then + CUSTOM_STEPS="$1" + else + CUSTOM_STEPS="$CUSTOM_STEPS $1" + fi + shift + done + ;; + *) + echo "โŒ Unknown argument: $1" + echo "Use --help for usage information" + exit 1 + ;; + esac +done + +# Show help if requested +if [[ -n "$ARG_HELP" ]]; then + echo + echo "๐Ÿ”ง Skelly Development Tools Runner" + echo + echo "Usage:" + echo " ./run_dev.sh - Run all checks (lint + format + test)" + echo " ./run_dev.sh --lint - Run only linting" + echo " ./run_dev.sh --format - Run only formatting" + echo " ./run_dev.sh --test - Run only tests" + echo " ./run_dev.sh --help - Show this help message" + echo " ./run_dev.sh --steps lint test - Run specific steps in order" + echo + echo "Available steps for --steps:" + echo " lint - Run GDScript linting (gdlint)" + echo " format - Run GDScript formatting (gdformat)" + echo " test - Run Godot tests" + echo + echo "Examples:" + echo " ./run_dev.sh (runs lint, format, test)" + echo " ./run_dev.sh --lint (runs only linting)" + echo " ./run_dev.sh --steps format lint (runs format then lint)" + echo + exit 0 +fi + +echo "================================" +echo "๐Ÿš€ Development Tools Runner" +echo "================================" +echo + +# Check if Python is available +if ! command -v python3 &> /dev/null && ! command -v python &> /dev/null; then + echo "โŒ ERROR: Python is not installed or not in PATH" + echo + echo "Installation instructions:" + echo "1. Ubuntu/Debian: sudo apt update && sudo apt install python3 python3-pip" + echo "2. macOS: brew install python" + echo "3. Or download from: https://python.org/downloads" + echo "4. Restart your terminal" + echo "5. Run this script again" + echo + exit 1 +fi + +# Use python3 if available, otherwise python +PYTHON_CMD="python3" +if ! command -v python3 &> /dev/null; then + PYTHON_CMD="python" +fi + +# Check if pip is available +if ! command -v pip3 &> /dev/null && ! command -v pip &> /dev/null; then + echo "โŒ ERROR: pip is not installed or not in PATH" + echo "Please ensure Python was installed correctly with pip" + exit 1 +fi + +# Use pip3 if available, otherwise pip +PIP_CMD="pip3" +if ! command -v pip3 &> /dev/null; then + PIP_CMD="pip" +fi + +# Check if Godot is available (only if test step will be run) +NEED_GODOT="" +if [[ -n "$ARG_TEST_ONLY" ]]; then + NEED_GODOT=1 +fi +if [[ -n "$ARG_STEPS" ]] && [[ "$CUSTOM_STEPS" == *"test"* ]]; then + NEED_GODOT=1 +fi +if [[ -z "$ARG_LINT_ONLY" && -z "$ARG_FORMAT_ONLY" && -z "$ARG_STEPS" ]]; then + NEED_GODOT=1 +fi + +if [[ -n "$NEED_GODOT" ]]; then + if ! command -v godot &> /dev/null; then + echo "โŒ ERROR: Godot is not installed or not in PATH" + echo + echo "Installation instructions:" + echo "1. Download Godot from https://godotengine.org/download" + echo "2. Add Godot executable to your PATH environment variable" + echo "3. Or place godot executable in this project directory" + echo "4. Restart your terminal" + echo "5. Run this script again" + echo + exit 1 + fi +fi + +# Check if gdlint and gdformat are available (only if needed) +NEED_GDTOOLS="" +if [[ -n "$ARG_LINT_ONLY" ]]; then + NEED_GDTOOLS=1 +fi +if [[ -n "$ARG_FORMAT_ONLY" ]]; then + NEED_GDTOOLS=1 +fi +if [[ -n "$ARG_STEPS" ]] && ([[ "$CUSTOM_STEPS" == *"lint"* ]] || [[ "$CUSTOM_STEPS" == *"format"* ]]); then + NEED_GDTOOLS=1 +fi +if [[ -z "$ARG_TEST_ONLY" && -z "$ARG_STEPS" ]]; then + NEED_GDTOOLS=1 +fi + +if [[ -n "$NEED_GDTOOLS" ]]; then + if ! command -v gdlint &> /dev/null; then + echo "โŒ ERROR: gdlint is not installed or not in PATH" + echo + echo "Installation instructions:" + echo "1. $PIP_CMD install --upgrade \"setuptools<81\"" + echo "2. $PIP_CMD install gdtoolkit==4" + echo "3. Restart your terminal" + echo "4. Run this script again" + echo + exit 1 + fi + + if ! command -v gdformat &> /dev/null; then + echo "โŒ ERROR: gdformat is not installed or not in PATH" + echo + echo "Installation instructions:" + echo "1. $PIP_CMD install --upgrade \"setuptools<81\"" + echo "2. $PIP_CMD install gdtoolkit==4" + echo "3. Restart your terminal" + echo "4. Run this script again" + echo + exit 1 + fi +fi + +echo "โœ… All dependencies are available. Running development workflow..." +echo + +# Build Python command based on arguments +PYTHON_FULL_CMD="$PYTHON_CMD tools/run_development.py" + +if [[ -n "$ARG_LINT_ONLY" ]]; then + PYTHON_FULL_CMD="$PYTHON_FULL_CMD --lint" + echo "๐Ÿ” Running linting only..." +elif [[ -n "$ARG_FORMAT_ONLY" ]]; then + PYTHON_FULL_CMD="$PYTHON_FULL_CMD --format" + echo "๐ŸŽจ Running formatting only..." +elif [[ -n "$ARG_TEST_ONLY" ]]; then + PYTHON_FULL_CMD="$PYTHON_FULL_CMD --test" + echo "๐Ÿงช Running tests only..." +elif [[ -n "$ARG_STEPS" ]]; then + PYTHON_FULL_CMD="$PYTHON_FULL_CMD --steps $CUSTOM_STEPS" + echo "๐Ÿ”„ Running custom workflow: $CUSTOM_STEPS..." +else + echo "๐Ÿš€ Running complete development workflow: format + lint + test..." +fi + +echo + +# Run the Python development workflow script +$PYTHON_FULL_CMD + +# Capture exit code and display result +WORKFLOW_RESULT=$? + +echo +if [[ $WORKFLOW_RESULT -eq 0 ]]; then + echo "๐ŸŽ‰ Development workflow completed successfully!" +else + echo "โš ๏ธ Development workflow completed with issues." + echo "Please review the output above and fix any problems." +fi + +echo +exit $WORKFLOW_RESULT diff --git a/scenes/game/game.gd b/scenes/game/game.gd index 81b94db..49472b8 100644 --- a/scenes/game/game.gd +++ b/scenes/game/game.gd @@ -5,19 +5,24 @@ const GAMEPLAY_SCENES = { "clickomania": "res://scenes/game/gameplays/clickomania_gameplay.tscn" } +var current_gameplay_mode: String +var global_score: int = 0: + set = set_global_score + @onready var back_button: Button = $BackButtonContainer/BackButton @onready var gameplay_container: Control = $GameplayContainer @onready var score_display: Label = $UI/ScoreDisplay -var current_gameplay_mode: String -var global_score: int = 0 : set = set_global_score func _ready() -> void: if not back_button.pressed.is_connected(_on_back_button_pressed): back_button.pressed.connect(_on_back_button_pressed) # GameManager will set the gameplay mode, don't set default here - DebugManager.log_debug("Game _ready() completed, waiting for GameManager to set gameplay mode", "Game") + DebugManager.log_debug( + "Game _ready() completed, waiting for GameManager to set gameplay mode", "Game" + ) + func set_gameplay_mode(mode: String) -> void: DebugManager.log_info("set_gameplay_mode called with mode: %s" % mode, "Game") @@ -25,6 +30,7 @@ func set_gameplay_mode(mode: String) -> void: await load_gameplay(mode) DebugManager.log_info("set_gameplay_mode completed for mode: %s" % mode, "Game") + func load_gameplay(mode: String) -> void: DebugManager.log_debug("Loading gameplay mode: %s" % mode, "Game") @@ -38,7 +44,10 @@ func load_gameplay(mode: String) -> void: # Wait for children to be properly removed from scene tree await get_tree().process_frame - DebugManager.log_debug("Children removal complete, container count: %d" % gameplay_container.get_child_count(), "Game") + DebugManager.log_debug( + "Children removal complete, container count: %d" % gameplay_container.get_child_count(), + "Game" + ) # Load new gameplay if GAMEPLAY_SCENES.has(mode): @@ -47,7 +56,13 @@ func load_gameplay(mode: String) -> void: var gameplay_instance = gameplay_scene.instantiate() DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game") gameplay_container.add_child(gameplay_instance) - DebugManager.log_debug("Added gameplay to container, child count now: %d" % gameplay_container.get_child_count(), "Game") + DebugManager.log_debug( + ( + "Added gameplay to container, child count now: %d" + % gameplay_container.get_child_count() + ), + "Game" + ) # Connect gameplay signals to shared systems if gameplay_instance.has_signal("score_changed"): @@ -56,23 +71,28 @@ func load_gameplay(mode: String) -> void: else: DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game") + func set_global_score(value: int) -> void: global_score = value if score_display: score_display.text = "Score: " + str(global_score) + func _on_score_changed(points: int) -> void: self.global_score += points SaveManager.update_current_score(self.global_score) + func get_global_score() -> int: return global_score + func _get_current_gameplay_instance() -> Node: if gameplay_container.get_child_count() > 0: return gameplay_container.get_child(0) return null + func _on_back_button_pressed() -> void: DebugManager.log_debug("Back button pressed in game scene", "Game") AudioManager.play_ui_click() @@ -91,8 +111,12 @@ func _on_back_button_pressed() -> void: SaveManager.finish_game(global_score) GameManager.exit_to_main_menu() + func _input(event: InputEvent) -> void: - if event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"): + if event.is_action_pressed("ui_back"): + # Handle gamepad/keyboard back action - same as back button + _on_back_button_pressed() + elif event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"): # Debug: Switch to clickomania when primary+secondary actions pressed together if current_gameplay_mode == "match3": set_gameplay_mode("clickomania") diff --git a/scenes/game/game.tscn b/scenes/game/game.tscn index 8b44908..2a7bdcd 100644 --- a/scenes/game/game.tscn +++ b/scenes/game/game.tscn @@ -1,8 +1,8 @@ [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="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="5_background"] +[ext_resource type="Texture2D" uid="uid://bengv32u1jeym" path="res://assets/textures/backgrounds/BGx3.png" id="GlobalBackground"] [node name="Game" type="Control"] layout_mode = 3 @@ -20,7 +20,8 @@ anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 -texture = ExtResource("5_background") +texture = ExtResource("GlobalBackground") +expand_mode = 1 stretch_mode = 1 [node name="UI" type="Control" parent="."] @@ -53,7 +54,9 @@ grow_vertical = 2 [node name="BackButtonContainer" type="Control" parent="."] layout_mode = 1 -anchors_preset = 0 +anchors_preset = 1 +anchor_right = 0.0 +anchor_bottom = 0.0 offset_left = 10.0 offset_top = 10.0 offset_right = 55.0 diff --git a/scenes/game/gameplays/Match3DebugMenu.gd b/scenes/game/gameplays/Match3DebugMenu.gd index 5b06b3a..a37243c 100644 --- a/scenes/game/gameplays/Match3DebugMenu.gd +++ b/scenes/game/gameplays/Match3DebugMenu.gd @@ -1,12 +1,13 @@ extends DebugMenuBase + func _ready(): # Set specific configuration for Match3DebugMenu log_category = "Match3" target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd" # Call parent's _ready - super._ready() + super() DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category) @@ -15,6 +16,7 @@ func _ready(): if current_debug_state: _on_debug_toggled(true) + func _find_target_scene(): # Debug menu is now: Match3 -> UILayer -> Match3DebugMenu # So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3 @@ -25,7 +27,15 @@ func _find_target_scene(): var script_path = potential_match3.get_script().resource_path if script_path == target_script_path: match3_scene = potential_match3 - DebugManager.log_debug("Found match3 scene: " + match3_scene.name + " at path: " + str(match3_scene.get_path()), log_category) + DebugManager.log_debug( + ( + "Found match3 scene: " + + match3_scene.name + + " at path: " + + str(match3_scene.get_path()) + ), + log_category + ) _update_ui_from_scene() _stop_search_timer() return diff --git a/scenes/game/gameplays/clickomania_gameplay.gd b/scenes/game/gameplays/clickomania_gameplay.gd index eb21016..1220c32 100644 --- a/scenes/game/gameplays/clickomania_gameplay.gd +++ b/scenes/game/gameplays/clickomania_gameplay.gd @@ -2,6 +2,7 @@ extends Node2D signal score_changed(points: int) + func _ready(): DebugManager.log_info("Clickomania gameplay loaded", "Clickomania") # Example: Add some score after a few seconds to test the system diff --git a/scenes/game/gameplays/match3_gameplay.gd b/scenes/game/gameplays/match3_gameplay.gd index 378b8ad..54c5cd1 100644 --- a/scenes/game/gameplays/match3_gameplay.gd +++ b/scenes/game/gameplays/match3_gameplay.gd @@ -3,15 +3,13 @@ extends Node2D signal score_changed(points: int) signal grid_state_loaded(grid_size: Vector2i, tile_types: int) -enum GameState { - WAITING, # Waiting for player input - SELECTING, # First tile selected - SWAPPING, # Animating tile swap - PROCESSING # Processing matches and cascades -} +## Match-3 Game State Machine +## WAITING: Idle state, accepting player input for tile selection +## SELECTING: First tile selected, waiting for second tile to complete swap +## SWAPPING: Animation in progress, input blocked during tile swap +## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades +enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } -var GRID_SIZE := Vector2i(8, 8) -var TILE_TYPES := 5 const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn") # Safety constants @@ -32,31 +30,38 @@ const CASCADE_WAIT_TIME := 0.1 const SWAP_ANIMATION_TIME := 0.3 const TILE_DROP_WAIT_TIME := 0.2 -var grid := [] +var grid_size := Vector2i(8, 8) +var tile_types := 5 + +var grid: Array[Array] = [] var tile_size: float = 48.0 -var grid_offset: Vector2 +var grid_offset: Vector2 = Vector2.ZERO var current_state: GameState = GameState.WAITING var selected_tile: Node2D = null var cursor_position: Vector2i = Vector2i(0, 0) var keyboard_navigation_enabled: bool = false var grid_initialized: bool = false -var instance_id: String +var instance_id: String = "" -func _ready(): - # Generate unique instance ID for debugging + +func _ready() -> void: + # Generate instance ID instance_id = "Match3_%d" % get_instance_id() if grid_initialized: - DebugManager.log_warn("[%s] Match3 _ready() called multiple times, skipping initialization" % instance_id, "Match3") + DebugManager.log_warn( + "[%s] Match3 _ready() called multiple times, skipping initialization" % instance_id, + "Match3" + ) return DebugManager.log_debug("[%s] Match3 _ready() started" % instance_id, "Match3") grid_initialized = true - # Always calculate grid layout first + # Calculate grid layout _calculate_grid_layout() - # Try to load saved state first, otherwise use default initialization + # Try to load saved state, otherwise use default var loaded_saved_state = await load_saved_state() if not loaded_saved_state: DebugManager.log_info("No saved state found, using default grid initialization", "Match3") @@ -66,38 +71,39 @@ func _ready(): DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3") - # Emit signal to notify UI components (like debug menu) that grid state is fully loaded - grid_state_loaded.emit(GRID_SIZE, TILE_TYPES) + # Notify UI that grid state is loaded + grid_state_loaded.emit(grid_size, tile_types) - # Debug: Check scene tree structure immediately + # Debug: Check scene tree structure call_deferred("_debug_scene_structure") + func _calculate_grid_layout(): var viewport_size = get_viewport().get_visible_rect().size var available_width = viewport_size.x * SCREEN_WIDTH_USAGE var available_height = viewport_size.y * SCREEN_HEIGHT_USAGE # Calculate tile size based on available space - var max_tile_width = available_width / GRID_SIZE.x - var max_tile_height = available_height / GRID_SIZE.y + var max_tile_width = available_width / grid_size.x + var max_tile_height = available_height / grid_size.y tile_size = min(max_tile_width, max_tile_height) - # Align grid to left side with configurable margins - var total_grid_height = tile_size * GRID_SIZE.y + # Align grid to left side with margins + var total_grid_height = tile_size * grid_size.y grid_offset = Vector2( - GRID_LEFT_MARGIN, - (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN + GRID_LEFT_MARGIN, (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN ) + func _initialize_grid(): # Create gem pool for current tile types - var gem_indices = [] - for i in range(TILE_TYPES): + var gem_indices: Array[int] = [] + for i in range(tile_types): gem_indices.append(i) - for y in range(GRID_SIZE.y): + for y in range(grid_size.y): grid.append([]) - for x in range(GRID_SIZE.x): + for x in range(grid_size.x): var tile = TILE_SCENE.instantiate() var tile_position = grid_offset + Vector2(x, y) * tile_size tile.position = tile_position @@ -107,17 +113,25 @@ func _initialize_grid(): # Set gem types for this tile tile.set_active_gem_types(gem_indices) - # Set tile type after adding to scene tree so sprite reference is available - var new_type = randi() % TILE_TYPES + # Set tile type after adding to scene tree + var new_type = randi() % tile_types tile.tile_type = new_type # Connect tile signals tile.tile_selected.connect(_on_tile_selected) - DebugManager.log_debug("Created tile at grid(%d,%d) world_pos(%s) with type %d" % [x, y, tile_position, new_type], "Match3") + DebugManager.log_debug( + ( + "Created tile at grid(%d,%d) world_pos(%s) with type %d" + % [x, y, tile_position, new_type] + ), + "Match3" + ) grid[y].append(tile) + func _has_match_at(pos: Vector2i) -> bool: - # Comprehensive bounds and null checks + """Check if tile at position is part of a 3+ match horizontally or vertically""" + # Bounds and null checks if not _is_valid_grid_position(pos): return false @@ -131,7 +145,9 @@ func _has_match_at(pos: Vector2i) -> bool: # Check if tile has required properties if not "tile_type" in tile: - DebugManager.log_warn("Tile at (%d,%d) missing tile_type property" % [pos.x, pos.y], "Match3") + DebugManager.log_warn( + "Tile at (%d,%d) missing tile_type property" % [pos.x, pos.y], "Match3" + ) return false var matches_horizontal = _get_match_line(pos, Vector2i(1, 0)) @@ -141,22 +157,34 @@ func _has_match_at(pos: Vector2i) -> bool: var matches_vertical = _get_match_line(pos, Vector2i(0, 1)) return matches_vertical.size() >= 3 -# Fixed: Add missing function to check for any matches on the board + func _check_for_matches() -> bool: - for y in range(GRID_SIZE.y): - for x in range(GRID_SIZE.x): + """Scan entire grid to detect if any matches exist (used for cascade detection)""" + for y in range(grid_size.y): + for x in range(grid_size.x): if _has_match_at(Vector2i(x, y)): return true return false + func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: + """Find all consecutive matching tiles in a line from start position in given direction. + + Returns array of tile nodes that form a continuous match. + Direction must be unit vector (1,0), (-1,0), (0,1), or (0,-1). + Searches bidirectionally from start position. + """ # Validate input parameters if not _is_valid_grid_position(start): - DebugManager.log_error("Invalid start position for match line: (%d,%d)" % [start.x, start.y], "Match3") + DebugManager.log_error( + "Invalid start position for match line: (%d,%d)" % [start.x, start.y], "Match3" + ) return [] if abs(dir.x) + abs(dir.y) != 1 or (dir.x != 0 and dir.y != 0): - DebugManager.log_error("Invalid direction vector for match line: (%d,%d)" % [dir.x, dir.y], "Match3") + DebugManager.log_error( + "Invalid direction vector for match line: (%d,%d)" % [dir.x, dir.y], "Match3" + ) return [] # Check grid bounds and tile validity @@ -170,14 +198,15 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: if not "tile_type" in start_tile: return [] - var line = [start_tile] - var type = start_tile.tile_type + var line = [start_tile] # Initialize with start tile + var type = start_tile.tile_type # Type to match against - # Check in both directions separately with safety limits - for offset in [1, -1]: + # Check both directions from start position (bidirectional search) + for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction var current = start + dir * offset var steps = 0 - while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current): + # Safety limit prevents infinite loops in case of logic errors + while steps < grid_size.x + grid_size.y and _is_valid_grid_position(current): if current.y >= grid.size() or current.x >= grid[current.y].size(): break @@ -185,17 +214,24 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array: if not neighbor or not is_instance_valid(neighbor): break + # Stop if tile type doesn't match (end of matching sequence) if not "tile_type" in neighbor or neighbor.tile_type != type: break - line.append(neighbor) - current += dir * offset - steps += 1 + line.append(neighbor) # Add matching tile to sequence + current += dir * offset # Move to next position + steps += 1 # Increment safety counter return line -func _clear_matches(): - # Safety check for grid integrity + +func _clear_matches() -> void: + """Find and remove all match groups of 3+ tiles, calculating score and triggering effects. + + Uses flood-fill approach to group connected matches, prevents double-counting tiles. + Handles tile removal, score calculation, and visual effects. + """ + # Check grid integrity if not _validate_grid_integrity(): DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3") return @@ -203,11 +239,11 @@ func _clear_matches(): var match_groups := [] var processed_tiles := {} - for y in range(GRID_SIZE.y): + for y in range(grid_size.y): if y >= grid.size(): continue - for x in range(GRID_SIZE.x): + for x in range(grid_size.x): if x >= grid[y].size(): continue @@ -278,10 +314,17 @@ func _clear_matches(): var tile_pos = tile.grid_position # Validate grid position before clearing reference - if _is_valid_grid_position(tile_pos) and tile_pos.y < grid.size() and tile_pos.x < grid[tile_pos.y].size(): + if ( + _is_valid_grid_position(tile_pos) + and tile_pos.y < grid.size() + and tile_pos.x < grid[tile_pos.y].size() + ): grid[tile_pos.y][tile_pos.x] = null else: - DebugManager.log_warn("Invalid grid position during tile removal: (%d,%d)" % [tile_pos.x, tile_pos.y], "Match3") + DebugManager.log_warn( + "Invalid grid position during tile removal: (%d,%d)" % [tile_pos.x, tile_pos.y], + "Match3" + ) tile.queue_free() @@ -291,24 +334,27 @@ func _clear_matches(): await get_tree().create_timer(TILE_DROP_WAIT_TIME).timeout _fill_empty_cells() + func _drop_tiles(): var moved = true while moved: moved = false - for x in range(GRID_SIZE.x): - # Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds - for y in range(GRID_SIZE.y - 1, -1, -1): + for x in range(grid_size.x): + # Fixed: Start from grid_size.y - 1 to avoid out of bounds + for y in range(grid_size.y - 1, -1, -1): var tile = grid[y][x] # Fixed: Check bounds before accessing y + 1 - if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]: + if tile and y + 1 < grid_size.y and not grid[y + 1][x]: grid[y + 1][x] = tile grid[y][x] = null tile.grid_position = Vector2i(x, y + 1) # You can animate position here using Tween for smooth drop: - # tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2) + # tween.interpolate_property(tile, "position", tile.position, + # grid_offset + Vector2(x, y + 1) * tile_size, 0.2) tile.position = grid_offset + Vector2(x, y + 1) * tile_size moved = true + func _fill_empty_cells(): # Safety check for grid integrity if not _validate_grid_integrity(): @@ -316,17 +362,17 @@ func _fill_empty_cells(): return # Create gem pool for current tile types - var gem_indices = [] - for i in range(TILE_TYPES): + var gem_indices: Array[int] = [] + for i in range(tile_types): gem_indices.append(i) var tiles_created = 0 - for y in range(GRID_SIZE.y): + for y in range(grid_size.y): if y >= grid.size(): DebugManager.log_error("Grid row %d does not exist" % y, "Match3") continue - for x in range(GRID_SIZE.x): + for x in range(grid_size.x): if x >= grid[y].size(): DebugManager.log_error("Grid column %d does not exist in row %d" % [x, y], "Match3") continue @@ -334,7 +380,9 @@ func _fill_empty_cells(): if not grid[y][x]: var tile = TILE_SCENE.instantiate() if not tile: - DebugManager.log_error("Failed to instantiate tile at (%d,%d)" % [x, y], "Match3") + DebugManager.log_error( + "Failed to instantiate tile at (%d,%d)" % [x, y], "Match3" + ) continue tile.grid_position = Vector2i(x, y) @@ -348,10 +396,10 @@ func _fill_empty_cells(): DebugManager.log_warn("Tile missing set_active_gem_types method", "Match3") # Set random tile type with bounds checking - if TILE_TYPES > 0: - tile.tile_type = randi() % TILE_TYPES + if tile_types > 0: + tile.tile_type = randi() % tile_types else: - DebugManager.log_error("TILE_TYPES is 0, cannot set tile type", "Match3") + DebugManager.log_error("tile_types is 0, cannot set tile type", "Match3") tile.queue_free() continue @@ -375,19 +423,35 @@ func _fill_empty_cells(): iteration += 1 if iteration >= MAX_CASCADE_ITERATIONS: - DebugManager.log_warn("Maximum cascade iterations reached (%d), stopping to prevent infinite loop" % MAX_CASCADE_ITERATIONS, "Match3") + DebugManager.log_warn( + ( + "Maximum cascade iterations reached (%d), stopping to prevent infinite loop" + % MAX_CASCADE_ITERATIONS + ), + "Match3" + ) # Save grid state after cascades complete save_current_state() + func regenerate_grid(): # Validate grid size before regeneration - if GRID_SIZE.x < MIN_GRID_SIZE or GRID_SIZE.y < MIN_GRID_SIZE or GRID_SIZE.x > MAX_GRID_SIZE or GRID_SIZE.y > MAX_GRID_SIZE: - DebugManager.log_error("Invalid grid size for regeneration: %dx%d" % [GRID_SIZE.x, GRID_SIZE.y], "Match3") + if ( + grid_size.x < MIN_GRID_SIZE + or grid_size.y < MIN_GRID_SIZE + or grid_size.x > MAX_GRID_SIZE + or grid_size.y > MAX_GRID_SIZE + ): + DebugManager.log_error( + "Invalid grid size for regeneration: %dx%d" % [grid_size.x, grid_size.y], "Match3" + ) return - if TILE_TYPES < 3 or TILE_TYPES > MAX_TILE_TYPES: - DebugManager.log_error("Invalid tile types count for regeneration: %d" % TILE_TYPES, "Match3") + if tile_types < 3 or tile_types > MAX_TILE_TYPES: + DebugManager.log_error( + "Invalid tile types count for regeneration: %d" % tile_types, "Match3" + ) return # Use time-based seed to ensure different patterns each time @@ -440,6 +504,7 @@ func regenerate_grid(): # Regenerate the grid with safety checks _initialize_grid() + func set_tile_types(new_count: int): # Input validation if new_count < 3: @@ -447,44 +512,60 @@ func set_tile_types(new_count: int): return if new_count > MAX_TILE_TYPES: - DebugManager.log_error("Tile types count too high: %d (maximum %d)" % [new_count, MAX_TILE_TYPES], "Match3") + DebugManager.log_error( + "Tile types count too high: %d (maximum %d)" % [new_count, MAX_TILE_TYPES], "Match3" + ) return - if new_count == TILE_TYPES: + if new_count == tile_types: DebugManager.log_debug("Tile types count unchanged, skipping regeneration", "Match3") return - DebugManager.log_debug("Changing tile types from %d to %d" % [TILE_TYPES, new_count], "Match3") - TILE_TYPES = new_count + DebugManager.log_debug("Changing tile types from %d to %d" % [tile_types, new_count], "Match3") + tile_types = new_count # Regenerate grid with new tile types (gem pool is updated in regenerate_grid) await regenerate_grid() + func set_grid_size(new_size: Vector2i): # Comprehensive input validation if new_size.x < MIN_GRID_SIZE or new_size.y < MIN_GRID_SIZE: - DebugManager.log_error("Grid size too small: %dx%d (minimum %dx%d)" % [new_size.x, new_size.y, MIN_GRID_SIZE, MIN_GRID_SIZE], "Match3") + DebugManager.log_error( + ( + "Grid size too small: %dx%d (minimum %dx%d)" + % [new_size.x, new_size.y, MIN_GRID_SIZE, MIN_GRID_SIZE] + ), + "Match3" + ) return if new_size.x > MAX_GRID_SIZE or new_size.y > MAX_GRID_SIZE: - DebugManager.log_error("Grid size too large: %dx%d (maximum %dx%d)" % [new_size.x, new_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE], "Match3") + DebugManager.log_error( + ( + "Grid size too large: %dx%d (maximum %dx%d)" + % [new_size.x, new_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE] + ), + "Match3" + ) return - if new_size == GRID_SIZE: + if new_size == grid_size: DebugManager.log_debug("Grid size unchanged, skipping regeneration", "Match3") return - DebugManager.log_debug("Changing grid size from %s to %s" % [GRID_SIZE, new_size], "Match3") - GRID_SIZE = new_size + DebugManager.log_debug("Changing grid size from %s to %s" % [grid_size, new_size], "Match3") + grid_size = new_size # Regenerate grid with new size await regenerate_grid() + func reset_all_visual_states() -> void: # Debug function to reset all tile visual states DebugManager.log_debug("Resetting all tile visual states", "Match3") - for y in range(GRID_SIZE.y): - for x in range(GRID_SIZE.x): + for y in range(grid_size.y): + for x in range(grid_size.x): if grid[y][x] and grid[y][x].has_method("force_reset_visual_state"): grid[y][x].force_reset_visual_state() @@ -493,6 +574,7 @@ func reset_all_visual_states() -> void: current_state = GameState.WAITING keyboard_navigation_enabled = false + func _debug_scene_structure() -> void: DebugManager.log_debug("=== Scene Structure Debug ===", "Match3") DebugManager.log_debug("Match3 node children count: %d" % get_child_count(), "Match3") @@ -506,26 +588,34 @@ func _debug_scene_structure() -> void: # Check tiles var tile_count = 0 - for y in range(GRID_SIZE.y): - for x in range(GRID_SIZE.x): + for y in range(grid_size.y): + for x in range(grid_size.x): if y < grid.size() and x < grid[y].size() and grid[y][x]: tile_count += 1 - DebugManager.log_debug("Created %d tiles out of %d expected" % [tile_count, GRID_SIZE.x * GRID_SIZE.y], "Match3") + DebugManager.log_debug( + "Created %d tiles out of %d expected" % [tile_count, grid_size.x * grid_size.y], "Match3" + ) # Check first tile in detail if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]: var first_tile = grid[0][0] - DebugManager.log_debug("First tile global position: %s" % first_tile.global_position, "Match3") + DebugManager.log_debug( + "First tile global position: %s" % first_tile.global_position, "Match3" + ) DebugManager.log_debug("First tile local position: %s" % first_tile.position, "Match3") # Check parent chain var current_node = self var depth = 0 while current_node and depth < 10: - DebugManager.log_debug("Parent level %d: %s (type: %s)" % [depth, current_node.name, current_node.get_class()], "Match3") + DebugManager.log_debug( + "Parent level %d: %s (type: %s)" % [depth, current_node.name, current_node.get_class()], + "Match3" + ) current_node = current_node.get_parent() depth += 1 + func _input(event: InputEvent) -> void: # Debug key to reset all visual states if event.is_action_pressed("action_east") and DebugManager.is_debug_enabled(): @@ -535,6 +625,12 @@ func _input(event: InputEvent) -> void: if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING: return + # Handle action_east (B button/ESC) to deselect selected tile + if event.is_action_pressed("action_east") and current_state == GameState.SELECTING: + DebugManager.log_debug("action_east pressed - deselecting current tile", "Match3") + _deselect_tile() + return + # Handle keyboard/gamepad navigation if event.is_action_pressed("move_up"): _move_cursor(Vector2i.UP) @@ -560,7 +656,9 @@ func _move_cursor(direction: Vector2i) -> void: return if direction.x != 0 and direction.y != 0: - DebugManager.log_error("Diagonal cursor movement not supported: " + str(direction), "Match3") + DebugManager.log_error( + "Diagonal cursor movement not supported: " + str(direction), "Match3" + ) return # Validate grid integrity before cursor operations @@ -572,8 +670,8 @@ func _move_cursor(direction: Vector2i) -> void: var new_pos = cursor_position + direction # Bounds checking - new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1) - new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1) + new_pos.x = clamp(new_pos.x, 0, grid_size.x - 1) + new_pos.y = clamp(new_pos.y, 0, grid_size.y - 1) if new_pos != cursor_position: # Safe access to old tile @@ -582,7 +680,10 @@ func _move_cursor(direction: Vector2i) -> void: if not old_tile.is_selected: old_tile.is_highlighted = false - DebugManager.log_debug("Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], "Match3") + DebugManager.log_debug( + "Cursor moved from (%d,%d) to (%d,%d)" % [old_pos.x, old_pos.y, new_pos.x, new_pos.y], + "Match3" + ) cursor_position = new_pos # Safe access to new tile @@ -591,25 +692,56 @@ func _move_cursor(direction: Vector2i) -> void: if not new_tile.is_selected: new_tile.is_highlighted = true + func _select_tile_at_cursor() -> void: # Validate cursor position and grid integrity if not _is_valid_grid_position(cursor_position): - DebugManager.log_warn("Invalid cursor position for selection: (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + DebugManager.log_warn( + ( + "Invalid cursor position for selection: (%d,%d)" + % [cursor_position.x, cursor_position.y] + ), + "Match3" + ) return var tile = _safe_grid_access(cursor_position) if tile: - DebugManager.log_debug("Keyboard selection at cursor (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + DebugManager.log_debug( + "Keyboard selection at cursor (%d,%d)" % [cursor_position.x, cursor_position.y], + "Match3" + ) _on_tile_selected(tile) else: - DebugManager.log_warn("No valid tile at cursor position (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + DebugManager.log_warn( + "No valid tile at cursor position (%d,%d)" % [cursor_position.x, cursor_position.y], + "Match3" + ) + func _on_tile_selected(tile: Node2D) -> void: + """Handle tile selection with state machine logic for match-3 gameplay. + + State transitions: + WAITING -> SELECTING: First tile selected + SELECTING -> WAITING: Same tile clicked (deselect) + SELECTING -> SWAPPING: Different tile clicked (attempt swap) + """ + # Block tile selection during busy states if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING: - DebugManager.log_debug("Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]], "Match3") + DebugManager.log_debug( + "Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]], + "Match3" + ) return - DebugManager.log_debug("Tile selected at (%d,%d), gem type: %d" % [tile.grid_position.x, tile.grid_position.y, tile.tile_type], "Match3") + DebugManager.log_debug( + ( + "Tile selected at (%d,%d), gem type: %d" + % [tile.grid_position.x, tile.grid_position.y, tile.tile_type] + ), + "Match3" + ) if current_state == GameState.WAITING: # First tile selection @@ -621,21 +753,41 @@ func _on_tile_selected(tile: Node2D) -> void: _deselect_tile() else: # Attempt to swap with selected tile - DebugManager.log_debug("Attempting swap between (%d,%d) and (%d,%d)" % [selected_tile.grid_position.x, selected_tile.grid_position.y, tile.grid_position.x, tile.grid_position.y], "Match3") + DebugManager.log_debug( + ( + "Attempting swap between (%d,%d) and (%d,%d)" + % [ + selected_tile.grid_position.x, + selected_tile.grid_position.y, + tile.grid_position.x, + tile.grid_position.y + ] + ), + "Match3" + ) _attempt_swap(selected_tile, tile) func _select_tile(tile: Node2D) -> void: selected_tile = tile tile.is_selected = true - current_state = GameState.SELECTING - DebugManager.log_debug("Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3") + current_state = GameState.SELECTING # State transition: WAITING -> SELECTING + DebugManager.log_debug( + "Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3" + ) + func _deselect_tile() -> void: if selected_tile and is_instance_valid(selected_tile): # Safe access to tile properties if "grid_position" in selected_tile: - DebugManager.log_debug("Deselecting tile at (%d,%d)" % [selected_tile.grid_position.x, selected_tile.grid_position.y], "Match3") + DebugManager.log_debug( + ( + "Deselecting tile at (%d,%d)" + % [selected_tile.grid_position.x, selected_tile.grid_position.y] + ), + "Match3" + ) else: DebugManager.log_debug("Deselecting tile (no grid position available)", "Match3") @@ -653,7 +805,13 @@ func _deselect_tile() -> void: var cursor_tile = _safe_grid_access(cursor_position) if cursor_tile and "is_highlighted" in cursor_tile: cursor_tile.is_highlighted = true - DebugManager.log_debug("Restored cursor highlighting at (%d,%d)" % [cursor_position.x, cursor_position.y], "Match3") + DebugManager.log_debug( + ( + "Restored cursor highlighting at (%d,%d)" + % [cursor_position.x, cursor_position.y] + ), + "Match3" + ) else: # For mouse navigation, just clear highlighting if "is_highlighted" in selected_tile: @@ -662,6 +820,7 @@ func _deselect_tile() -> void: selected_tile = null current_state = GameState.WAITING + func _are_adjacent(tile1: Node2D, tile2: Node2D) -> bool: if not tile1 or not tile2: return false @@ -671,19 +830,46 @@ func _are_adjacent(tile1: Node2D, tile2: Node2D) -> bool: var diff = abs(pos1.x - pos2.x) + abs(pos1.y - pos2.y) return diff == 1 + func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void: if not _are_adjacent(tile1, tile2): - DebugManager.log_debug("Tiles are not adjacent, cannot swap", "Match3") + DebugManager.log_debug("Tiles are not adjacent, selecting new tile instead", "Match3") + _deselect_tile() + _select_tile(tile2) return - DebugManager.log_debug("Starting swap animation: (%d,%d)[type:%d] <-> (%d,%d)[type:%d]" % [tile1.grid_position.x, tile1.grid_position.y, tile1.tile_type, tile2.grid_position.x, tile2.grid_position.y, tile2.tile_type], "Match3") + DebugManager.log_debug( + ( + "Starting swap animation: (%d,%d)[type:%d] <-> (%d,%d)[type:%d]" + % [ + tile1.grid_position.x, + tile1.grid_position.y, + tile1.tile_type, + tile2.grid_position.x, + tile2.grid_position.y, + tile2.tile_type + ] + ), + "Match3" + ) - current_state = GameState.SWAPPING - await _swap_tiles(tile1, tile2) + current_state = GameState.SWAPPING # State transition: SELECTING -> SWAPPING + await _swap_tiles(tile1, tile2) # Animate tile swap # Check if swap creates matches if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position): - DebugManager.log_info("Valid swap created matches at (%d,%d) or (%d,%d)" % [tile1.grid_position.x, tile1.grid_position.y, tile2.grid_position.x, tile2.grid_position.y], "Match3") + DebugManager.log_info( + ( + "Valid swap created matches at (%d,%d) or (%d,%d)" + % [ + tile1.grid_position.x, + tile1.grid_position.y, + tile2.grid_position.x, + tile2.grid_position.y + ] + ), + "Match3" + ) _deselect_tile() current_state = GameState.PROCESSING _clear_matches() @@ -697,6 +883,7 @@ func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void: _deselect_tile() current_state = GameState.WAITING + func _swap_tiles(tile1: Node2D, tile2: Node2D) -> void: if not tile1 or not tile2: DebugManager.log_error("Cannot swap tiles - one or both tiles are null", "Match3") @@ -706,7 +893,13 @@ func _swap_tiles(tile1: Node2D, tile2: Node2D) -> void: var pos1 = tile1.grid_position var pos2 = tile2.grid_position - DebugManager.log_debug("Swapping tile positions: (%d,%d) -> (%d,%d), (%d,%d) -> (%d,%d)" % [pos1.x, pos1.y, pos2.x, pos2.y, pos2.x, pos2.y, pos1.x, pos1.y], "Match3") + DebugManager.log_debug( + ( + "Swapping tile positions: (%d,%d) -> (%d,%d), (%d,%d) -> (%d,%d)" + % [pos1.x, pos1.y, pos2.x, pos2.y, pos2.x, pos2.y, pos1.x, pos1.y] + ), + "Match3" + ) tile1.grid_position = pos2 tile2.grid_position = pos1 @@ -729,9 +922,16 @@ func _swap_tiles(tile1: Node2D, tile2: Node2D) -> void: await tween.finished DebugManager.log_trace("Tile swap animation completed", "Match3") + func serialize_grid_state() -> Array: # Convert the current grid to a serializable 2D array - DebugManager.log_info("Starting serialization: grid.size()=%d, GRID_SIZE=(%d,%d)" % [grid.size(), GRID_SIZE.x, GRID_SIZE.y], "Match3") + DebugManager.log_info( + ( + "Starting serialization: grid.size()=%d, grid_size=(%d,%d)" + % [grid.size(), grid_size.x, grid_size.y] + ), + "Match3" + ) if grid.size() == 0: DebugManager.log_error("Grid array is empty during serialization!", "Match3") @@ -741,45 +941,63 @@ func serialize_grid_state() -> Array: var valid_tiles = 0 var null_tiles = 0 - for y in range(GRID_SIZE.y): + for y in range(grid_size.y): var row = [] - for x in range(GRID_SIZE.x): + for x in range(grid_size.x): if y < grid.size() and x < grid[y].size() and grid[y][x]: row.append(grid[y][x].tile_type) valid_tiles += 1 # Only log first few for brevity if valid_tiles <= 5: - DebugManager.log_debug("Serializing tile (%d,%d): type %d" % [x, y, grid[y][x].tile_type], "Match3") + DebugManager.log_debug( + "Serializing tile (%d,%d): type %d" % [x, y, grid[y][x].tile_type], "Match3" + ) else: row.append(-1) # Invalid/empty tile null_tiles += 1 # Only log first few nulls for brevity if null_tiles <= 5: - DebugManager.log_debug("Serializing tile (%d,%d): NULL/empty (-1)" % [x, y], "Match3") + DebugManager.log_debug( + "Serializing tile (%d,%d): NULL/empty (-1)" % [x, y], "Match3" + ) serialized_grid.append(row) - DebugManager.log_info("Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles" % [GRID_SIZE.x, GRID_SIZE.y, valid_tiles, null_tiles], "Match3") + DebugManager.log_info( + ( + "Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles" + % [grid_size.x, grid_size.y, valid_tiles, null_tiles] + ), + "Match3" + ) return serialized_grid + func get_active_gem_types() -> Array: # Get active gem types from the first available tile if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]: return grid[0][0].active_gem_types.duplicate() - else: - # Fallback to default - var default_types = [] - for i in range(TILE_TYPES): - default_types.append(i) - return default_types + # Fallback to default + var default_types = [] + for i in range(tile_types): + default_types.append(i) + return default_types + func save_current_state(): # Save complete game state var grid_layout = serialize_grid_state() var active_gems = get_active_gem_types() - DebugManager.log_info("Saving match3 state: size(%d,%d), %d tile types, %d active gems" % [GRID_SIZE.x, GRID_SIZE.y, TILE_TYPES, active_gems.size()], "Match3") + DebugManager.log_info( + ( + "Saving match3 state: size(%d,%d), %d tile types, %d active gems" + % [grid_size.x, grid_size.y, tile_types, active_gems.size()] + ), + "Match3" + ) + + SaveManager.save_grid_state(grid_size, tile_types, active_gems, grid_layout) - SaveManager.save_grid_state(GRID_SIZE, TILE_TYPES, active_gems, grid_layout) func load_saved_state() -> bool: # Check if there's a saved grid state @@ -791,11 +1009,19 @@ func load_saved_state() -> bool: # Restore grid settings var saved_size = Vector2i(saved_state.grid_size.x, saved_state.grid_size.y) - TILE_TYPES = saved_state.tile_types_count - var saved_gems = saved_state.active_gem_types + tile_types = saved_state.tile_types_count + var saved_gems: Array[int] = [] + for gem in saved_state.active_gem_types: + saved_gems.append(int(gem)) var saved_layout = saved_state.grid_layout - DebugManager.log_info("[%s] Loading saved grid state: size(%d,%d), %d tile types, layout_size=%d" % [instance_id, saved_size.x, saved_size.y, TILE_TYPES, saved_layout.size()], "Match3") + DebugManager.log_info( + ( + "[%s] Loading saved grid state: size(%d,%d), %d tile types, layout_size=%d" + % [instance_id, saved_size.x, saved_size.y, tile_types, saved_layout.size()] + ), + "Match3" + ) # Debug: Print first few rows of loaded layout for y in range(min(3, saved_layout.size())): @@ -806,20 +1032,35 @@ func load_saved_state() -> bool: # Validate saved data if saved_layout.size() != saved_size.y: - DebugManager.log_error("Saved grid layout height mismatch: expected %d, got %d" % [saved_size.y, saved_layout.size()], "Match3") + DebugManager.log_error( + ( + "Saved grid layout height mismatch: expected %d, got %d" + % [saved_size.y, saved_layout.size()] + ), + "Match3" + ) return false if saved_layout.size() > 0 and saved_layout[0].size() != saved_size.x: - DebugManager.log_error("Saved grid layout width mismatch: expected %d, got %d" % [saved_size.x, saved_layout[0].size()], "Match3") + DebugManager.log_error( + ( + "Saved grid layout width mismatch: expected %d, got %d" + % [saved_size.x, saved_layout[0].size()] + ), + "Match3" + ) return false # Apply the saved settings - var old_size = GRID_SIZE - GRID_SIZE = saved_size + var old_size = grid_size + grid_size = saved_size # Recalculate layout if size changed if old_size != saved_size: - DebugManager.log_info("Grid size changed from %s to %s, recalculating layout" % [old_size, saved_size], "Match3") + DebugManager.log_info( + "Grid size changed from %s to %s, recalculating layout" % [old_size, saved_size], + "Match3" + ) _calculate_grid_layout() await _restore_grid_from_layout(saved_layout, saved_gems) @@ -827,8 +1068,15 @@ func load_saved_state() -> bool: DebugManager.log_info("Successfully loaded saved grid state", "Match3") return true -func _restore_grid_from_layout(grid_layout: Array, active_gems: Array): - DebugManager.log_info("[%s] Starting grid restoration: layout_size=%d, active_gems=%s" % [instance_id, grid_layout.size(), active_gems], "Match3") + +func _restore_grid_from_layout(grid_layout: Array, active_gems: Array[int]) -> void: + DebugManager.log_info( + ( + "[%s] Starting grid restoration: layout_size=%d, active_gems=%s" + % [instance_id, grid_layout.size(), active_gems] + ), + "Match3" + ) # Clear ALL existing tile children, not just ones in grid array # This ensures no duplicate layers are created @@ -839,7 +1087,9 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array): if script_path == "res://scenes/game/gameplays/tile.gd": all_tile_children.append(child) - DebugManager.log_debug("Found %d existing tile children to remove" % all_tile_children.size(), "Match3") + DebugManager.log_debug( + "Found %d existing tile children to remove" % all_tile_children.size(), "Match3" + ) # Remove all found tile children for child in all_tile_children: @@ -858,9 +1108,9 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array): await get_tree().process_frame # Restore grid from saved layout - for y in range(GRID_SIZE.y): + for y in range(grid_size.y): grid.append([]) - for x in range(GRID_SIZE.x): + for x in range(grid_size.x): var tile = TILE_SCENE.instantiate() var tile_position = grid_offset + Vector2(x, y) * tile_size tile.position = tile_position @@ -872,25 +1122,43 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array): # Set the saved tile type var saved_tile_type = grid_layout[y][x] - DebugManager.log_debug("Setting tile (%d,%d): saved_type=%d, TILE_TYPES=%d" % [x, y, saved_tile_type, TILE_TYPES], "Match3") + DebugManager.log_debug( + ( + "Setting tile (%d,%d): saved_type=%d, tile_types=%d" + % [x, y, saved_tile_type, tile_types] + ), + "Match3" + ) - if saved_tile_type >= 0 and saved_tile_type < TILE_TYPES: + if saved_tile_type >= 0 and saved_tile_type < tile_types: tile.tile_type = saved_tile_type - DebugManager.log_debug("โœ“ Restored tile (%d,%d) with saved type %d" % [x, y, saved_tile_type], "Match3") + DebugManager.log_debug( + "โœ“ Restored tile (%d,%d) with saved type %d" % [x, y, saved_tile_type], "Match3" + ) else: # Fallback for invalid tile types - tile.tile_type = randi() % TILE_TYPES - DebugManager.log_error("โœ— Invalid saved tile type %d at (%d,%d), using random %d" % [saved_tile_type, x, y, tile.tile_type], "Match3") + tile.tile_type = randi() % tile_types + DebugManager.log_error( + ( + "โœ— Invalid saved tile type %d at (%d,%d), using random %d" + % [saved_tile_type, x, y, tile.tile_type] + ), + "Match3" + ) # Connect tile signals tile.tile_selected.connect(_on_tile_selected) grid[y].append(tile) - DebugManager.log_info("Completed grid restoration: %d tiles restored" % [GRID_SIZE.x * GRID_SIZE.y], "Match3") + DebugManager.log_info( + "Completed grid restoration: %d tiles restored" % [grid_size.x * grid_size.y], "Match3" + ) + # Safety and validation helper functions func _is_valid_grid_position(pos: Vector2i) -> bool: - return pos.x >= 0 and pos.y >= 0 and pos.x < GRID_SIZE.x and pos.y < GRID_SIZE.y + return pos.x >= 0 and pos.y >= 0 and pos.x < grid_size.x and pos.y < grid_size.y + func _validate_grid_integrity() -> bool: # Check if grid array structure is valid @@ -898,8 +1166,10 @@ func _validate_grid_integrity() -> bool: DebugManager.log_error("Grid is not an array", "Match3") return false - if grid.size() != GRID_SIZE.y: - DebugManager.log_error("Grid height mismatch: %d vs %d" % [grid.size(), GRID_SIZE.y], "Match3") + if grid.size() != grid_size.y: + DebugManager.log_error( + "Grid height mismatch: %d vs %d" % [grid.size(), grid_size.y], "Match3" + ) return false for y in range(grid.size()): @@ -907,12 +1177,15 @@ func _validate_grid_integrity() -> bool: DebugManager.log_error("Grid row %d is not an array" % y, "Match3") return false - if grid[y].size() != GRID_SIZE.x: - DebugManager.log_error("Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), GRID_SIZE.x], "Match3") + if grid[y].size() != grid_size.x: + DebugManager.log_error( + "Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), grid_size.x], "Match3" + ) return false return true + func _safe_grid_access(pos: Vector2i) -> Node2D: # Safe grid access with comprehensive bounds checking if not _is_valid_grid_position(pos): @@ -928,6 +1201,7 @@ func _safe_grid_access(pos: Vector2i) -> Node2D: return tile + func _safe_tile_access(tile: Node2D, property: String): # Safe property access on tiles if not tile or not is_instance_valid(tile): diff --git a/scenes/game/gameplays/match3_gameplay.tscn b/scenes/game/gameplays/match3_gameplay.tscn index b059adc..75da6e9 100644 --- a/scenes/game/gameplays/match3_gameplay.tscn +++ b/scenes/game/gameplays/match3_gameplay.tscn @@ -1,7 +1,7 @@ [gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"] -[ext_resource type="Script" path="res://scenes/game/gameplays/match3_gameplay.gd" id="1_mvfdp"] -[ext_resource type="PackedScene" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"] +[ext_resource type="Script" uid="uid://o8crf6688lan" path="res://scenes/game/gameplays/match3_gameplay.gd" id="1_mvfdp"] +[ext_resource type="PackedScene" uid="uid://b76oiwlifikl3" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"] [node name="Match3" type="Node2D"] script = ExtResource("1_mvfdp") diff --git a/scenes/game/gameplays/match3_input_handler.gd b/scenes/game/gameplays/match3_input_handler.gd new file mode 100644 index 0000000..5fec6a6 --- /dev/null +++ b/scenes/game/gameplays/match3_input_handler.gd @@ -0,0 +1,83 @@ +class_name Match3InputHandler +extends RefCounted + +## Mouse input handler for Match3 gameplay +## +## Static methods for handling mouse interactions in Match3 games. +## Converts between world coordinates and grid positions, performs hit detection on tiles. +## +## Usage: +## var tile = Match3InputHandler.find_tile_at_position(grid, grid_size, mouse_pos) +## var grid_pos = Match3InputHandler.get_grid_position_from_world(node, world_pos, offset, size) + + +static func find_tile_at_position(grid: Array, grid_size: Vector2i, world_pos: Vector2) -> Node2D: + ## Find the tile that contains the world position. + ## + ## Iterates through all tiles and checks if the world position falls within + ## any tile's sprite boundaries. + ## + ## Args: + ## grid: 2D array of tile nodes arranged in [y][x] format + ## grid_size: Dimensions of the grid (width x height) + ## world_pos: World coordinates to test + ## + ## Returns: + ## The first tile node that contains the position, or null if no tile found + for y in range(grid_size.y): + for x in range(grid_size.x): + if y < grid.size() and x < grid[y].size(): + var tile = grid[y][x] + if tile and tile.has_node("Sprite2D"): + var sprite = tile.get_node("Sprite2D") + if sprite and sprite.texture: + var sprite_bounds = get_sprite_world_bounds(tile, sprite) + if is_point_inside_rect(world_pos, sprite_bounds): + return tile + return null + + +static func get_sprite_world_bounds(tile: Node2D, sprite: Sprite2D) -> Rect2: + ## Calculate the world space bounding rectangle of a sprite. + ## + ## Args: + ## tile: The tile node containing the sprite + ## sprite: The Sprite2D node to calculate bounds for + ## + ## Returns: + ## Rect2 representing the sprite's bounds in world coordinates + var texture_size = sprite.texture.get_size() + var actual_size = texture_size * sprite.scale + var half_size = actual_size * 0.5 + var top_left = tile.position - half_size + return Rect2(top_left, actual_size) + + +static func is_point_inside_rect(point: Vector2, rect: Rect2) -> bool: + # Check if a point is inside a rectangle + return ( + point.x >= rect.position.x + and point.x <= rect.position.x + rect.size.x + and point.y >= rect.position.y + and point.y <= rect.position.y + rect.size.y + ) + + +static func get_grid_position_from_world( + node: Node2D, world_pos: Vector2, grid_offset: Vector2, tile_size: float +) -> Vector2i: + ## Convert world coordinates to grid array indices. + ## + ## Args: + ## node: Reference node for coordinate space conversion + ## world_pos: Position in world coordinates to convert + ## grid_offset: Offset of the grid's origin from the node's position + ## tile_size: Size of each tile in world units + ## + ## Returns: + ## Vector2i containing the grid coordinates (x, y) for array indexing + var local_pos = node.to_local(world_pos) + var relative_pos = local_pos - grid_offset + var grid_x = int(relative_pos.x / tile_size) + var grid_y = int(relative_pos.y / tile_size) + return Vector2i(grid_x, grid_y) diff --git a/scenes/game/gameplays/match3_input_handler.gd.uid b/scenes/game/gameplays/match3_input_handler.gd.uid new file mode 100644 index 0000000..70a5818 --- /dev/null +++ b/scenes/game/gameplays/match3_input_handler.gd.uid @@ -0,0 +1 @@ +uid://bgygx6iofwqwc diff --git a/scenes/game/gameplays/match3_save_manager.gd b/scenes/game/gameplays/match3_save_manager.gd new file mode 100644 index 0000000..3dfe778 --- /dev/null +++ b/scenes/game/gameplays/match3_save_manager.gd @@ -0,0 +1,143 @@ +class_name Match3SaveManager +extends RefCounted + +## Save/Load manager for Match3 gameplay state +## +## Handles serialization and deserialization of Match3 game state. +## Converts game objects to data structures for storage and restoration. +## +## Usage: +## # Save current state +## var grid_data = Match3SaveManager.serialize_grid_state(game_grid, grid_size) +## +## # Restore previous state +## var success = Match3SaveManager.deserialize_grid_state(grid_data, game_grid, grid_size) + + +static func serialize_grid_state(grid: Array, grid_size: Vector2i) -> Array: + ## Convert the current game grid to a serializable 2D array of tile types. + ## + ## Extracts the tile_type property from each tile node and creates a 2D array + ## that can be saved to disk. Invalid or missing tiles are represented as -1. + ## + ## Args: + ## grid: The current game grid (2D array of tile nodes) + ## grid_size: Dimensions of the grid to serialize + ## + ## Returns: + ## Array: 2D array where each element is either a tile type (int) or -1 for empty + var serialized_grid = [] + var valid_tiles = 0 + var null_tiles = 0 + + for y in range(grid_size.y): + var row = [] + for x in range(grid_size.x): + if y < grid.size() and x < grid[y].size() and grid[y][x]: + row.append(grid[y][x].tile_type) + valid_tiles += 1 + else: + row.append(-1) # Invalid/empty tile + null_tiles += 1 + serialized_grid.append(row) + + DebugManager.log_info( + ( + "Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles" + % [grid_size.x, grid_size.y, valid_tiles, null_tiles] + ), + "Match3" + ) + return serialized_grid + + +static func get_active_gem_types_from_grid(grid: Array, tile_types: int) -> Array: + # Get active gem types from the first available tile + if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]: + return grid[0][0].active_gem_types.duplicate() + + # Fallback to default + var default_types = [] + for i in range(tile_types): + default_types.append(i) + return default_types + + +static func save_game_state(grid: Array, grid_size: Vector2i, tile_types: int): + # Save complete game state + var grid_layout = serialize_grid_state(grid, grid_size) + var active_gems = get_active_gem_types_from_grid(grid, tile_types) + + DebugManager.log_info( + ( + "Saving match3 state: size(%d,%d), %d tile types, %d active gems" + % [grid_size.x, grid_size.y, tile_types, active_gems.size()] + ), + "Match3" + ) + + SaveManager.save_grid_state(grid_size, tile_types, active_gems, grid_layout) + + +static func restore_grid_from_layout( + match3_node: Node2D, + grid_layout: Array, + active_gems: Array[int], + grid_size: Vector2i, + tile_scene: PackedScene, + grid_offset: Vector2, + tile_size: float, + tile_types: int +) -> Array[Array]: + # Clear ALL existing tile children + var all_tile_children = [] + for child in match3_node.get_children(): + if child.has_method("get_script") and child.get_script(): + var script_path = child.get_script().resource_path + if script_path == "res://scenes/game/gameplays/tile.gd": + all_tile_children.append(child) + + # Remove all found tile children + for child in all_tile_children: + child.queue_free() + + # Wait for nodes to be freed + await match3_node.get_tree().process_frame + + # Create new grid + var new_grid: Array[Array] = [] + for y in range(grid_size.y): + new_grid.append(Array([])) + for x in range(grid_size.x): + var tile = tile_scene.instantiate() + var tile_position = grid_offset + Vector2(x, y) * tile_size + tile.position = tile_position + tile.grid_position = Vector2i(x, y) + + match3_node.add_child(tile) + + # Configure Area2D + tile.monitoring = true + tile.monitorable = true + tile.input_pickable = true + + tile.set_tile_size(tile_size) + tile.set_active_gem_types(active_gems) + + # Set the saved tile type + var saved_tile_type = grid_layout[y][x] + if saved_tile_type >= 0 and saved_tile_type < tile_types: + tile.tile_type = saved_tile_type + else: + tile.tile_type = randi() % tile_types + + # Connect tile signals + if tile.has_signal("tile_selected") and match3_node.has_method("_on_tile_selected"): + tile.tile_selected.connect(match3_node._on_tile_selected) + if tile.has_signal("tile_hovered") and match3_node.has_method("_on_tile_hovered"): + tile.tile_hovered.connect(match3_node._on_tile_hovered) + tile.tile_unhovered.connect(match3_node._on_tile_unhovered) + + new_grid[y].append(tile) + + return new_grid diff --git a/scenes/game/gameplays/match3_save_manager.gd.uid b/scenes/game/gameplays/match3_save_manager.gd.uid new file mode 100644 index 0000000..35d202f --- /dev/null +++ b/scenes/game/gameplays/match3_save_manager.gd.uid @@ -0,0 +1 @@ +uid://balbki1cnwdn1 diff --git a/scenes/game/gameplays/match3_validator.gd b/scenes/game/gameplays/match3_validator.gd new file mode 100644 index 0000000..d85d252 --- /dev/null +++ b/scenes/game/gameplays/match3_validator.gd @@ -0,0 +1,102 @@ +class_name Match3Validator +extends RefCounted + +## Validation utilities for Match3 gameplay +## +## Static methods for validating Match3 game state and data integrity. +## Prevents crashes by checking bounds, data structures, and game logic constraints. +## +## Usage: +## if Match3Validator.is_valid_grid_position(pos, grid_size): +## # Safe to access grid[pos.y][pos.x] +## +## if Match3Validator.validate_grid_integrity(grid, grid_size): +## # Grid structure is valid for game operations + + +static func is_valid_grid_position(pos: Vector2i, grid_size: Vector2i) -> bool: + ## Check if the position is within the grid boundaries. + ## + ## Performs bounds checking to prevent index out of bounds errors. + ## + ## Args: + ## pos: Grid position to validate (x, y coordinates) + ## grid_size: Dimensions of the grid (width, height) + ## + ## Returns: + ## bool: True if position is valid, False if out of bounds + return pos.x >= 0 and pos.y >= 0 and pos.x < grid_size.x and pos.y < grid_size.y + + +static func validate_grid_integrity(grid: Array, grid_size: Vector2i) -> bool: + ## Verify that the grid array structure matches expected dimensions. + ## + ## Validates the grid's 2D array structure for safe game operations. + ## Checks array types, dimensions, and structural consistency. + ## + ## Args: + ## grid: The 2D array representing the game grid + ## grid_size: Expected dimensions (width x height) + ## + ## Returns: + ## bool: True if grid structure is valid, False if corrupted or malformed + if not grid is Array: + DebugManager.log_error("Grid is not an array", "Match3") + return false + + if grid.size() != grid_size.y: + DebugManager.log_error( + "Grid height mismatch: %d vs %d" % [grid.size(), grid_size.y], "Match3" + ) + return false + + for y in range(grid.size()): + if not grid[y] is Array: + DebugManager.log_error("Grid row %d is not an array" % y, "Match3") + return false + + if grid[y].size() != grid_size.x: + DebugManager.log_error( + "Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), grid_size.x], "Match3" + ) + return false + + return true + + +static func safe_grid_access(grid: Array, pos: Vector2i, grid_size: Vector2i) -> Node2D: + # Safe grid access with comprehensive bounds checking + if not is_valid_grid_position(pos, grid_size): + return null + + if pos.y >= grid.size() or pos.x >= grid[pos.y].size(): + DebugManager.log_warn("Grid bounds exceeded: (%d,%d)" % [pos.x, pos.y], "Match3") + return null + + var tile = grid[pos.y][pos.x] + if not tile or not is_instance_valid(tile): + return null + + return tile + + +static func safe_tile_access(tile: Node2D, property: String): + # Safe property access on tiles + if not tile or not is_instance_valid(tile): + return null + + if not property in tile: + DebugManager.log_warn("Tile missing property: %s" % property, "Match3") + return null + + return tile.get(property) + + +static func are_tiles_adjacent(tile1: Node2D, tile2: Node2D) -> bool: + if not tile1 or not tile2: + return false + + var pos1 = tile1.grid_position + var pos2 = tile2.grid_position + var diff = abs(pos1.x - pos2.x) + abs(pos1.y - pos2.y) + return diff == 1 diff --git a/scenes/game/gameplays/match3_validator.gd.uid b/scenes/game/gameplays/match3_validator.gd.uid new file mode 100644 index 0000000..bcf8836 --- /dev/null +++ b/scenes/game/gameplays/match3_validator.gd.uid @@ -0,0 +1 @@ +uid://cjav8g5js6umr diff --git a/scenes/game/gameplays/tile.gd b/scenes/game/gameplays/tile.gd index f0eeec5..2567b90 100644 --- a/scenes/game/gameplays/tile.gd +++ b/scenes/game/gameplays/tile.gd @@ -2,31 +2,37 @@ extends Node2D signal tile_selected(tile: Node2D) -@export var tile_type: int = 0 : set = _set_tile_type -var grid_position: Vector2i -var is_selected: bool = false : set = _set_selected -var is_highlighted: bool = false : set = _set_highlighted -var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board - -@onready var sprite: Sprite2D = $Sprite2D - # Target size for each tile to fit in the 54x54 grid cells const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding +@export var tile_type: int = 0: + set = _set_tile_type + +var grid_position: Vector2i +var is_selected: bool = false: + set = _set_selected +var is_highlighted: bool = false: + set = _set_highlighted +var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board + # All available gem textures -var all_gem_textures = [ - preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem - preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem - preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem - preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem - preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem - preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem - preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem - preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem +var all_gem_textures: Array[Texture2D] = [ + preload("res://assets/sprites/skulls/red.png"), + preload("res://assets/sprites/skulls/blue.png"), + preload("res://assets/sprites/skulls/green.png"), + preload("res://assets/sprites/skulls/pink.png"), + preload("res://assets/sprites/skulls/purple.png"), + preload("res://assets/sprites/skulls/dark-blue.png"), + preload("res://assets/sprites/skulls/grey.png"), + preload("res://assets/sprites/skulls/orange.png"), + preload("res://assets/sprites/skulls/yellow.png"), ] # Currently active gem types (indices into all_gem_textures) -var active_gem_types = [] # Will be set from TileManager +var active_gem_types: Array[int] = [] # Will be set from TileManager + +@onready var sprite: Sprite2D = $Sprite2D + func _set_tile_type(value: int) -> void: tile_type = value @@ -38,7 +44,16 @@ func _set_tile_type(value: int) -> void: sprite.texture = all_gem_textures[texture_index] _scale_sprite_to_fit() else: - DebugManager.log_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1), "Match3") + DebugManager.log_error( + ( + "Invalid tile type: " + + str(value) + + ". Available types: 0-" + + str(active_gem_types.size() - 1) + ), + "Match3" + ) + func _scale_sprite_to_fit() -> void: # Fixed: Add additional null checks @@ -48,9 +63,16 @@ func _scale_sprite_to_fit() -> void: var scale_factor = TILE_SIZE / max_dimension original_scale = Vector2(scale_factor, scale_factor) sprite.scale = original_scale - DebugManager.log_debug("Set original scale to %s for tile (%d,%d)" % [original_scale, grid_position.x, grid_position.y], "Match3") + DebugManager.log_debug( + ( + "Set original scale to %s for tile (%d,%d)" + % [original_scale, grid_position.x, grid_position.y] + ), + "Match3" + ) -func set_active_gem_types(gem_indices: Array) -> void: + +func set_active_gem_types(gem_indices: Array[int]) -> void: if not gem_indices or gem_indices.is_empty(): DebugManager.log_error("Empty gem indices array provided", "Tile") return @@ -60,7 +82,13 @@ func set_active_gem_types(gem_indices: Array) -> void: # Validate all gem indices are within bounds for gem_index in active_gem_types: if gem_index < 0 or gem_index >= all_gem_textures.size(): - DebugManager.log_error("Invalid gem index: %d (valid range: 0-%d)" % [gem_index, all_gem_textures.size() - 1], "Tile") + DebugManager.log_error( + ( + "Invalid gem index: %d (valid range: 0-%d)" + % [gem_index, all_gem_textures.size() - 1] + ), + "Tile" + ) # Use default fallback active_gem_types = [0, 1, 2, 3, 4] break @@ -72,9 +100,11 @@ func set_active_gem_types(gem_indices: Array) -> void: _set_tile_type(tile_type) + func get_active_gem_count() -> int: return active_gem_types.size() + func add_gem_type(gem_index: int) -> bool: if gem_index < 0 or gem_index >= all_gem_textures.size(): DebugManager.log_error("Invalid gem index: %d" % gem_index, "Tile") @@ -86,6 +116,7 @@ func add_gem_type(gem_index: int) -> bool: return false + func remove_gem_type(gem_index: int) -> bool: var type_index = active_gem_types.find(gem_index) if type_index == -1: @@ -104,18 +135,33 @@ func remove_gem_type(gem_index: int) -> bool: return true + func _set_selected(value: bool) -> void: var old_value = is_selected is_selected = value - DebugManager.log_debug("Tile (%d,%d) selection changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3") + DebugManager.log_debug( + ( + "Tile (%d,%d) selection changed: %s -> %s" + % [grid_position.x, grid_position.y, old_value, value] + ), + "Match3" + ) _update_visual_feedback() + func _set_highlighted(value: bool) -> void: var old_value = is_highlighted is_highlighted = value - DebugManager.log_debug("Tile (%d,%d) highlight changed: %s -> %s" % [grid_position.x, grid_position.y, old_value, value], "Match3") + DebugManager.log_debug( + ( + "Tile (%d,%d) highlight changed: %s -> %s" + % [grid_position.x, grid_position.y, old_value, value] + ), + "Match3" + ) _update_visual_feedback() + func _update_visual_feedback() -> void: if not sprite: return @@ -126,20 +172,38 @@ func _update_visual_feedback() -> void: var scale_multiplier: float if is_selected: - # Selected: bright and 20% larger than original board size + # Selected: bright and larger than original board size target_modulate = Color(1.2, 1.2, 1.2, 1.0) - scale_multiplier = 1.2 - DebugManager.log_debug("SELECTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + scale_multiplier = UIConstants.TILE_SELECTED_SCALE + DebugManager.log_debug( + ( + "SELECTING tile (%d,%d): target scale %.2fx, current scale %s" + % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale] + ), + "Match3" + ) elif is_highlighted: - # Highlighted: subtle glow and 10% larger than original board size + # Highlighted: subtle glow and larger than original board size target_modulate = Color(1.1, 1.1, 1.1, 1.0) - scale_multiplier = 1.1 - DebugManager.log_debug("HIGHLIGHTING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + scale_multiplier = UIConstants.TILE_HIGHLIGHTED_SCALE + DebugManager.log_debug( + ( + "HIGHLIGHTING tile (%d,%d): target scale %.2fx, current scale %s" + % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale] + ), + "Match3" + ) else: # Normal state: white and original board size target_modulate = Color.WHITE - scale_multiplier = 1.0 - DebugManager.log_debug("NORMALIZING tile (%d,%d): target scale %.2fx, current scale %s" % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale], "Match3") + scale_multiplier = UIConstants.TILE_NORMAL_SCALE + DebugManager.log_debug( + ( + "NORMALIZING tile (%d,%d): target scale %.2fx, current scale %s" + % [grid_position.x, grid_position.y, scale_multiplier, sprite.scale] + ), + "Match3" + ) # Calculate target scale relative to original board scale target_scale = original_scale * scale_multiplier @@ -149,7 +213,13 @@ func _update_visual_feedback() -> void: # Only animate scale if it's actually changing if sprite.scale != target_scale: - DebugManager.log_debug("Animating scale from %s to %s for tile (%d,%d)" % [sprite.scale, target_scale, grid_position.x, grid_position.y], "Match3") + DebugManager.log_debug( + ( + "Animating scale from %s to %s for tile (%d,%d)" + % [sprite.scale, target_scale, grid_position.x, grid_position.y] + ), + "Match3" + ) var tween = create_tween() tween.tween_property(sprite, "scale", target_scale, 0.15) @@ -157,10 +227,20 @@ func _update_visual_feedback() -> void: # Add completion callback for debugging tween.tween_callback(_on_scale_animation_completed.bind(target_scale)) else: - DebugManager.log_debug("No scale change needed for tile (%d,%d)" % [grid_position.x, grid_position.y], "Match3") + DebugManager.log_debug( + "No scale change needed for tile (%d,%d)" % [grid_position.x, grid_position.y], "Match3" + ) + func _on_scale_animation_completed(expected_scale: Vector2) -> void: - DebugManager.log_debug("Scale animation completed for tile (%d,%d): expected %s, actual %s" % [grid_position.x, grid_position.y, expected_scale, sprite.scale], "Match3") + DebugManager.log_debug( + ( + "Scale animation completed for tile (%d,%d): expected %s, actual %s" + % [grid_position.x, grid_position.y, expected_scale, sprite.scale] + ), + "Match3" + ) + func force_reset_visual_state() -> void: # Force reset all visual states - debug function @@ -169,7 +249,27 @@ func force_reset_visual_state() -> void: if sprite: sprite.modulate = Color.WHITE sprite.scale = original_scale # Reset to original board scale, not 1.0 - DebugManager.log_debug("Forced visual reset on tile (%d,%d) to original scale %s" % [grid_position.x, grid_position.y, original_scale], "Match3") + DebugManager.log_debug( + ( + "Forced visual reset on tile (%d,%d) to original scale %s" + % [grid_position.x, grid_position.y, original_scale] + ), + "Match3" + ) + + +# Handle input for tile selection +func _input(event: InputEvent) -> void: + if event is InputEventMouseButton: + if event.button_index == MOUSE_BUTTON_LEFT and event.pressed: + # Check if the mouse click is within the tile's bounds + var local_position = to_local(get_global_mouse_position()) + var sprite_rect = Rect2(-TILE_SIZE / 2.0, -TILE_SIZE / 2.0, TILE_SIZE, TILE_SIZE) + + if sprite_rect.has_point(local_position): + tile_selected.emit(self) + get_viewport().set_input_as_handled() + # Called when the node enters the scene tree for the first time. func _ready() -> void: diff --git a/scenes/main/Main.gd b/scenes/main/Main.gd index 106a775..6060f9a 100644 --- a/scenes/main/Main.gd +++ b/scenes/main/Main.gd @@ -1,43 +1,96 @@ extends Control -@onready var press_any_key_screen = $PressAnyKeyScreen -var current_menu = null - const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn") const SETTINGS_MENU_SCENE = preload("res://scenes/ui/SettingsMenu.tscn") -func _ready(): - DebugManager.log_debug("Main scene ready", "Main") - press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed) +var current_menu: Control = null -func _on_any_key_pressed(): +@onready var splash_screen: Node = $SplashScreen + + +func _ready() -> void: + DebugManager.log_debug("Main scene ready", "Main") + # Use alternative connection method with input handling + _setup_splash_screen_connection() + + +func _setup_splash_screen_connection() -> void: + # 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("confirm_pressed"): + splash_screen.confirm_pressed.connect(_on_confirm_pressed) + DebugManager.log_debug("Connected to confirm_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() -> void: + # Fallback: handle input directly in the main scene + set_process_unhandled_input(true) + + +func _unhandled_input(event: InputEvent) -> void: + if splash_screen and splash_screen.is_inside_tree(): + # Forward input to splash screen or handle directly + if event.is_action_pressed("action_confirm"): + _on_confirm_pressed() + get_viewport().set_input_as_handled() + + +func _on_confirm_pressed() -> void: DebugManager.log_debug("Transitioning to main menu", "Main") - press_any_key_screen.queue_free() + splash_screen.queue_free() show_main_menu() -func show_main_menu(): + +func show_main_menu() -> void: clear_current_menu() var main_menu = MAIN_MENU_SCENE.instantiate() main_menu.open_settings.connect(_on_open_settings) add_child(main_menu) current_menu = main_menu -func show_settings_menu(): + +func show_settings_menu() -> void: clear_current_menu() var settings_menu = SETTINGS_MENU_SCENE.instantiate() settings_menu.back_to_main_menu.connect(_on_back_to_main_menu) add_child(settings_menu) current_menu = settings_menu -func clear_current_menu(): + +func clear_current_menu() -> void: if current_menu: current_menu.queue_free() current_menu = null -func _on_open_settings(): + +func _on_open_settings() -> void: DebugManager.log_debug("Opening settings menu", "Main") show_settings_menu() -func _on_back_to_main_menu(): + +func _on_back_to_main_menu() -> void: DebugManager.log_debug("Back to main menu", "Main") show_main_menu() diff --git a/scenes/main/PressAnyKeyScreen.gd b/scenes/main/PressAnyKeyScreen.gd deleted file mode 100644 index a52c779..0000000 --- a/scenes/main/PressAnyKeyScreen.gd +++ /dev/null @@ -1,16 +0,0 @@ -extends Control - -signal any_key_pressed - -func _ready(): - DebugManager.log_debug("PressAnyKeyScreen ready", "PressAnyKey") - update_text() - -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): - DebugManager.log_debug("Action pressed: " + str(event), "PressAnyKey") - any_key_pressed.emit() - get_viewport().set_input_as_handled() - -func update_text(): - $PressKeyContainer/PressKeyLabel.text = tr("press_ok_continue") diff --git a/scenes/main/SplashScreen.gd b/scenes/main/SplashScreen.gd new file mode 100644 index 0000000..8e3ec63 --- /dev/null +++ b/scenes/main/SplashScreen.gd @@ -0,0 +1,27 @@ +extends Control + +signal confirm_pressed + + +func _ready() -> void: + DebugManager.log_debug("SplashScreen ready", "SplashScreen") + update_text() + + +func _input(event: InputEvent) -> void: + if ( + event.is_action_pressed("action_confirm") + 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), "SplashScreen") + confirm_pressed.emit() + get_viewport().set_input_as_handled() + + +func update_text() -> void: + $SplashContainer/ContinueLabel.text = tr("press_ok_continue") diff --git a/scenes/main/PressAnyKeyScreen.gd.uid b/scenes/main/SplashScreen.gd.uid similarity index 100% rename from scenes/main/PressAnyKeyScreen.gd.uid rename to scenes/main/SplashScreen.gd.uid diff --git a/scenes/main/PressAnyKeyScreen.tscn b/scenes/main/SplashScreen.tscn similarity index 84% rename from scenes/main/PressAnyKeyScreen.tscn rename to scenes/main/SplashScreen.tscn index d0b8289..6356a9a 100644 --- a/scenes/main/PressAnyKeyScreen.tscn +++ b/scenes/main/SplashScreen.tscn @@ -1,6 +1,6 @@ [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="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"] @@ -89,7 +89,7 @@ animations = [{ "speed": 5.0 }] -[node name="PressAnyKeyScreen" type="Control" groups=["localizable"]] +[node name="SplashScreen" type="Control" groups=["localizable"]] layout_mode = 3 anchors_preset = 15 anchor_right = 1.0 @@ -98,7 +98,7 @@ grow_horizontal = 2 grow_vertical = 2 script = ExtResource("1_0a4p2") -[node name="PressKeyContainer" type="VBoxContainer" parent="."] +[node name="SplashContainer" type="VBoxContainer" parent="."] layout_mode = 1 anchors_preset = 8 anchor_left = 0.5 @@ -113,24 +113,21 @@ grow_horizontal = 2 grow_vertical = 2 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 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") autoplay = "default" -offset = Vector2(0, -30) -[node name="TitleLabel" type="Label" parent="PressKeyContainer"] +[node name="TitleLabel" type="Label" parent="SplashContainer"] layout_mode = 2 text = "Skelly" horizontal_alignment = 1 -[node name="PressKeyLabel" type="Label" parent="PressKeyContainer"] +[node name="ContinueLabel" type="Label" parent="SplashContainer"] layout_mode = 2 text = "`press_ok_continue`" diff --git a/scenes/main/main.tscn b/scenes/main/main.tscn index 8572d45..45ad126 100644 --- a/scenes/main/main.tscn +++ b/scenes/main/main.tscn @@ -1,9 +1,9 @@ [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="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.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="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/SplashScreen.tscn" id="1_o5qli"] [ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"] +[ext_resource type="Texture2D" uid="uid://bengv32u1jeym" path="res://assets/textures/backgrounds/BGx3.png" id="GlobalBackground"] [node name="main" type="Control"] layout_mode = 3 @@ -21,10 +21,10 @@ anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 -texture = ExtResource("2_sugp2") +texture = ExtResource("GlobalBackground") stretch_mode = 1 -[node name="PressAnyKeyScreen" parent="." instance=ExtResource("1_o5qli")] +[node name="SplashScreen" parent="." instance=ExtResource("1_o5qli")] layout_mode = 1 [node name="DebugToggle" parent="." instance=ExtResource("4_v7g8d")] diff --git a/scenes/ui/DebugButton.gd b/scenes/ui/DebugButton.gd new file mode 100644 index 0000000..5e55476 --- /dev/null +++ b/scenes/ui/DebugButton.gd @@ -0,0 +1,20 @@ +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(is_debug_visible: bool): + button.text = "Debug UI: " + ("ON" if is_debug_visible else "OFF") diff --git a/scenes/ui/DebugButton.gd.uid b/scenes/ui/DebugButton.gd.uid new file mode 100644 index 0000000..8edec49 --- /dev/null +++ b/scenes/ui/DebugButton.gd.uid @@ -0,0 +1 @@ +uid://bwc2yembdjbci diff --git a/scenes/ui/DebugMenu.gd b/scenes/ui/DebugMenu.gd index 596d111..0b3f1ad 100644 --- a/scenes/ui/DebugMenu.gd +++ b/scenes/ui/DebugMenu.gd @@ -1,5 +1,6 @@ extends DebugMenuBase + func _find_target_scene(): # Fixed: Search more thoroughly for match3 scene if match3_scene: diff --git a/scenes/ui/DebugMenuBase.gd b/scenes/ui/DebugMenuBase.gd index 7548a9b..14ffeeb 100644 --- a/scenes/ui/DebugMenuBase.gd +++ b/scenes/ui/DebugMenuBase.gd @@ -1,38 +1,44 @@ class_name DebugMenuBase extends Control -@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton -@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox -@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel -@onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox -@onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox -@onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel -@onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel - -@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd" -@export var log_category: String = "DebugMenu" - # Safety constants matching match3_gameplay.gd const MAX_GRID_SIZE := 15 const MAX_TILE_TYPES := 10 const MIN_GRID_SIZE := 3 const MIN_TILE_TYPES := 3 +const SCENE_SEARCH_COOLDOWN := 0.5 + +@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd" +@export var log_category: String = "DebugMenu" var match3_scene: Node2D var search_timer: Timer var last_scene_search_time: float = 0.0 -const SCENE_SEARCH_COOLDOWN := 0.5 # Prevent excessive scene searching -func _exit_tree(): +@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton +@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox +@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel +@onready +var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox +@onready +var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox +@onready +var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel +@onready +var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel + + +func _exit_tree() -> void: if search_timer: search_timer.queue_free() -func _ready(): + +func _ready() -> void: DebugManager.log_debug("DebugMenuBase _ready() called", log_category) DebugManager.debug_toggled.connect(_on_debug_toggled) # Initialize with current debug state - var current_debug_state = DebugManager.is_debug_enabled() + var current_debug_state: bool = DebugManager.is_debug_enabled() visible = current_debug_state # Connect signals @@ -50,7 +56,8 @@ func _ready(): # Start searching for target scene _find_target_scene() -func _initialize_spinboxes(): + +func _initialize_spinboxes() -> void: # Initialize gem types spinbox with safety limits gem_types_spinbox.min_value = MIN_TILE_TYPES gem_types_spinbox.max_value = MAX_TILE_TYPES @@ -68,40 +75,47 @@ func _initialize_spinboxes(): grid_height_spinbox.step = 1 grid_height_spinbox.value = 8 # Default value -func _setup_scene_finding(): + +func _setup_scene_finding() -> void: # Create timer for periodic scene search with longer intervals to reduce CPU usage search_timer = Timer.new() search_timer.wait_time = 0.5 # Reduced frequency from 0.1 to 0.5 seconds search_timer.timeout.connect(_find_target_scene) add_child(search_timer) + # Virtual method - override in derived classes for specific finding logic -func _find_target_scene(): +func _find_target_scene() -> void: DebugManager.log_error("_find_target_scene() not implemented in derived class", log_category) + func _find_node_by_script(node: Node, script_path: String) -> Node: # Helper function to find node by its script path if not node: return null if node.get_script(): - var node_script = node.get_script() + var node_script: Script = node.get_script() if node_script.resource_path == script_path: return node for child in node.get_children(): - var result = _find_node_by_script(child, script_path) + var result: Node = _find_node_by_script(child, script_path) if result: return result return null -func _update_ui_from_scene(): + +func _update_ui_from_scene() -> void: if not match3_scene: return # Connect to grid state loaded signal if not already connected - if match3_scene.has_signal("grid_state_loaded") and not match3_scene.grid_state_loaded.is_connected(_on_grid_state_loaded): + if ( + match3_scene.has_signal("grid_state_loaded") + and not match3_scene.grid_state_loaded.is_connected(_on_grid_state_loaded) + ): match3_scene.grid_state_loaded.connect(_on_grid_state_loaded) DebugManager.log_debug("Connected to grid_state_loaded signal", log_category) @@ -112,14 +126,18 @@ func _update_ui_from_scene(): # Update grid size display if "GRID_SIZE" in match3_scene: - var grid_size = match3_scene.GRID_SIZE + var grid_size: Vector2i = match3_scene.GRID_SIZE grid_width_spinbox.value = grid_size.x grid_height_spinbox.value = grid_size.y grid_width_label.text = "Width: " + str(grid_size.x) grid_height_label.text = "Height: " + str(grid_size.y) -func _on_grid_state_loaded(grid_size: Vector2i, tile_types: int): - DebugManager.log_debug("Grid state loaded signal received: size=%s, types=%d" % [grid_size, tile_types], log_category) + +func _on_grid_state_loaded(grid_size: Vector2i, tile_types: int) -> void: + DebugManager.log_debug( + "Grid state loaded signal received: size=%s, types=%d" % [grid_size, tile_types], + log_category + ) # Update the UI with the actual loaded values gem_types_spinbox.value = tile_types @@ -130,16 +148,19 @@ func _on_grid_state_loaded(grid_size: Vector2i, tile_types: int): grid_width_label.text = "Width: " + str(grid_size.x) grid_height_label.text = "Height: " + str(grid_size.y) -func _stop_search_timer(): + +func _stop_search_timer() -> void: if search_timer and search_timer.timeout.is_connected(_find_target_scene): search_timer.stop() -func _start_search_timer(): + +func _start_search_timer() -> void: if search_timer and not search_timer.timeout.is_connected(_find_target_scene): search_timer.timeout.connect(_find_target_scene) search_timer.start() -func _on_debug_toggled(enabled: bool): + +func _on_debug_toggled(enabled: bool) -> void: DebugManager.log_debug("Debug toggled to " + str(enabled), log_category) visible = enabled if enabled: @@ -150,13 +171,17 @@ func _on_debug_toggled(enabled: bool): # Force refresh the values in case they changed while debug was hidden _refresh_current_values() -func _refresh_current_values(): + +func _refresh_current_values() -> void: # Refresh UI with current values from the scene if match3_scene: - DebugManager.log_debug("Refreshing debug menu values from current scene state", log_category) + DebugManager.log_debug( + "Refreshing debug menu values from current scene state", log_category + ) _update_ui_from_scene() -func _on_regenerate_pressed(): + +func _on_regenerate_pressed() -> void: if not match3_scene: _find_target_scene() @@ -170,9 +195,10 @@ func _on_regenerate_pressed(): else: DebugManager.log_error("Target scene does not have regenerate_grid method", log_category) -func _on_gem_types_changed(value: float): + +func _on_gem_types_changed(value: float) -> void: # Rate limiting for scene searches - var current_time = Time.get_ticks_msec() / 1000.0 + var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return @@ -184,10 +210,16 @@ func _on_gem_types_changed(value: float): DebugManager.log_error("Could not find target scene for gem types change", log_category) return - var new_value = int(value) + var new_value: int = int(value) # Enhanced input validation with safety constants if new_value < MIN_TILE_TYPES or new_value > MAX_TILE_TYPES: - DebugManager.log_error("Invalid gem types value: %d (range: %d-%d)" % [new_value, MIN_TILE_TYPES, MAX_TILE_TYPES], log_category) + DebugManager.log_error( + ( + "Invalid gem types value: %d (range: %d-%d)" + % [new_value, MIN_TILE_TYPES, MAX_TILE_TYPES] + ), + log_category + ) # Reset to valid value gem_types_spinbox.value = clamp(new_value, MIN_TILE_TYPES, MAX_TILE_TYPES) return @@ -203,9 +235,10 @@ func _on_gem_types_changed(value: float): match3_scene.TILE_TYPES = new_value gem_types_label.text = "Gem Types: " + str(new_value) -func _on_grid_width_changed(value: float): + +func _on_grid_width_changed(value: float) -> void: # Rate limiting for scene searches - var current_time = Time.get_ticks_msec() / 1000.0 + var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return @@ -217,10 +250,16 @@ func _on_grid_width_changed(value: float): DebugManager.log_error("Could not find target scene for grid width change", log_category) return - var new_width = int(value) + var new_width: int = int(value) # Enhanced input validation with safety constants if new_width < MIN_GRID_SIZE or new_width > MAX_GRID_SIZE: - DebugManager.log_error("Invalid grid width value: %d (range: %d-%d)" % [new_width, MIN_GRID_SIZE, MAX_GRID_SIZE], log_category) + DebugManager.log_error( + ( + "Invalid grid width value: %d (range: %d-%d)" + % [new_width, MIN_GRID_SIZE, MAX_GRID_SIZE] + ), + log_category + ) # Reset to valid value grid_width_spinbox.value = clamp(new_width, MIN_GRID_SIZE, MAX_GRID_SIZE) return @@ -228,17 +267,20 @@ func _on_grid_width_changed(value: float): grid_width_label.text = "Width: " + str(new_width) # Get current height - var current_height = int(grid_height_spinbox.value) + var current_height: int = int(grid_height_spinbox.value) if match3_scene.has_method("set_grid_size"): - DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), log_category) + DebugManager.log_debug( + "Setting grid size to " + str(new_width) + "x" + str(current_height), log_category + ) await match3_scene.set_grid_size(Vector2i(new_width, current_height)) else: DebugManager.log_error("Target scene does not have set_grid_size method", log_category) -func _on_grid_height_changed(value: float): + +func _on_grid_height_changed(value: float) -> void: # Rate limiting for scene searches - var current_time = Time.get_ticks_msec() / 1000.0 + var current_time: float = Time.get_ticks_msec() / 1000.0 if current_time - last_scene_search_time < SCENE_SEARCH_COOLDOWN: return @@ -250,10 +292,16 @@ func _on_grid_height_changed(value: float): DebugManager.log_error("Could not find target scene for grid height change", log_category) return - var new_height = int(value) + var new_height: int = int(value) # Enhanced input validation with safety constants if new_height < MIN_GRID_SIZE or new_height > MAX_GRID_SIZE: - DebugManager.log_error("Invalid grid height value: %d (range: %d-%d)" % [new_height, MIN_GRID_SIZE, MAX_GRID_SIZE], log_category) + DebugManager.log_error( + ( + "Invalid grid height value: %d (range: %d-%d)" + % [new_height, MIN_GRID_SIZE, MAX_GRID_SIZE] + ), + log_category + ) # Reset to valid value grid_height_spinbox.value = clamp(new_height, MIN_GRID_SIZE, MAX_GRID_SIZE) return @@ -261,10 +309,12 @@ func _on_grid_height_changed(value: float): grid_height_label.text = "Height: " + str(new_height) # Get current width - var current_width = int(grid_width_spinbox.value) + var current_width: int = int(grid_width_spinbox.value) if match3_scene.has_method("set_grid_size"): - DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), log_category) + DebugManager.log_debug( + "Setting grid size to " + str(current_width) + "x" + str(new_height), log_category + ) await match3_scene.set_grid_size(Vector2i(current_width, new_height)) else: - DebugManager.log_error("Target scene does not have set_grid_size method", log_category) \ No newline at end of file + DebugManager.log_error("Target scene does not have set_grid_size method", log_category) diff --git a/scenes/ui/DebugToggle.gd b/scenes/ui/DebugToggle.gd index 2d225cd..5187def 100644 --- a/scenes/ui/DebugToggle.gd +++ b/scenes/ui/DebugToggle.gd @@ -1,5 +1,6 @@ extends Button + func _ready(): pressed.connect(_on_pressed) DebugManager.debug_toggled.connect(_on_debug_toggled) @@ -8,8 +9,10 @@ func _ready(): var current_state = DebugManager.is_debug_enabled() text = "Debug: " + ("ON" if current_state else "OFF") + func _on_pressed(): DebugManager.toggle_debug() + func _on_debug_toggled(enabled: bool): text = "Debug: " + ("ON" if enabled else "OFF") diff --git a/scenes/ui/MainMenu.gd b/scenes/ui/MainMenu.gd index 29201dd..fdec744 100644 --- a/scenes/ui/MainMenu.gd +++ b/scenes/ui/MainMenu.gd @@ -2,18 +2,21 @@ extends Control signal open_settings -@onready var menu_buttons: Array[Button] = [] var current_menu_index: int = 0 var original_button_scales: Array[Vector2] = [] -func _ready(): +@onready var menu_buttons: Array[Button] = [] + + +func _ready() -> void: DebugManager.log_info("MainMenu ready", "MainMenu") _setup_menu_navigation() _update_new_game_button() -func _on_new_game_button_pressed(): + +func _on_new_game_button_pressed() -> void: AudioManager.play_ui_click() - var button_text = $MenuContainer/NewGameButton.text + var button_text: String = $MenuContainer/NewGameButton.text if button_text == "Continue": DebugManager.log_info("Continue pressed", "MainMenu") GameManager.continue_game() @@ -21,17 +24,20 @@ func _on_new_game_button_pressed(): DebugManager.log_info("New Game pressed", "MainMenu") GameManager.start_new_game() -func _on_settings_button_pressed(): + +func _on_settings_button_pressed() -> void: AudioManager.play_ui_click() DebugManager.log_info("Settings pressed", "MainMenu") open_settings.emit() -func _on_exit_button_pressed(): + +func _on_exit_button_pressed() -> void: AudioManager.play_ui_click() DebugManager.log_info("Exit pressed", "MainMenu") get_tree().quit() -func _setup_menu_navigation(): + +func _setup_menu_navigation() -> void: menu_buttons.clear() original_button_scales.clear() @@ -44,6 +50,7 @@ func _setup_menu_navigation(): _update_visual_selection() + func _input(event: InputEvent) -> void: if event.is_action_pressed("move_up"): _navigate_menu(-1) @@ -60,7 +67,8 @@ func _input(event: InputEvent) -> void: DebugManager.log_info("Quit game shortcut pressed", "MainMenu") get_tree().quit() -func _navigate_menu(direction: int): + +func _navigate_menu(direction: int) -> void: AudioManager.play_ui_click() current_menu_index = (current_menu_index + direction) % menu_buttons.size() if current_menu_index < 0: @@ -68,32 +76,41 @@ func _navigate_menu(direction: int): _update_visual_selection() DebugManager.log_info("Menu navigation: index " + str(current_menu_index), "MainMenu") -func _activate_current_button(): + +func _activate_current_button() -> void: if current_menu_index >= 0 and current_menu_index < menu_buttons.size(): - var button = menu_buttons[current_menu_index] + var button: Button = menu_buttons[current_menu_index] DebugManager.log_info("Activating button via keyboard/gamepad: " + button.text, "MainMenu") button.pressed.emit() -func _update_visual_selection(): + +func _update_visual_selection() -> void: for i in range(menu_buttons.size()): - var button = menu_buttons[i] + var button: Button = menu_buttons[i] if i == current_menu_index: - button.scale = original_button_scales[i] * 1.1 + button.scale = original_button_scales[i] * UIConstants.BUTTON_HOVER_SCALE button.modulate = Color(1.2, 1.2, 1.0) else: button.scale = original_button_scales[i] button.modulate = Color.WHITE -func _update_new_game_button(): - # Check if there's an existing save with progress - var current_score = SaveManager.get_current_score() - var games_played = SaveManager.get_games_played() - var has_saved_grid = SaveManager.has_saved_grid() - var new_game_button = $MenuContainer/NewGameButton +func _update_new_game_button() -> void: + # Check if there's an existing save with progress + var current_score: int = SaveManager.get_current_score() + var games_played: int = SaveManager.get_games_played() + var has_saved_grid: bool = SaveManager.has_saved_grid() + + var new_game_button: Button = $MenuContainer/NewGameButton if current_score > 0 or games_played > 0 or has_saved_grid: new_game_button.text = "Continue" - DebugManager.log_info("Updated button to Continue (score: %d, games: %d, grid: %s)" % [current_score, games_played, has_saved_grid], "MainMenu") + DebugManager.log_info( + ( + "Updated button to Continue (score: %d, games: %d, grid: %s)" + % [current_score, games_played, has_saved_grid] + ), + "MainMenu" + ) else: new_game_button.text = "New Game" DebugManager.log_info("Updated button to New Game", "MainMenu") diff --git a/scenes/ui/MainMenu.tscn b/scenes/ui/MainMenu.tscn index dd4c80e..6e08e22 100644 --- a/scenes/ui/MainMenu.tscn +++ b/scenes/ui/MainMenu.tscn @@ -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="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"] layout_mode = 3 @@ -13,6 +78,7 @@ grow_vertical = 2 script = ExtResource("1_b00nv") [node name="MenuContainer" type="VBoxContainer" parent="."] +custom_minimum_size = Vector2(200, 100) layout_mode = 1 anchors_preset = 8 anchor_left = 0.5 @@ -25,6 +91,17 @@ offset_right = 20.0 offset_bottom = 20.0 grow_horizontal = 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"] layout_mode = 2 diff --git a/scenes/ui/SettingsMenu.gd b/scenes/ui/SettingsMenu.gd index fc5fac3..3e15271 100644 --- a/scenes/ui/SettingsMenu.gd +++ b/scenes/ui/SettingsMenu.gd @@ -2,39 +2,39 @@ extends Control signal back_to_main_menu -@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider -@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider -@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider -@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper -@onready var reset_progress_button = $ResetSettingsContainer/ResetProgressButton - @export var settings_manager: Node = SettingsManager @export var localization_manager: Node = LocalizationManager # Progress reset confirmation dialog var confirmation_dialog: AcceptDialog - # Navigation system variables var navigable_controls: Array[Control] = [] var current_control_index: int = 0 var original_control_scales: Array[Vector2] = [] var original_control_modulates: Array[Color] = [] -func _ready(): +@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider +@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider +@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider +@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper +@onready var reset_progress_button = $ResetSettingsContainer/ResetProgressButton + + +func _ready() -> void: add_to_group("localizable") DebugManager.log_info("SettingsMenu ready", "Settings") # Language selector is initialized automatically - var master_callback = _on_volume_slider_changed.bind("master_volume") + var master_callback: Callable = _on_volume_slider_changed.bind("master_volume") if not master_slider.value_changed.is_connected(master_callback): master_slider.value_changed.connect(master_callback) - var music_callback = _on_volume_slider_changed.bind("music_volume") + var music_callback: Callable = _on_volume_slider_changed.bind("music_volume") if not music_slider.value_changed.is_connected(music_callback): music_slider.value_changed.connect(music_callback) - var sfx_callback = _on_volume_slider_changed.bind("sfx_volume") + var sfx_callback: Callable = _on_volume_slider_changed.bind("sfx_volume") if not sfx_slider.value_changed.is_connected(sfx_callback): sfx_slider.value_changed.connect(sfx_callback) @@ -45,37 +45,41 @@ func _ready(): _setup_navigation_system() _setup_confirmation_dialog() -func _update_controls_from_settings(): + +func _update_controls_from_settings() -> void: master_slider.value = settings_manager.get_setting("master_volume") music_slider.value = settings_manager.get_setting("music_volume") sfx_slider.value = settings_manager.get_setting("sfx_volume") # Language display is handled by the ValueStepper component -func _on_volume_slider_changed(value, setting_key): + +func _on_volume_slider_changed(value: float, setting_key: String) -> void: # Input validation for volume settings if not setting_key in ["master_volume", "music_volume", "sfx_volume"]: DebugManager.log_error("Invalid volume setting key: " + str(setting_key), "Settings") return - if not (value is float or value is int): + if typeof(value) != TYPE_FLOAT and typeof(value) != TYPE_INT: DebugManager.log_error("Invalid volume value type: " + str(typeof(value)), "Settings") return # Clamp value to valid range - var clamped_value = clamp(float(value), 0.0, 1.0) + var clamped_value: float = clamp(float(value), 0.0, 1.0) if clamped_value != value: DebugManager.log_warn("Volume value %f clamped to %f" % [value, clamped_value], "Settings") if not settings_manager.set_setting(setting_key, clamped_value): DebugManager.log_error("Failed to set volume setting: " + setting_key, "Settings") -func _exit_settings(): + +func _exit_settings() -> void: DebugManager.log_info("Exiting settings", "Settings") settings_manager.save_settings() back_to_main_menu.emit() -func _input(event): + +func _input(event: InputEvent) -> void: if event.is_action_pressed("action_east") or event.is_action_pressed("pause_menu"): DebugManager.log_debug("Cancel/back action pressed in settings", "Settings") _exit_settings() @@ -103,14 +107,14 @@ func _input(event): _activate_current_control() get_viewport().set_input_as_handled() -func _on_back_button_pressed(): + +func _on_back_button_pressed() -> void: AudioManager.play_ui_click() DebugManager.log_info("Back button pressed", "Settings") _exit_settings() - -func update_text(): +func update_text() -> void: $SettingsContainer/SettingsTitle.text = tr("settings_title") $SettingsContainer/MasterVolumeContainer/MasterVolume.text = tr("master_volume") $SettingsContainer/MusicVolumeContainer/MusicVolume.text = tr("music_volume") @@ -127,7 +131,8 @@ func _on_reset_setting_button_pressed() -> void: _update_controls_from_settings() localization_manager.change_language(settings_manager.get_setting("language")) -func _setup_navigation_system(): + +func _setup_navigation_system() -> void: navigable_controls.clear() original_control_scales.clear() original_control_modulates.clear() @@ -148,7 +153,8 @@ func _setup_navigation_system(): _update_visual_selection() -func _navigate_controls(direction: int): + +func _navigate_controls(direction: int) -> void: AudioManager.play_ui_click() current_control_index = (current_control_index + direction) % navigable_controls.size() if current_control_index < 0: @@ -156,32 +162,36 @@ func _navigate_controls(direction: int): _update_visual_selection() DebugManager.log_info("Settings navigation: index " + str(current_control_index), "Settings") -func _adjust_current_control(direction: int): + +func _adjust_current_control(direction: int) -> void: if current_control_index < 0 or current_control_index >= navigable_controls.size(): return - var control = navigable_controls[current_control_index] + var control: Control = navigable_controls[current_control_index] # Handle sliders if control is HSlider: - var slider = control as HSlider - var step = slider.step if slider.step > 0 else 0.1 - var new_value = slider.value + (direction * step) + var slider: HSlider = control as HSlider + var step: float = slider.step if slider.step > 0 else 0.1 + var new_value: float = slider.value + (direction * step) new_value = clamp(new_value, slider.min_value, slider.max_value) slider.value = new_value AudioManager.play_ui_click() - DebugManager.log_info("Slider adjusted: %s = %f" % [_get_control_name(control), new_value], "Settings") + DebugManager.log_info( + "Slider adjusted: %s = %f" % [_get_control_name(control), new_value], "Settings" + ) # Handle language stepper with left/right elif control == language_stepper: if language_stepper.handle_input_action("move_left" if direction == -1 else "move_right"): AudioManager.play_ui_click() -func _activate_current_control(): + +func _activate_current_control() -> void: if current_control_index < 0 or current_control_index >= navigable_controls.size(): return - var control = navigable_controls[current_control_index] + var control: Control = navigable_controls[current_control_index] # Handle buttons if control is Button: @@ -193,7 +203,8 @@ func _activate_current_control(): elif control == language_stepper: DebugManager.log_info("Language stepper selected - use left/right to change", "Settings") -func _update_visual_selection(): + +func _update_visual_selection() -> void: for i in range(navigable_controls.size()): var control = navigable_controls[i] if i == current_control_index: @@ -201,7 +212,7 @@ func _update_visual_selection(): if control == language_stepper: language_stepper.set_highlighted(true) else: - control.scale = original_control_scales[i] * 1.05 + control.scale = original_control_scales[i] * UIConstants.UI_CONTROL_HIGHLIGHT_SCALE control.modulate = Color(1.1, 1.1, 0.9) else: # Reset highlighting @@ -211,22 +222,27 @@ func _update_visual_selection(): control.scale = original_control_scales[i] control.modulate = original_control_modulates[i] + func _get_control_name(control: Control) -> String: if control == master_slider: return "master_volume" - elif control == music_slider: + if control == music_slider: return "music_volume" - elif control == sfx_slider: + if control == sfx_slider: return "sfx_volume" - elif control == language_stepper: + if control == language_stepper: return language_stepper.get_control_name() - else: - return "button" + return "button" -func _on_language_stepper_value_changed(new_value: String, new_index: int): - DebugManager.log_info("Language changed via ValueStepper: " + new_value + " (index: " + str(new_index) + ")", "Settings") -func _setup_confirmation_dialog(): +func _on_language_stepper_value_changed(new_value: String, new_index: float) -> void: + DebugManager.log_info( + "Language changed via ValueStepper: " + new_value + " (index: " + str(int(new_index)) + ")", + "Settings" + ) + + +func _setup_confirmation_dialog() -> void: """Create confirmation dialog for progress reset""" confirmation_dialog = AcceptDialog.new() confirmation_dialog.title = tr("confirm_reset_title") @@ -244,7 +260,8 @@ func _setup_confirmation_dialog(): add_child(confirmation_dialog) -func _on_reset_progress_button_pressed(): + +func _on_reset_progress_button_pressed() -> void: """Handle reset progress button press with confirmation""" AudioManager.play_ui_click() DebugManager.log_info("Reset progress button pressed", "Settings") @@ -257,7 +274,8 @@ func _on_reset_progress_button_pressed(): # Show confirmation dialog confirmation_dialog.popup_centered() -func _on_reset_progress_confirmed(): + +func _on_reset_progress_confirmed() -> void: """Actually reset the progress after confirmation""" AudioManager.play_ui_click() DebugManager.log_info("Progress reset confirmed by user", "Settings") @@ -267,7 +285,7 @@ func _on_reset_progress_confirmed(): DebugManager.log_info("All progress successfully reset", "Settings") # Show success message - var success_dialog = AcceptDialog.new() + var success_dialog: AcceptDialog = AcceptDialog.new() success_dialog.title = tr("reset_success_title") success_dialog.dialog_text = tr("reset_success_message") success_dialog.ok_button_text = tr("ok") @@ -283,7 +301,7 @@ func _on_reset_progress_confirmed(): DebugManager.log_error("Failed to reset progress", "Settings") # Show error message - var error_dialog = AcceptDialog.new() + var error_dialog: AcceptDialog = AcceptDialog.new() error_dialog.title = tr("reset_error_title") error_dialog.dialog_text = tr("reset_error_message") error_dialog.ok_button_text = tr("ok") @@ -291,7 +309,8 @@ func _on_reset_progress_confirmed(): error_dialog.popup_centered() error_dialog.confirmed.connect(func(): error_dialog.queue_free()) -func _on_reset_progress_canceled(): + +func _on_reset_progress_canceled() -> void: """Handle reset progress cancellation""" AudioManager.play_ui_click() DebugManager.log_info("Progress reset canceled by user", "Settings") diff --git a/scenes/ui/components/ValueStepper.gd b/scenes/ui/components/ValueStepper.gd index 82c7f4b..afd7429 100644 --- a/scenes/ui/components/ValueStepper.gd +++ b/scenes/ui/components/ValueStepper.gd @@ -1,6 +1,5 @@ -@tool -extends Control class_name ValueStepper +extends Control ## A reusable UI control for stepping through discrete values with arrow buttons ## @@ -12,11 +11,7 @@ class_name ValueStepper signal value_changed(new_value: String, new_index: int) -@onready var left_button: Button = $LeftButton -@onready var right_button: Button = $RightButton -@onready var value_display: Label = $ValueDisplay - -## The data source for values. Override this for custom implementations. +## The data source for values. @export var data_source: String = "language" ## Custom display format function. Leave empty to use default. @export var custom_format_function: String = "" @@ -29,7 +24,12 @@ var original_scale: Vector2 var original_modulate: Color var is_highlighted: bool = false -func _ready(): +@onready var left_button: Button = $LeftButton +@onready var right_button: Button = $RightButton +@onready var value_display: Label = $ValueDisplay + + +func _ready() -> void: DebugManager.log_info("ValueStepper ready for: " + data_source, "ValueStepper") # Store original visual properties @@ -47,8 +47,9 @@ func _ready(): _load_data() _update_display() + ## Loads data based on the data_source type -func _load_data(): +func _load_data() -> void: match data_source: "language": _load_language_data() @@ -59,8 +60,9 @@ func _load_data(): _: DebugManager.log_warn("Unknown data_source: " + data_source, "ValueStepper") -func _load_language_data(): - var languages_data = SettingsManager.get_languages_data() + +func _load_language_data() -> void: + var languages_data: Dictionary = SettingsManager.get_languages_data() if languages_data.has("languages"): values.clear() display_names.clear() @@ -69,28 +71,31 @@ func _load_language_data(): display_names.append(languages_data.languages[lang_code]["display_name"]) # Set current index based on current language - var current_lang = SettingsManager.get_setting("language") - var index = values.find(current_lang) + var current_lang: String = SettingsManager.get_setting("language") + var index: int = values.find(current_lang) current_index = max(0, index) DebugManager.log_info("Loaded %d languages" % values.size(), "ValueStepper") -func _load_resolution_data(): + +func _load_resolution_data() -> void: # Example resolution data - customize as needed values = ["1920x1080", "1366x768", "1280x720", "1024x768"] display_names = ["1920ร—1080 (Full HD)", "1366ร—768", "1280ร—720 (HD)", "1024ร—768"] current_index = 0 DebugManager.log_info("Loaded %d resolutions" % values.size(), "ValueStepper") -func _load_difficulty_data(): + +func _load_difficulty_data() -> void: # Example difficulty data - customize as needed values = ["easy", "normal", "hard", "nightmare"] display_names = ["Easy", "Normal", "Hard", "Nightmare"] current_index = 1 # Default to "normal" DebugManager.log_info("Loaded %d difficulty levels" % values.size(), "ValueStepper") + ## Updates the display text based on current selection -func _update_display(): +func _update_display() -> void: if values.size() == 0 or current_index < 0 or current_index >= values.size(): value_display.text = "N/A" return @@ -100,26 +105,30 @@ func _update_display(): else: value_display.text = values[current_index] + ## Changes the current value by the specified direction (-1 for previous, +1 for next) -func change_value(direction: int): +func change_value(direction: int) -> void: if values.size() == 0: DebugManager.log_warn("No values available for: " + data_source, "ValueStepper") return - var new_index = (current_index + direction) % values.size() + var new_index: int = (current_index + direction) % values.size() if new_index < 0: new_index = values.size() - 1 current_index = new_index - var new_value = values[current_index] + var new_value: String = values[current_index] _update_display() _apply_value_change(new_value, current_index) value_changed.emit(new_value, current_index) - DebugManager.log_info("Value changed to: " + new_value + " (index: " + str(current_index) + ")", "ValueStepper") + DebugManager.log_info( + "Value changed to: " + new_value + " (index: " + str(current_index) + ")", "ValueStepper" + ) + ## Override this method for custom value application logic -func _apply_value_change(new_value: String, index: int): +func _apply_value_change(new_value: String, _index: int) -> void: match data_source: "language": SettingsManager.set_setting("language", new_value) @@ -132,37 +141,46 @@ func _apply_value_change(new_value: String, index: int): # Apply difficulty change logic here DebugManager.log_info("Difficulty would change to: " + new_value, "ValueStepper") + ## Sets up custom values for the stepper -func setup_custom_values(custom_values: Array[String], custom_display_names: Array[String] = []): +func setup_custom_values( + custom_values: Array[String], custom_display_names: Array[String] = [] +) -> void: values = custom_values.duplicate() - display_names = custom_display_names.duplicate() if custom_display_names.size() > 0 else values.duplicate() + display_names = ( + custom_display_names.duplicate() if custom_display_names.size() > 0 else values.duplicate() + ) current_index = 0 _update_display() DebugManager.log_info("Setup custom values: " + str(values.size()) + " items", "ValueStepper") + ## Gets the current value func get_current_value() -> String: if values.size() > 0 and current_index >= 0 and current_index < values.size(): return values[current_index] return "" + ## Sets the current value by string -func set_current_value(value: String): - var index = values.find(value) +func set_current_value(value: String) -> void: + var index: int = values.find(value) if index >= 0: current_index = index _update_display() + ## Visual highlighting for navigation systems -func set_highlighted(highlighted: bool): +func set_highlighted(highlighted: bool) -> void: is_highlighted = highlighted if highlighted: - scale = original_scale * 1.05 + scale = original_scale * UIConstants.UI_CONTROL_HIGHLIGHT_SCALE modulate = Color(1.1, 1.1, 0.9) else: scale = original_scale modulate = original_modulate + ## Handle input actions for navigation integration func handle_input_action(action: String) -> bool: match action: @@ -175,16 +193,19 @@ func handle_input_action(action: String) -> bool: _: return false -func _on_left_button_pressed(): + +func _on_left_button_pressed() -> void: AudioManager.play_ui_click() DebugManager.log_info("Left button clicked", "ValueStepper") change_value(-1) -func _on_right_button_pressed(): + +func _on_right_button_pressed() -> void: AudioManager.play_ui_click() DebugManager.log_info("Right button clicked", "ValueStepper") change_value(1) + ## For navigation system integration func get_control_name() -> String: return data_source + "_stepper" diff --git a/src/autoloads/AudioManager.gd b/src/autoloads/AudioManager.gd index f281f7d..7931924 100644 --- a/src/autoloads/AudioManager.gd +++ b/src/autoloads/AudioManager.gd @@ -1,12 +1,15 @@ extends Node -const MUSIC_PATH := "res://assets/audio/music/Space Horror InGame Music (Exploration) _Clement Panchout.wav" +const MUSIC_BASE := "res://assets/audio/music/" +const MUSIC_FILE := "Space Horror InGame Music (Exploration) _Clement Panchout.wav" +const MUSIC_PATH := MUSIC_BASE + MUSIC_FILE const UI_CLICK_SOUND_PATH := "res://assets/audio/sfx/817587__silverdubloons__tick06.wav" var music_player: AudioStreamPlayer var ui_click_player: AudioStreamPlayer var click_stream: AudioStream + func _ready(): music_player = AudioStreamPlayer.new() add_child(music_player) @@ -32,22 +35,26 @@ func _ready(): _start_music() + func _load_stream() -> AudioStream: var res = load(MUSIC_PATH) if not res or not res is AudioStream: return null return res + func _configure_stream_loop(stream: AudioStream) -> void: if stream is AudioStreamWAV: stream.loop_mode = AudioStreamWAV.LOOP_FORWARD elif stream is AudioStreamOggVorbis: stream.loop = true + func _configure_audio_bus() -> void: music_player.bus = "Music" music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume")) + func update_music_volume(volume: float) -> void: var volume_db = linear_to_db(volume) music_player.volume_db = volume_db @@ -58,16 +65,19 @@ func update_music_volume(volume: float) -> void: else: _stop_music() + func _start_music() -> void: if music_player.playing: return music_player.play() + func _stop_music() -> void: if not music_player.playing: return music_player.stop() + func play_ui_click() -> void: if not click_stream: return diff --git a/src/autoloads/DebugManager.gd b/src/autoloads/DebugManager.gd index 6de48c8..a848f19 100644 --- a/src/autoloads/DebugManager.gd +++ b/src/autoloads/DebugManager.gd @@ -1,108 +1,137 @@ +## Debug Manager - Global Debug and Logging System +## +## Provides centralized debug functionality and structured logging for the Skelly project. +## Manages debug state, overlay visibility, and log levels with formatted output. +## Replaces direct print() and push_error() calls with structured logging system. + extends Node signal debug_toggled(enabled: bool) -enum LogLevel { - TRACE = 0, - DEBUG = 1, - INFO = 2, - WARN = 3, - ERROR = 4, - FATAL = 5 -} +enum LogLevel { TRACE = 0, DEBUG = 1, INFO = 2, WARN = 3, ERROR = 4, FATAL = 5 } var debug_enabled: bool = false var debug_overlay_visible: bool = false var current_log_level: LogLevel = LogLevel.INFO -func _ready(): + +func _ready() -> void: + """Initialize the DebugManager on game startup""" log_info("DebugManager loaded") -func toggle_debug(): + +func toggle_debug() -> void: + """Toggle debug mode on/off and emit signal to connected systems""" debug_enabled = !debug_enabled debug_toggled.emit(debug_enabled) log_info("Debug mode: " + ("ON" if debug_enabled else "OFF")) -func set_debug_enabled(enabled: bool): + +func set_debug_enabled(enabled: bool) -> void: + """Set debug mode to specific state without toggling""" if debug_enabled != enabled: debug_enabled = enabled debug_toggled.emit(debug_enabled) + func is_debug_enabled() -> bool: + """Check if debug mode is currently enabled""" return debug_enabled -func toggle_overlay(): + +func toggle_overlay() -> void: + """Toggle debug overlay visibility""" debug_overlay_visible = !debug_overlay_visible -func set_overlay_visible(visible: bool): + +func set_overlay_visible(visible: bool) -> void: + """Set debug overlay visibility to specific state""" debug_overlay_visible = visible + func is_overlay_visible() -> bool: + """Check if debug overlay is currently visible""" return debug_overlay_visible -func set_log_level(level: LogLevel): + +func set_log_level(level: LogLevel) -> void: + """Set minimum log level for output filtering""" current_log_level = level log_info("Log level set to: " + _log_level_to_string(level)) + func get_log_level() -> LogLevel: + """Get current minimum log level""" return current_log_level + func _should_log(level: LogLevel) -> bool: + """Determine if message should be logged based on current log level""" return level >= current_log_level + func _log_level_to_string(level: LogLevel) -> String: - match level: - LogLevel.TRACE: - return "TRACE" - LogLevel.DEBUG: - return "DEBUG" - LogLevel.INFO: - return "INFO" - LogLevel.WARN: - return "WARN" - LogLevel.ERROR: - return "ERROR" - LogLevel.FATAL: - return "FATAL" - _: - return "UNKNOWN" + """Convert LogLevel enum to string representation""" + var level_strings := { + LogLevel.TRACE: "TRACE", + LogLevel.DEBUG: "DEBUG", + LogLevel.INFO: "INFO", + LogLevel.WARN: "WARN", + LogLevel.ERROR: "ERROR", + LogLevel.FATAL: "FATAL" + } + return level_strings.get(level, "UNKNOWN") + func _format_log_message(level: LogLevel, message: String, category: String = "") -> String: + """Format log message with timestamp, level, category, and content""" var timestamp = Time.get_datetime_string_from_system() var level_str = _log_level_to_string(level) var category_str = (" [" + category + "]") if category != "" else "" return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message] -func log_trace(message: String, category: String = ""): + +func log_trace(message: String, category: String = "") -> void: + """Log trace-level message (lowest priority, only shown in debug mode)""" if _should_log(LogLevel.TRACE): var formatted = _format_log_message(LogLevel.TRACE, message, category) if debug_enabled: print(formatted) -func log_debug(message: String, category: String = ""): + +func log_debug(message: String, category: String = "") -> void: + """Log debug-level message (development information, only shown in debug mode)""" if _should_log(LogLevel.DEBUG): var formatted = _format_log_message(LogLevel.DEBUG, message, category) if debug_enabled: print(formatted) -func log_info(message: String, category: String = ""): + +func log_info(message: String, category: String = "") -> void: + """Log info-level message (general information, always shown)""" if _should_log(LogLevel.INFO): var formatted = _format_log_message(LogLevel.INFO, message, category) print(formatted) -func log_warn(message: String, category: String = ""): + +func log_warn(message: String, category: String = "") -> void: + """Log warning-level message (potential issues that don't break functionality)""" if _should_log(LogLevel.WARN): var formatted = _format_log_message(LogLevel.WARN, message, category) print(formatted) push_warning(formatted) -func log_error(message: String, category: String = ""): + +func log_error(message: String, category: String = "") -> void: + """Log error-level message (serious issues that may break functionality)""" if _should_log(LogLevel.ERROR): var formatted = _format_log_message(LogLevel.ERROR, message, category) print(formatted) push_error(formatted) -func log_fatal(message: String, category: String = ""): + +func log_fatal(message: String, category: String = "") -> void: + """Log fatal-level message (critical errors that prevent normal operation)""" if _should_log(LogLevel.FATAL): var formatted = _format_log_message(LogLevel.FATAL, message, category) print(formatted) diff --git a/src/autoloads/GameManager.gd b/src/autoloads/GameManager.gd index dabd45b..e97b248 100644 --- a/src/autoloads/GameManager.gd +++ b/src/autoloads/GameManager.gd @@ -1,3 +1,9 @@ +## Game Manager - Centralized Scene Transition System +## +## Manages all scene transitions with race condition protection and input validation. +## Provides safe scene switching for different gameplay modes with error handling. +## Never call get_tree().change_scene_to_file() directly - use GameManager methods. + extends Node const GAME_SCENE_PATH := "res://scenes/game/game.tscn" @@ -6,41 +12,35 @@ const MAIN_SCENE_PATH := "res://scenes/main/main.tscn" var pending_gameplay_mode: String = "match3" var is_changing_scene: bool = false + func start_new_game() -> void: + """Start a new match-3 game with fresh save data""" SaveManager.start_new_game() start_game_with_mode("match3") + func continue_game() -> void: - # Don't reset score - just load the game scene + """Continue existing match-3 game with saved score intact""" + # Don't reset score start_game_with_mode("match3") + func start_match3_game() -> void: + """Start new match-3 gameplay mode""" SaveManager.start_new_game() start_game_with_mode("match3") + func start_clickomania_game() -> void: + """Start new clickomania gameplay mode""" SaveManager.start_new_game() start_game_with_mode("clickomania") + func start_game_with_mode(gameplay_mode: String) -> void: - # Input validation for gameplay mode - if not gameplay_mode or gameplay_mode.is_empty(): - DebugManager.log_error("Empty or null gameplay mode provided", "GameManager") - return - - if not gameplay_mode is String: - DebugManager.log_error("Invalid gameplay mode type: " + str(typeof(gameplay_mode)), "GameManager") - return - - # Prevent concurrent scene changes - if is_changing_scene: - DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager") - return - - # Validate gameplay mode against allowed values - var valid_modes = ["match3", "clickomania"] - if not gameplay_mode in valid_modes: - DebugManager.log_error("Invalid gameplay mode: '%s'. Valid modes: %s" % [gameplay_mode, str(valid_modes)], "GameManager") + """Load game scene with specified gameplay mode and safety validation""" + # Combined input validation + if not _validate_game_mode_request(gameplay_mode): return is_changing_scene = true @@ -54,13 +54,15 @@ func start_game_with_mode(gameplay_mode: String) -> void: var result = get_tree().change_scene_to_packed(packed_scene) if result != OK: - DebugManager.log_error("Failed to change to game scene (Error code: %d)" % result, "GameManager") + DebugManager.log_error( + "Failed to change to game scene (Error code: %d)" % result, "GameManager" + ) is_changing_scene = false return - # Wait for scene to be properly instantiated and added to tree + # Wait for scene instantiation and tree addition await get_tree().process_frame - await get_tree().process_frame # Additional frame for complete initialization + await get_tree().process_frame # Additional frame ensures complete initialization # Validate scene was loaded successfully if not get_tree().current_scene: @@ -68,7 +70,7 @@ func start_game_with_mode(gameplay_mode: String) -> void: is_changing_scene = false return - # Set gameplay mode with timeout protection + # Configure game scene with requested gameplay mode if get_tree().current_scene.has_method("set_gameplay_mode"): DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager") get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode) @@ -83,7 +85,9 @@ func start_game_with_mode(gameplay_mode: String) -> void: is_changing_scene = false + func save_game() -> void: + """Save current game state and score via SaveManager""" # Get current score from the active game scene var current_score = 0 if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"): @@ -92,10 +96,14 @@ func save_game() -> void: SaveManager.finish_game(current_score) DebugManager.log_info("Game saved with score: %d" % current_score, "GameManager") + func exit_to_main_menu() -> void: + """Exit to main menu with race condition protection""" # Prevent concurrent scene changes if is_changing_scene: - DebugManager.log_warn("Scene change already in progress, ignoring exit to main menu request", "GameManager") + DebugManager.log_warn( + "Scene change already in progress, ignoring exit to main menu request", "GameManager" + ) return is_changing_scene = true @@ -109,7 +117,9 @@ func exit_to_main_menu() -> void: var result = get_tree().change_scene_to_packed(packed_scene) if result != OK: - DebugManager.log_error("Failed to change to main scene (Error code: %d)" % result, "GameManager") + DebugManager.log_error( + "Failed to change to main scene (Error code: %d)" % result, "GameManager" + ) is_changing_scene = false return @@ -118,3 +128,33 @@ func exit_to_main_menu() -> void: # Wait for scene to be ready, then mark scene change as complete await get_tree().process_frame is_changing_scene = false + + +func _validate_game_mode_request(gameplay_mode: String) -> bool: + """Validate gameplay mode request with combined checks""" + # Input validation + if not gameplay_mode or gameplay_mode.is_empty(): + DebugManager.log_error("Empty or null gameplay mode provided", "GameManager") + return false + + if not gameplay_mode is String: + DebugManager.log_error( + "Invalid gameplay mode type: " + str(typeof(gameplay_mode)), "GameManager" + ) + return false + + # Prevent concurrent scene changes (race condition protection) + if is_changing_scene: + DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager") + return false + + # Validate gameplay mode + var valid_modes = ["match3", "clickomania"] + if not gameplay_mode in valid_modes: + DebugManager.log_error( + "Invalid gameplay mode: '%s'. Valid modes: %s" % [gameplay_mode, str(valid_modes)], + "GameManager" + ) + return false + + return true diff --git a/src/autoloads/LocalizationManager.gd b/src/autoloads/LocalizationManager.gd index 3563e83..f7aa2d1 100644 --- a/src/autoloads/LocalizationManager.gd +++ b/src/autoloads/LocalizationManager.gd @@ -1,10 +1,12 @@ extends Node + func _ready(): # Set default locale if not already set if TranslationServer.get_locale() == "": TranslationServer.set_locale("en") + func change_language(locale: String): TranslationServer.set_locale(locale) # Signal to update UI elements diff --git a/src/autoloads/SaveManager.gd b/src/autoloads/SaveManager.gd index 677a845..5285cd0 100644 --- a/src/autoloads/SaveManager.gd +++ b/src/autoloads/SaveManager.gd @@ -1,18 +1,26 @@ +## Save Manager - Secure Game Data Persistence System +## +## Provides secure save/load functionality with tamper detection, race condition protection, +## and permissive validation. Features backup/restore, version migration, and data integrity. +## Implements multi-layered security: checksums, size limits, type validation, and bounds checking. + extends Node -const SAVE_FILE_PATH = "user://savegame.save" -const SAVE_FORMAT_VERSION = 1 -const MAX_GRID_SIZE = 15 -const MAX_TILE_TYPES = 10 -const MAX_SCORE = 999999999 -const MAX_GAMES_PLAYED = 100000 +const SAVE_FILE_PATH: String = "user://savegame.save" +const SAVE_FORMAT_VERSION: int = 1 +const MAX_GRID_SIZE: int = 15 +const MAX_TILE_TYPES: int = 10 +const MAX_SCORE: int = 999999999 +const MAX_GAMES_PLAYED: int = 100000 +const MAX_FILE_SIZE: int = 1048576 # 1MB limit -var game_data = { +var game_data: Dictionary = { "high_score": 0, "current_score": 0, "games_played": 0, "total_score": 0, - "grid_state": { + "grid_state": + { "grid_size": {"x": 8, "y": 8}, "tile_types_count": 5, "active_gem_types": [0, 1, 2, 3, 4], @@ -20,26 +28,49 @@ var game_data = { } } -func _ready(): +# Save operation protection - prevents race conditions +var _save_in_progress: bool = false +var _restore_in_progress: bool = false + + +func _ready() -> void: + """Initialize SaveManager and load existing save data on startup""" load_game() -func save_game(): + +func save_game() -> bool: + """Save current game data with race condition protection and error handling""" + # Prevent concurrent saves + if _save_in_progress: + DebugManager.log_warn("Save already in progress, skipping", "SaveManager") + return false + + _save_in_progress = true + var result: bool = _perform_save() + _save_in_progress = false + return result + + +func _perform_save() -> bool: # Create backup before saving _create_backup() - # Add version and validation data - var save_data = game_data.duplicate(true) + # Add version and checksum + var save_data: Dictionary = game_data.duplicate(true) save_data["_version"] = SAVE_FORMAT_VERSION + # Calculate checksum excluding _checksum field save_data["_checksum"] = _calculate_checksum(save_data) - var save_file = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE) + var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE) if save_file == null: - DebugManager.log_error("Failed to open save file for writing: %s" % SAVE_FILE_PATH, "SaveManager") + DebugManager.log_error( + "Failed to open save file for writing: %s" % SAVE_FILE_PATH, "SaveManager" + ) return false - var json_string = JSON.stringify(save_data) + var json_string: String = JSON.stringify(save_data) - # Validate JSON was created successfully + # Validate JSON creation if json_string.is_empty(): DebugManager.log_error("Failed to serialize save data to JSON", "SaveManager") save_file.close() @@ -48,64 +79,132 @@ func save_game(): save_file.store_var(json_string) save_file.close() - DebugManager.log_info("Game saved successfully. High score: %d, Current score: %d" % [game_data.high_score, game_data.current_score], "SaveManager") + DebugManager.log_info( + ( + "Game saved successfully. High score: %d, Current score: %d" + % [game_data.high_score, game_data.current_score] + ), + "SaveManager" + ) return true -func load_game(): + +func load_game() -> void: + """Load game data from disk with comprehensive validation and error recovery""" if not FileAccess.file_exists(SAVE_FILE_PATH): DebugManager.log_info("No save file found, using defaults", "SaveManager") return - var save_file = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ) + # Reset restore flag + _restore_in_progress = false + + var loaded_data = _load_and_parse_save_file() + if loaded_data == null: + return + + # Process the loaded data + _process_loaded_data(loaded_data) + + +func _load_and_parse_save_file() -> Variant: + """Load and parse the save file, returning null on failure""" + var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ) if save_file == null: - DebugManager.log_error("Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager") - return + DebugManager.log_error( + "Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager" + ) + return null - # Check file size to prevent memory exhaustion - var file_size = save_file.get_length() - if file_size > 1048576: # 1MB limit - DebugManager.log_error("Save file too large: %d bytes (max 1MB)" % file_size, "SaveManager") + # Check file size + var file_size: int = save_file.get_length() + if file_size > MAX_FILE_SIZE: + DebugManager.log_error( + "Save file too large: %d bytes (max %d)" % [file_size, MAX_FILE_SIZE], "SaveManager" + ) save_file.close() - return + return null - var json_string = save_file.get_var() + var json_string: Variant = save_file.get_var() save_file.close() if not json_string is String: DebugManager.log_error("Save file contains invalid data type", "SaveManager") - return + return null - var json = JSON.new() - var parse_result = json.parse(json_string) + var json: JSON = JSON.new() + var parse_result: Error = json.parse(json_string) if parse_result != OK: - DebugManager.log_error("Failed to parse save file JSON: %s" % json.error_string, "SaveManager") - _restore_backup_if_exists() - return + DebugManager.log_error( + "Failed to parse save file JSON: %s" % json.error_string, "SaveManager" + ) + _handle_load_failure("JSON parse failed") + return null - var loaded_data = json.data + var loaded_data: Variant = json.data if not loaded_data is Dictionary: DebugManager.log_error("Save file root is not a dictionary", "SaveManager") - _restore_backup_if_exists() + _handle_load_failure("Invalid data format") + return null + + return loaded_data + + +func _process_loaded_data(loaded_data: Variant) -> void: + """Process and validate the loaded data""" + # Validate checksum first + if not _validate_checksum(loaded_data): + DebugManager.log_error( + "Save file checksum validation failed - possible tampering", "SaveManager" + ) + _handle_load_failure("Checksum validation failed") return - # Validate and sanitize loaded data - if not _validate_save_data(loaded_data): - DebugManager.log_error("Save file failed validation, using defaults", "SaveManager") - _restore_backup_if_exists() + # Handle version migration + var migrated_data: Variant = _handle_version_migration(loaded_data) + if migrated_data == null: + DebugManager.log_error("Save file version migration failed", "SaveManager") + _handle_load_failure("Migration failed") + return + + # Validate and fix loaded data + if not _validate_and_fix_save_data(migrated_data): + DebugManager.log_error( + "Save file failed validation after migration, using defaults", "SaveManager" + ) + _handle_load_failure("Validation failed") return # Safely merge validated data - _merge_validated_data(loaded_data) + _merge_validated_data(migrated_data) - DebugManager.log_info("Game loaded successfully. High score: %d, Games played: %d" % [game_data.high_score, game_data.games_played], "SaveManager") -func update_current_score(score: int): +func _handle_load_failure(reason: String) -> void: + """Handle load failure with backup restoration attempt""" + if not _restore_in_progress: + var backup_restored = _restore_backup_if_exists() + if not backup_restored: + DebugManager.log_warn( + "%s and backup restore failed, using defaults" % reason, "SaveManager" + ) + + DebugManager.log_info( + ( + "Game loaded successfully. High score: %d, Games played: %d" + % [game_data.high_score, game_data.games_played] + ), + "SaveManager" + ) + + +func update_current_score(score: int) -> void: # Input validation if score < 0: DebugManager.log_warn("Negative score rejected: %d" % score, "SaveManager") return if score > MAX_SCORE: - DebugManager.log_warn("Score too high, capping at maximum: %d -> %d" % [score, MAX_SCORE], "SaveManager") + DebugManager.log_warn( + "Score too high, capping at maximum: %d -> %d" % [score, MAX_SCORE], "SaveManager" + ) score = MAX_SCORE game_data.current_score = score @@ -113,27 +212,36 @@ func update_current_score(score: int): game_data.high_score = score DebugManager.log_info("New high score: %d" % score, "SaveManager") -func start_new_game(): + +func start_new_game() -> void: game_data.current_score = 0 game_data.games_played += 1 - # Clear any saved grid state for fresh start + # Clear saved grid state game_data.grid_state.grid_layout = [] - DebugManager.log_info("Started new game #%d (cleared grid state)" % game_data.games_played, "SaveManager") + DebugManager.log_info( + "Started new game #%d (cleared grid state)" % game_data.games_played, "SaveManager" + ) -func finish_game(final_score: int): + +func finish_game(final_score: int) -> void: # Input validation if final_score < 0: DebugManager.log_warn("Negative final score rejected: %d" % final_score, "SaveManager") return if final_score > MAX_SCORE: - DebugManager.log_warn("Final score too high, capping: %d -> %d" % [final_score, MAX_SCORE], "SaveManager") + DebugManager.log_warn( + "Final score too high, capping: %d -> %d" % [final_score, MAX_SCORE], "SaveManager" + ) final_score = MAX_SCORE - DebugManager.log_info("Finishing game with score: %d (previous: %d)" % [final_score, game_data.current_score], "SaveManager") + DebugManager.log_info( + "Finishing game with score: %d (previous: %d)" % [final_score, game_data.current_score], + "SaveManager" + ) game_data.current_score = final_score - # Prevent total_score overflow - var new_total = game_data.total_score + final_score + # Prevent overflow + var new_total: int = game_data.total_score + final_score if new_total < game_data.total_score: # Overflow check DebugManager.log_warn("Total score overflow prevented", "SaveManager") game_data.total_score = MAX_SCORE @@ -145,62 +253,80 @@ func finish_game(final_score: int): DebugManager.log_info("New high score achieved: %d" % final_score, "SaveManager") save_game() + func get_high_score() -> int: return game_data.high_score + func get_current_score() -> int: return game_data.current_score + func get_games_played() -> int: return game_data.games_played + func get_total_score() -> int: return game_data.total_score -func save_grid_state(grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array): - # Comprehensive input validation + +func save_grid_state( + grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array +) -> void: + # Input validation if not _validate_grid_parameters(grid_size, tile_types_count, active_gem_types, grid_layout): DebugManager.log_error("Grid state validation failed, not saving", "SaveManager") return - DebugManager.log_info("Saving grid state: size(%d,%d), types=%d, layout_rows=%d" % [grid_size.x, grid_size.y, tile_types_count, grid_layout.size()], "SaveManager") + DebugManager.log_info( + ( + "Saving grid state: size(%d,%d), types=%d, layout_rows=%d" + % [grid_size.x, grid_size.y, tile_types_count, grid_layout.size()] + ), + "SaveManager" + ) game_data.grid_state.grid_size = {"x": grid_size.x, "y": grid_size.y} game_data.grid_state.tile_types_count = tile_types_count game_data.grid_state.active_gem_types = active_gem_types.duplicate() game_data.grid_state.grid_layout = grid_layout.duplicate(true) # Deep copy - # Debug: Print first few rows of saved layout + # Debug: Print first rows for y in range(min(3, grid_layout.size())): - var row_str = "" + var row_str: String = "" for x in range(min(8, grid_layout[y].size())): row_str += str(grid_layout[y][x]) + " " DebugManager.log_debug("Saved row %d: %s" % [y, row_str], "SaveManager") save_game() + func get_saved_grid_state() -> Dictionary: return game_data.grid_state + func has_saved_grid() -> bool: return game_data.grid_state.grid_layout.size() > 0 -func clear_grid_state(): + +func clear_grid_state() -> void: DebugManager.log_info("Clearing saved grid state", "SaveManager") game_data.grid_state.grid_layout = [] save_game() -func reset_all_progress(): - """Reset all game progress and delete save files completely""" + +func reset_all_progress() -> bool: + """Reset all progress and delete save files""" DebugManager.log_info("Starting complete progress reset", "SaveManager") - # Reset all game data to initial values + # Reset game data to defaults game_data = { "high_score": 0, "current_score": 0, "games_played": 0, "total_score": 0, - "grid_state": { + "grid_state": + { "grid_size": {"x": 8, "y": 8}, "tile_types_count": 5, "active_gem_types": [0, 1, 2, 3, 4], @@ -210,193 +336,722 @@ func reset_all_progress(): # Delete main save file if FileAccess.file_exists(SAVE_FILE_PATH): - var error = DirAccess.remove_absolute(SAVE_FILE_PATH) + var error: Error = DirAccess.remove_absolute(SAVE_FILE_PATH) if error == OK: DebugManager.log_info("Main save file deleted successfully", "SaveManager") else: - DebugManager.log_error("Failed to delete main save file: error %d" % error, "SaveManager") + DebugManager.log_error( + "Failed to delete main save file: error %d" % error, "SaveManager" + ) # Delete backup file - var backup_path = SAVE_FILE_PATH + ".backup" + var backup_path: String = SAVE_FILE_PATH + ".backup" if FileAccess.file_exists(backup_path): - var error = DirAccess.remove_absolute(backup_path) + var error: Error = DirAccess.remove_absolute(backup_path) if error == OK: DebugManager.log_info("Backup save file deleted successfully", "SaveManager") else: - DebugManager.log_error("Failed to delete backup save file: error %d" % error, "SaveManager") + DebugManager.log_error( + "Failed to delete backup save file: error %d" % error, "SaveManager" + ) + + DebugManager.log_info( + "Progress reset completed - all scores and save data cleared", "SaveManager" + ) + + # Clear restore flag + _restore_in_progress = false + + # Create fresh save file with default data + DebugManager.log_info("Creating fresh save file with default data", "SaveManager") + save_game() - DebugManager.log_info("Progress reset completed - all scores and save data cleared", "SaveManager") return true + # Security and validation helper functions func _validate_save_data(data: Dictionary) -> bool: # Check required fields exist and have correct types - var required_fields = ["high_score", "current_score", "games_played", "total_score", "grid_state"] - for field in required_fields: - if not data.has(field): - DebugManager.log_error("Missing required field: %s" % field, "SaveManager") - return false + if not _validate_required_fields(data): + return false # Validate numeric fields - if not _is_valid_score(data.get("high_score", 0)): - return false - if not _is_valid_score(data.get("current_score", 0)): - return false - if not _is_valid_score(data.get("total_score", 0)): + if not _validate_score_fields(data): return false - var games_played = data.get("games_played", 0) - # Accept both int and float for games_played, convert to int for validation - if not (games_played is int or games_played is float): - DebugManager.log_error("Invalid games_played type: %s (type: %s)" % [str(games_played), typeof(games_played)], "SaveManager") - return false - - var games_played_int = int(games_played) - if games_played_int < 0 or games_played_int > MAX_GAMES_PLAYED: - DebugManager.log_error("Invalid games_played value: %d (range: 0-%d)" % [games_played_int, MAX_GAMES_PLAYED], "SaveManager") + # Validate games_played field + if not _validate_games_played_field(data): return false # Validate grid state - var grid_state = data.get("grid_state", {}) + var grid_state: Variant = data.get("grid_state", {}) if not grid_state is Dictionary: DebugManager.log_error("Grid state is not a dictionary", "SaveManager") return false return _validate_grid_state(grid_state) + +func _validate_required_fields(data: Dictionary) -> bool: + """Validate that all required fields exist""" + var required_fields: Array[String] = [ + "high_score", "current_score", "games_played", "total_score", "grid_state" + ] + for field in required_fields: + if not data.has(field): + DebugManager.log_error("Missing required field: %s" % field, "SaveManager") + return false + return true + + +func _validate_score_fields(data: Dictionary) -> bool: + """Validate all score-related fields""" + var score_fields = ["high_score", "current_score", "total_score"] + for field in score_fields: + if not _is_valid_score(data.get(field, 0)): + DebugManager.log_error("Invalid %s validation failed" % field, "SaveManager") + return false + return true + + +func _validate_games_played_field(data: Dictionary) -> bool: + """Validate the games_played field""" + var games_played: Variant = data.get("games_played", 0) + if not (games_played is int or games_played is float): + DebugManager.log_error( + "Invalid games_played type: %s (type: %s)" % [str(games_played), typeof(games_played)], + "SaveManager" + ) + return false + + # Check for NaN/Infinity in games_played if it's a float + if games_played is float and (is_nan(games_played) or is_inf(games_played)): + DebugManager.log_error( + "Invalid games_played float value: %s" % str(games_played), "SaveManager" + ) + return false + + var games_played_int: int = int(games_played) + if games_played_int < 0 or games_played_int > MAX_GAMES_PLAYED: + DebugManager.log_error( + "Invalid games_played value: %d (range: 0-%d)" % [games_played_int, MAX_GAMES_PLAYED], + "SaveManager" + ) + return false + + return true + + +func _validate_and_fix_save_data(data: Dictionary) -> bool: + """ + Permissive validation that fixes issues instead of rejecting data entirely. + Used during migration to preserve as much user data as possible. + """ + DebugManager.log_info("Running permissive validation with auto-fix", "SaveManager") + + # Ensure all required fields exist, create defaults if missing + var required_fields: Array[String] = [ + "high_score", "current_score", "games_played", "total_score", "grid_state" + ] + for field in required_fields: + if not data.has(field): + DebugManager.log_warn( + "Missing required field '%s', adding default value" % field, "SaveManager" + ) + match field: + "high_score", "current_score", "total_score": + data[field] = 0 + "games_played": + data[field] = 0 + "grid_state": + data[field] = { + "grid_size": {"x": 8, "y": 8}, + "tile_types_count": 5, + "active_gem_types": [0, 1, 2, 3, 4], + "grid_layout": [] + } + + # Fix numeric fields - clamp to valid ranges instead of rejecting + for field in ["high_score", "current_score", "total_score"]: + var value: Variant = data.get(field, 0) + if not (value is int or value is float): + DebugManager.log_warn("Invalid type for %s, converting to 0" % field, "SaveManager") + data[field] = 0 + else: + var numeric_value: int = int(value) + if numeric_value < 0: + DebugManager.log_warn("Negative %s fixed to 0" % field, "SaveManager") + data[field] = 0 + elif numeric_value > MAX_SCORE: + DebugManager.log_warn("%s too high, clamped to maximum" % field, "SaveManager") + data[field] = MAX_SCORE + else: + data[field] = numeric_value + + # Fix games_played + var games_played: Variant = data.get("games_played", 0) + if not (games_played is int or games_played is float): + DebugManager.log_warn("Invalid games_played type, converting to 0", "SaveManager") + data["games_played"] = 0 + else: + var games_played_int: int = int(games_played) + if games_played_int < 0: + data["games_played"] = 0 + elif games_played_int > MAX_GAMES_PLAYED: + data["games_played"] = MAX_GAMES_PLAYED + else: + data["games_played"] = games_played_int + + # Fix grid_state - ensure it exists and has basic structure + var grid_state: Variant = data.get("grid_state", {}) + if not grid_state is Dictionary: + DebugManager.log_warn("Invalid grid_state, creating default", "SaveManager") + data["grid_state"] = { + "grid_size": {"x": 8, "y": 8}, + "tile_types_count": 5, + "active_gem_types": [0, 1, 2, 3, 4], + "grid_layout": [] + } + else: + # Fix grid_state fields if they're missing or invalid + if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary: + DebugManager.log_warn("Invalid grid_size, using default", "SaveManager") + grid_state["grid_size"] = {"x": 8, "y": 8} + + if not grid_state.has("tile_types_count") or not grid_state.tile_types_count is int: + DebugManager.log_warn("Invalid tile_types_count, using default", "SaveManager") + grid_state["tile_types_count"] = 5 + + if not grid_state.has("active_gem_types") or not grid_state.active_gem_types is Array: + DebugManager.log_warn("Invalid active_gem_types, using default", "SaveManager") + grid_state["active_gem_types"] = [0, 1, 2, 3, 4] + + if not grid_state.has("grid_layout") or not grid_state.grid_layout is Array: + DebugManager.log_warn("Invalid grid_layout, clearing saved grid", "SaveManager") + grid_state["grid_layout"] = [] + + DebugManager.log_info( + "Permissive validation completed - data has been fixed and will be loaded", "SaveManager" + ) + return true + + func _validate_grid_state(grid_state: Dictionary) -> bool: - # Check grid size - if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary: - DebugManager.log_error("Invalid grid_size in save data", "SaveManager") + # Validate grid size + var grid_size_validation = _validate_grid_size(grid_state) + if not grid_size_validation.valid: + return false + var width = grid_size_validation.width + var height = grid_size_validation.height + + # Validate tile types + var tile_types = _validate_tile_types(grid_state) + if tile_types == -1: return false - var size = grid_state.grid_size - if not size.has("x") or not size.has("y"): - return false - - var width = size.x - var height = size.y - if not width is int or not height is int: - return false - if width < 3 or height < 3 or width > MAX_GRID_SIZE or height > MAX_GRID_SIZE: - DebugManager.log_error("Grid size out of bounds: %dx%d" % [width, height], "SaveManager") - return false - - # Check tile types - var tile_types = grid_state.get("tile_types_count", 0) - if not tile_types is int or tile_types < 3 or tile_types > MAX_TILE_TYPES: - DebugManager.log_error("Invalid tile_types_count: %s" % str(tile_types), "SaveManager") + # Validate active gem types + if not _validate_active_gem_types(grid_state, tile_types): return false # Validate grid layout if present - var layout = grid_state.get("grid_layout", []) + var layout: Variant = grid_state.get("grid_layout", []) + if not layout is Array: + DebugManager.log_error("grid_layout is not an array", "SaveManager") + return false + if layout.size() > 0: return _validate_grid_layout(layout, width, height, tile_types) return true -func _validate_grid_layout(layout: Array, expected_width: int, expected_height: int, max_tile_type: int) -> bool: + +func _validate_grid_size(grid_state: Dictionary) -> Dictionary: + """Validate grid size and return validation result with dimensions""" + var result = {"valid": false, "width": 0, "height": 0} + + if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary: + DebugManager.log_error("Invalid grid_size in save data", "SaveManager") + return result + + var size: Variant = grid_state.grid_size + if not size.has("x") or not size.has("y"): + return result + + var width: Variant = size.x + var height: Variant = size.y + if not width is int or not height is int: + return result + if width < 3 or height < 3 or width > MAX_GRID_SIZE or height > MAX_GRID_SIZE: + DebugManager.log_error("Grid size out of bounds: %dx%d" % [width, height], "SaveManager") + return result + + result.valid = true + result.width = width + result.height = height + return result + + +func _validate_tile_types(grid_state: Dictionary) -> int: + """Validate tile types count and return it, or -1 if invalid""" + var tile_types: Variant = grid_state.get("tile_types_count", 0) + if not tile_types is int or tile_types < 3 or tile_types > MAX_TILE_TYPES: + DebugManager.log_error("Invalid tile_types_count: %s" % str(tile_types), "SaveManager") + return -1 + return tile_types + + +func _validate_active_gem_types(grid_state: Dictionary, tile_types: int) -> bool: + """Validate active gem types array""" + var active_gems: Variant = grid_state.get("active_gem_types", []) + if not active_gems is Array: + DebugManager.log_error("active_gem_types is not an array", "SaveManager") + return false + + # If active_gem_types exists, validate its contents + if active_gems.size() > 0: + for i in range(active_gems.size()): + var gem_type: Variant = active_gems[i] + if not gem_type is int: + DebugManager.log_error( + "active_gem_types[%d] is not an integer: %s" % [i, str(gem_type)], "SaveManager" + ) + return false + if gem_type < 0 or gem_type >= tile_types: + DebugManager.log_error( + "active_gem_types[%d] out of range: %d" % [i, gem_type], "SaveManager" + ) + return false + return true + + +func _validate_grid_layout( + layout: Array, expected_width: int, expected_height: int, max_tile_type: int +) -> bool: if layout.size() != expected_height: - DebugManager.log_error("Grid layout height mismatch: %d vs %d" % [layout.size(), expected_height], "SaveManager") + DebugManager.log_error( + "Grid layout height mismatch: %d vs %d" % [layout.size(), expected_height], + "SaveManager" + ) return false for y in range(layout.size()): - var row = layout[y] + var row: Variant = layout[y] if not row is Array: DebugManager.log_error("Grid layout row %d is not an array" % y, "SaveManager") return false if row.size() != expected_width: - DebugManager.log_error("Grid layout row %d width mismatch: %d vs %d" % [y, row.size(), expected_width], "SaveManager") + DebugManager.log_error( + "Grid layout row %d width mismatch: %d vs %d" % [y, row.size(), expected_width], + "SaveManager" + ) return false for x in range(row.size()): - var tile_type = row[x] + var tile_type: Variant = row[x] if not tile_type is int: - DebugManager.log_error("Grid tile [%d][%d] is not an integer: %s" % [y, x, str(tile_type)], "SaveManager") + DebugManager.log_error( + "Grid tile [%d][%d] is not an integer: %s" % [y, x, str(tile_type)], + "SaveManager" + ) return false if tile_type < -1 or tile_type >= max_tile_type: - DebugManager.log_error("Grid tile [%d][%d] type out of range: %d" % [y, x, tile_type], "SaveManager") + DebugManager.log_error( + "Grid tile [%d][%d] type out of range: %d" % [y, x, tile_type], "SaveManager" + ) return false return true -func _validate_grid_parameters(grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array) -> bool: + +func _validate_grid_parameters( + grid_size: Vector2i, tile_types_count: int, active_gem_types: Array, grid_layout: Array +) -> bool: # Validate grid size - if grid_size.x < 3 or grid_size.y < 3 or grid_size.x > MAX_GRID_SIZE or grid_size.y > MAX_GRID_SIZE: - DebugManager.log_error("Invalid grid size: %dx%d (min 3x3, max %dx%d)" % [grid_size.x, grid_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE], "SaveManager") + if ( + grid_size.x < 3 + or grid_size.y < 3 + or grid_size.x > MAX_GRID_SIZE + or grid_size.y > MAX_GRID_SIZE + ): + DebugManager.log_error( + ( + "Invalid grid size: %dx%d (min 3x3, max %dx%d)" + % [grid_size.x, grid_size.y, MAX_GRID_SIZE, MAX_GRID_SIZE] + ), + "SaveManager" + ) return false # Validate tile types count if tile_types_count < 3 or tile_types_count > MAX_TILE_TYPES: - DebugManager.log_error("Invalid tile types count: %d (min 3, max %d)" % [tile_types_count, MAX_TILE_TYPES], "SaveManager") + DebugManager.log_error( + "Invalid tile types count: %d (min 3, max %d)" % [tile_types_count, MAX_TILE_TYPES], + "SaveManager" + ) return false # Validate active gem types if active_gem_types.size() != tile_types_count: - DebugManager.log_error("Active gem types size mismatch: %d vs %d" % [active_gem_types.size(), tile_types_count], "SaveManager") + DebugManager.log_error( + ( + "Active gem types size mismatch: %d vs %d" + % [active_gem_types.size(), tile_types_count] + ), + "SaveManager" + ) return false # Validate grid layout return _validate_grid_layout(grid_layout, grid_size.x, grid_size.y, tile_types_count) -func _is_valid_score(score) -> bool: + +func _is_valid_score(score: Variant) -> bool: # Accept both int and float, but convert to int for validation if not (score is int or score is float): - DebugManager.log_error("Score is not a number: %s (type: %s)" % [str(score), typeof(score)], "SaveManager") + DebugManager.log_error( + "Score is not a number: %s (type: %s)" % [str(score), typeof(score)], "SaveManager" + ) return false + # Check for NaN and infinity values + if score is float: + if is_nan(score) or is_inf(score): + DebugManager.log_error( + "Score contains invalid float value (NaN/Inf): %s" % str(score), "SaveManager" + ) + return false + var score_int = int(score) if score_int < 0 or score_int > MAX_SCORE: DebugManager.log_error("Score out of bounds: %d" % score_int, "SaveManager") return false return true -func _merge_validated_data(loaded_data: Dictionary): + +func _merge_validated_data(loaded_data: Dictionary) -> void: # Safely merge only validated fields, converting floats to ints for scores for key in ["high_score", "current_score", "total_score"]: if loaded_data.has(key): - var value = loaded_data[key] - # Convert float scores to integers - game_data[key] = int(value) if (value is float or value is int) else 0 + # Use safe numeric conversion + game_data[key] = _safe_get_numeric_value(loaded_data, key, 0) # Games played should always be an integer if loaded_data.has("games_played"): - var games_played = loaded_data["games_played"] - game_data["games_played"] = int(games_played) if (games_played is float or games_played is int) else 0 + game_data["games_played"] = _safe_get_numeric_value(loaded_data, "games_played", 0) # Merge grid state carefully - var loaded_grid = loaded_data.get("grid_state", {}) - for grid_key in ["grid_size", "tile_types_count", "active_gem_types", "grid_layout"]: - if loaded_grid.has(grid_key): - game_data.grid_state[grid_key] = loaded_grid[grid_key] + var loaded_grid: Variant = loaded_data.get("grid_state", {}) + if loaded_grid is Dictionary: + for grid_key in ["grid_size", "tile_types_count", "active_gem_types", "grid_layout"]: + if loaded_grid.has(grid_key): + game_data.grid_state[grid_key] = loaded_grid[grid_key] + func _calculate_checksum(data: Dictionary) -> String: - # Simple checksum for save file integrity - var json_string = JSON.stringify(data) - return str(json_string.hash()) + # Calculate deterministic checksum EXCLUDING the checksum field itself + var data_copy: Dictionary = data.duplicate(true) + data_copy.erase("_checksum") # Remove checksum before calculation -func _create_backup(): + # Create deterministic checksum using sorted keys to ensure consistency + var checksum_string: 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: Array = data.keys() + keys.sort() # Ensure consistent ordering + + var parts: Array[String] = [] + for key in keys: + var value: Variant = data[key] + var key_str: String = str(key) + var value_str: String = "" + + 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: + # Create deterministic string representation of arrays + var parts: Array[String] = [] + 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: Variant) -> String: + """ + CRITICAL FIX: Normalize values for consistent checksum calculation + This prevents JSON serialization type conversion from breaking checksums + """ + if value == null: + return "null" + + if value is bool: + return str(value) + + if value is String: + return value + + if value is int: + # Convert to int string format to match JSON deserialized floats + return str(int(value)) + + if value is float: + return _normalize_float_for_checksum(value) + + return str(value) + + +func _normalize_float_for_checksum(value: float) -> String: + """Normalize float values for checksum calculation""" + # Convert float to int if it's a whole number (handles JSON conversion) + if value == int(value): + return str(int(value)) + # For actual floats, use consistent precision + return "%.10f" % value + + +func _validate_checksum(data: Dictionary) -> bool: + # Validate checksum to detect tampering + if not data.has("_checksum"): + DebugManager.log_warn("No checksum found in save data", "SaveManager") + return true # Allow saves without checksum for backward compatibility + + var stored_checksum: Variant = data["_checksum"] + var calculated_checksum: String = _calculate_checksum(data) + var is_valid: bool = stored_checksum == calculated_checksum + + if not is_valid: + # MIGRATION COMPATIBILITY: If this is a version 1 save file, it might have the old checksum bug + # Try to be more lenient with existing saves to prevent data loss + var data_version: Variant = data.get("_version", 0) + if data_version <= 1: + DebugManager.log_warn( + ( + "Checksum mismatch in v%d save file - may be due to JSON serialization issue " + + ( + "(stored: %s, calculated: %s)" + % [data_version, stored_checksum, calculated_checksum] + ) + ), + "SaveManager" + ) + ( + DebugManager + . log_info( + "Allowing load for backward compatibility - checksum will be recalculated on next save", + "SaveManager" + ) + ) + # Mark for checksum regeneration by removing the invalid one + data.erase("_checksum") + return true + DebugManager.log_error( + ( + "Checksum mismatch - stored: %s, calculated: %s" + % [stored_checksum, calculated_checksum] + ), + "SaveManager" + ) + return false + + return is_valid + + +func _safe_get_numeric_value(data: Dictionary, key: String, default_value: float) -> int: + """Safely extract and convert numeric values with comprehensive validation""" + var value: Variant = data.get(key, default_value) + + # Type validation + if not (value is float or value is int): + DebugManager.log_warn( + ( + "Non-numeric value for %s: %s, using default %s" + % [key, str(value), str(default_value)] + ), + "SaveManager" + ) + return int(default_value) + + # NaN/Infinity validation for floats + if value is float: + if is_nan(value) or is_inf(value): + DebugManager.log_warn( + ( + "Invalid float value for %s: %s, using default %s" + % [key, str(value), str(default_value)] + ), + "SaveManager" + ) + return int(default_value) + + # Convert to integer and validate bounds + var int_value: int = int(value) + + # Apply bounds checking based on field type + if key in ["high_score", "current_score", "total_score"]: + if int_value < 0 or int_value > MAX_SCORE: + DebugManager.log_warn( + "Score %s out of bounds: %d, using default" % [key, int_value], "SaveManager" + ) + return int(default_value) + elif key == "games_played": + if int_value < 0 or int_value > MAX_GAMES_PLAYED: + DebugManager.log_warn( + "Games played out of bounds: %d, using default" % int_value, "SaveManager" + ) + return int(default_value) + + return int_value + + +func _handle_version_migration(data: Dictionary) -> Variant: + """Handle save data version migration and compatibility""" + var data_version: Variant = data.get("_version", 0) # Default to version 0 for old saves + + if data_version == SAVE_FORMAT_VERSION: + # Current version, no migration needed + DebugManager.log_info( + "Save file is current version (%d)" % SAVE_FORMAT_VERSION, "SaveManager" + ) + return data + if data_version > SAVE_FORMAT_VERSION: + # Future version - cannot handle + DebugManager.log_error( + ( + "Save file version (%d) is newer than supported (%d)" + % [data_version, SAVE_FORMAT_VERSION] + ), + "SaveManager" + ) + return null + # Older version - migrate + DebugManager.log_info( + "Migrating save data from version %d to %d" % [data_version, SAVE_FORMAT_VERSION], + "SaveManager" + ) + return _migrate_save_data(data, data_version) + + +func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary: + """Migrate save data from older versions to current format""" + var migrated_data: Dictionary = data.duplicate(true) + + # Migration from version 0 (no version field) to version 1 + if from_version < 1: + # Add new fields that didn't exist in version 0 + if not migrated_data.has("total_score"): + migrated_data["total_score"] = 0 + DebugManager.log_info("Added total_score field during migration", "SaveManager") + + if not migrated_data.has("grid_state"): + migrated_data["grid_state"] = { + "grid_size": {"x": 8, "y": 8}, + "tile_types_count": 5, + "active_gem_types": [0, 1, 2, 3, 4], + "grid_layout": [] + } + DebugManager.log_info("Added grid_state structure during migration", "SaveManager") + + # Ensure all numeric values are within bounds after migration + for score_key in ["high_score", "current_score", "total_score"]: + if migrated_data.has(score_key): + var score_value: Variant = migrated_data[score_key] + if score_value is float or score_value is int: + var int_score: int = int(score_value) + if int_score < 0 or int_score > MAX_SCORE: + DebugManager.log_warn( + ( + "Clamping %s during migration: %d -> %d" + % [score_key, int_score, clamp(int_score, 0, MAX_SCORE)] + ), + "SaveManager" + ) + migrated_data[score_key] = clamp(int_score, 0, MAX_SCORE) + + # Future migrations would go here + # if from_version < 2: + # # Migration logic for version 2 + + # Update version number + migrated_data["_version"] = SAVE_FORMAT_VERSION + + # Recalculate checksum after migration + migrated_data["_checksum"] = _calculate_checksum(migrated_data) + + DebugManager.log_info("Save data migration completed successfully", "SaveManager") + return migrated_data + + +func _create_backup() -> void: # Create backup of current save file if FileAccess.file_exists(SAVE_FILE_PATH): - var backup_path = SAVE_FILE_PATH + ".backup" - var original = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ) - var backup = FileAccess.open(backup_path, FileAccess.WRITE) + var backup_path: String = SAVE_FILE_PATH + ".backup" + var original: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ) + var backup: FileAccess = FileAccess.open(backup_path, FileAccess.WRITE) if original and backup: backup.store_var(original.get_var()) backup.close() if original: original.close() -func _restore_backup_if_exists(): - var backup_path = SAVE_FILE_PATH + ".backup" - if FileAccess.file_exists(backup_path): - DebugManager.log_info("Attempting to restore from backup", "SaveManager") - var backup = FileAccess.open(backup_path, FileAccess.READ) - var original = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE) - if backup and original: - original.store_var(backup.get_var()) - original.close() - DebugManager.log_info("Backup restored successfully", "SaveManager") - load_game() # Try to load the restored backup - if backup: - backup.close() \ No newline at end of file + +func _restore_backup_if_exists() -> bool: + var backup_path: String = SAVE_FILE_PATH + ".backup" + if not FileAccess.file_exists(backup_path): + DebugManager.log_warn("No backup file found for recovery", "SaveManager") + return false + + DebugManager.log_info("Attempting to restore from backup", "SaveManager") + + # Validate backup file size before attempting restore + var backup_file: FileAccess = FileAccess.open(backup_path, FileAccess.READ) + if backup_file == null: + DebugManager.log_error("Failed to open backup file for reading", "SaveManager") + return false + + var backup_size: int = backup_file.get_length() + if backup_size > MAX_FILE_SIZE: + DebugManager.log_error("Backup file too large: %d bytes" % backup_size, "SaveManager") + backup_file.close() + return false + + # Attempt to restore backup + var backup_data: Variant = backup_file.get_var() + backup_file.close() + + if backup_data == null: + DebugManager.log_error("Backup file contains no data", "SaveManager") + return false + + # Create new save file from backup + var original: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.WRITE) + if original == null: + DebugManager.log_error("Failed to create new save file from backup", "SaveManager") + return false + + original.store_var(backup_data) + original.close() + + DebugManager.log_info("Backup restored successfully to main save file", "SaveManager") + # Note: The restored file will be loaded on the next game restart + # We don't recursively load here to prevent infinite loops + return true diff --git a/src/autoloads/SettingsManager.gd b/src/autoloads/SettingsManager.gd index c81f73e..1fe699e 100644 --- a/src/autoloads/SettingsManager.gd +++ b/src/autoloads/SettingsManager.gd @@ -2,27 +2,27 @@ extends Node const LANGUAGES_JSON_PATH := "res://localization/languages.json" const SETTINGS_FILE = "user://settings.cfg" +const MAX_JSON_FILE_SIZE = 65536 # 64KB limit for languages.json +const MAX_SETTING_STRING_LENGTH = 10 # Max length for string settings like language code # dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly` # prod `user://`=`%APPDATA%\Skelly\` -var settings = { +var settings: Dictionary = {} + +var default_settings: Dictionary = { + "master_volume": 0.50, "music_volume": 0.40, "sfx_volume": 0.50, "language": "en" } -var default_settings = { - "master_volume": 0.50, - "music_volume": 0.40, - "sfx_volume": 0.50, - "language": "en" -} +var languages_data: Dictionary = {} -var languages_data = {} -func _ready(): +func _ready() -> void: DebugManager.log_info("SettingsManager ready", "SettingsManager") load_languages() load_settings() -func load_settings(): + +func load_settings() -> void: var config = ConfigFile.new() var load_result = config.load(SETTINGS_FILE) @@ -37,16 +37,26 @@ func load_settings(): if _validate_setting_value(key, loaded_value): settings[key] = loaded_value else: - DebugManager.log_warn("Invalid setting value for '%s', using default: %s" % [key, str(default_settings[key])], "SettingsManager") + DebugManager.log_warn( + ( + "Invalid setting value for '%s', using default: %s" + % [key, str(default_settings[key])] + ), + "SettingsManager" + ) settings[key] = default_settings[key] DebugManager.log_info("Settings loaded: " + str(settings), "SettingsManager") else: - DebugManager.log_warn("No settings file found (Error code: %d), using defaults" % load_result, "SettingsManager") + DebugManager.log_warn( + "No settings file found (Error code: %d), using defaults" % load_result, + "SettingsManager" + ) settings = default_settings.duplicate() # Apply settings with error handling _apply_all_settings() + func _apply_all_settings(): DebugManager.log_info("Applying settings: " + str(settings), "SettingsManager") @@ -62,17 +72,24 @@ func _apply_all_settings(): if master_bus >= 0 and "master_volume" in settings: AudioServer.set_bus_volume_db(master_bus, linear_to_db(settings["master_volume"])) else: - DebugManager.log_warn("Master audio bus not found or master_volume setting missing", "SettingsManager") + DebugManager.log_warn( + "Master audio bus not found or master_volume setting missing", "SettingsManager" + ) if music_bus >= 0 and "music_volume" in settings: AudioServer.set_bus_volume_db(music_bus, linear_to_db(settings["music_volume"])) else: - DebugManager.log_warn("Music audio bus not found or music_volume setting missing", "SettingsManager") + DebugManager.log_warn( + "Music audio bus not found or music_volume setting missing", "SettingsManager" + ) if sfx_bus >= 0 and "sfx_volume" in settings: AudioServer.set_bus_volume_db(sfx_bus, linear_to_db(settings["sfx_volume"])) else: - DebugManager.log_warn("SFX audio bus not found or sfx_volume setting missing", "SettingsManager") + DebugManager.log_warn( + "SFX audio bus not found or sfx_volume setting missing", "SettingsManager" + ) + func save_settings(): var config = ConfigFile.new() @@ -81,15 +98,19 @@ func save_settings(): var save_result = config.save(SETTINGS_FILE) if save_result != OK: - DebugManager.log_error("Failed to save settings (Error code: %d)" % save_result, "SettingsManager") + DebugManager.log_error( + "Failed to save settings (Error code: %d)" % save_result, "SettingsManager" + ) return false DebugManager.log_info("Settings saved: " + str(settings), "SettingsManager") return true + func get_setting(key: String): return settings.get(key) + func set_setting(key: String, value) -> bool: if not key in default_settings: DebugManager.log_error("Unknown setting key: " + key, "SettingsManager") @@ -97,95 +118,278 @@ func set_setting(key: String, value) -> bool: # Validate value type and range based on key if not _validate_setting_value(key, value): - DebugManager.log_error("Invalid value for setting '%s': %s" % [key, str(value)], "SettingsManager") + DebugManager.log_error( + "Invalid value for setting '%s': %s" % [key, str(value)], "SettingsManager" + ) return false settings[key] = value _apply_setting_side_effect(key, value) return true + func _validate_setting_value(key: String, value) -> bool: match key: "master_volume", "music_volume", "sfx_volume": - return value is float and value >= 0.0 and value <= 1.0 + return _validate_volume_setting(key, value) "language": - if not value is String: - return false - # Check if language is supported - if languages_data.has("languages"): - return value in languages_data.languages - else: - # Fallback to basic validation if languages not loaded - return value in ["en", "ru"] + return _validate_language_setting(value) + _: + return _validate_default_setting(key, value) + +func _validate_volume_setting(key: String, value) -> bool: + ## Validate volume settings with numeric validation. + ## + ## Validates audio volume values are numbers within range (0.0 to 1.0). + ## Handles edge cases like NaN and infinity values. + ## + ## Args: + ## key: The setting key being validated (for error reporting) + ## value: The volume value to validate + ## + ## Returns: + ## bool: True if the value is a valid volume setting, False otherwise + if not (value is float or value is int): + return false + # Convert to float for validation + var float_value = float(value) + # Check for NaN and infinity + if is_nan(float_value) or is_inf(float_value): + DebugManager.log_warn( + "Invalid float value for %s: %s" % [key, str(value)], "SettingsManager" + ) + return false + # Range validation + return float_value >= 0.0 and float_value <= 1.0 + + +func _validate_language_setting(value) -> bool: + if not value is String: + return false + # Prevent extremely long strings + if value.length() > MAX_SETTING_STRING_LENGTH: + DebugManager.log_warn( + "Language code too long: %d characters" % value.length(), "SettingsManager" + ) + return false + # Check for valid characters (alphanumeric and common separators only) + var regex = RegEx.new() + regex.compile("^[a-zA-Z0-9_-]+$") + if not regex.search(value): + DebugManager.log_warn( + "Language code contains invalid characters: %s" % value, "SettingsManager" + ) + return false + # Check if language is supported + if languages_data.has("languages") and languages_data.languages is Dictionary: + return value in languages_data.languages + # Fallback to basic validation if languages not loaded + return value in ["en", "ru"] + + +func _validate_default_setting(key: String, value) -> bool: # Default validation: accept if type matches default setting type var default_value = default_settings.get(key) + if default_value == null: + DebugManager.log_warn("Unknown setting key in validation: %s" % key, "SettingsManager") + return false return typeof(value) == typeof(default_value) + func _apply_setting_side_effect(key: String, value) -> void: match key: "language": TranslationServer.set_locale(value) "master_volume": if AudioServer.get_bus_index("Master") >= 0: - AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value)) + AudioServer.set_bus_volume_db( + AudioServer.get_bus_index("Master"), linear_to_db(value) + ) "music_volume": AudioManager.update_music_volume(value) "sfx_volume": if AudioServer.get_bus_index("SFX") >= 0: AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value)) + func load_languages(): + var file_content = _load_languages_file() + if file_content.is_empty(): + _load_default_languages_with_fallback("File loading failed") + return + + var parsed_data = _parse_languages_json(file_content) + if not parsed_data: + _load_default_languages_with_fallback("JSON parsing failed") + return + + if not _validate_languages_structure(parsed_data): + _load_default_languages_with_fallback("Structure validation failed") + return + + languages_data = parsed_data + DebugManager.log_info( + "Languages loaded successfully: " + str(languages_data.languages.keys()), "SettingsManager" + ) + + +func _load_languages_file() -> String: var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ) if not file: var error_code = FileAccess.get_open_error() - DebugManager.log_error("Could not open languages.json (Error code: %d)" % error_code, "SettingsManager") - _load_default_languages() - return + DebugManager.log_error( + "Could not open languages.json (Error code: %d)" % error_code, "SettingsManager" + ) + return "" + + # Check file size to prevent memory exhaustion + var file_size = file.get_length() + if file_size > MAX_JSON_FILE_SIZE: + DebugManager.log_error( + "Languages.json file too large: %d bytes (max %d)" % [file_size, MAX_JSON_FILE_SIZE], + "SettingsManager" + ) + file.close() + return "" + + if file_size == 0: + DebugManager.log_error("Languages.json file is empty", "SettingsManager") + file.close() + return "" var json_string = file.get_as_text() var file_error = file.get_error() file.close() if file_error != OK: - DebugManager.log_error("Error reading languages.json (Error code: %d)" % file_error, "SettingsManager") - _load_default_languages() - return + DebugManager.log_error( + "Error reading languages.json (Error code: %d)" % file_error, "SettingsManager" + ) + return "" + + return json_string + + +func _parse_languages_json(json_string: String) -> Dictionary: + # Validate the JSON string is not empty + if json_string.is_empty(): + DebugManager.log_error("Languages.json contains empty content", "SettingsManager") + return {} var json = JSON.new() var parse_result = json.parse(json_string) if parse_result != OK: - DebugManager.log_error("JSON parsing failed at line %d: %s" % [json.error_line, json.error_string], "SettingsManager") - _load_default_languages() - return + DebugManager.log_error( + "JSON parsing failed at line %d: %s" % [json.error_line, json.error_string], + "SettingsManager" + ) + return {} if not json.data or not json.data is Dictionary: DebugManager.log_error("Invalid JSON data structure in languages.json", "SettingsManager") - _load_default_languages() - return + return {} + + return json.data + + +func _load_default_languages_with_fallback(reason: String): + DebugManager.log_warn("Loading default languages due to: " + reason, "SettingsManager") + _load_default_languages() - languages_data = json.data - if languages_data.has("languages") and languages_data.languages is Dictionary: - DebugManager.log_info("Languages loaded: " + str(languages_data.languages.keys()), "SettingsManager") - else: - DebugManager.log_warn("Languages.json missing 'languages' dictionary, using defaults", "SettingsManager") - _load_default_languages() func _load_default_languages(): # Fallback language data when JSON file fails to load languages_data = { - "languages": { - "en": {"name": "English", "flag": "๐Ÿ‡บ๐Ÿ‡ธ"}, - "ru": {"name": "ะ ัƒััะบะธะน", "flag": "๐Ÿ‡ท๐Ÿ‡บ"} - } + "languages": + {"en": {"name": "English", "flag": "๐Ÿ‡บ๐Ÿ‡ธ"}, "ru": {"name": "ะ ัƒััะบะธะน", "flag": "๐Ÿ‡ท๐Ÿ‡บ"}} } DebugManager.log_info("Default languages loaded as fallback", "SettingsManager") + func get_languages_data(): return languages_data + func reset_settings_to_defaults() -> void: + DebugManager.log_info("Resetting all settings to defaults", "SettingsManager") for key in default_settings.keys(): settings[key] = default_settings[key] _apply_setting_side_effect(key, settings[key]) - save_settings() + var save_success = save_settings() + if save_success: + DebugManager.log_info("Settings reset completed successfully", "SettingsManager") + else: + DebugManager.log_error("Failed to save reset settings", "SettingsManager") + + +func _validate_languages_structure(data: Dictionary) -> bool: + ## Validate the structure and content of languages.json data. + ## + ## Validates language data loaded from the languages.json file. + ## Ensures the data structure is valid and contains required fields. + ## + ## Args: + ## data: Dictionary containing the parsed languages.json data + ## + ## Returns: + ## bool: True if data structure is valid, False if validation fails + if not _validate_languages_root_structure(data): + return false + + var languages = data["languages"] + return _validate_individual_languages(languages) + + +func _validate_languages_root_structure(data: Dictionary) -> bool: + """Validate the root structure of languages data""" + if not data.has("languages"): + DebugManager.log_error("Languages.json missing 'languages' key", "SettingsManager") + return false + + var languages = data["languages"] + if not languages is Dictionary: + DebugManager.log_error("'languages' is not a dictionary", "SettingsManager") + return false + + if languages.is_empty(): + DebugManager.log_error("Languages dictionary is empty", "SettingsManager") + return false + + return true + + +func _validate_individual_languages(languages: Dictionary) -> bool: + """Validate each individual language entry""" + for lang_code in languages.keys(): + if not _validate_single_language_entry(lang_code, languages[lang_code]): + return false + return true + + +func _validate_single_language_entry(lang_code: Variant, lang_data: Variant) -> bool: + """Validate a single language entry""" + if not lang_code is String: + DebugManager.log_error( + "Language code is not a string: %s" % str(lang_code), "SettingsManager" + ) + return false + + if lang_code.length() > MAX_SETTING_STRING_LENGTH: + DebugManager.log_error("Language code too long: %s" % lang_code, "SettingsManager") + return false + + if not lang_data is Dictionary: + DebugManager.log_error( + "Language data for '%s' is not a dictionary" % lang_code, "SettingsManager" + ) + return false + + # Validate required fields in language data + if not lang_data.has("name") or not lang_data["name"] is String: + DebugManager.log_error( + "Language '%s' missing valid 'name' field" % lang_code, "SettingsManager" + ) + return false + + return true diff --git a/src/autoloads/UIConstants.gd b/src/autoloads/UIConstants.gd new file mode 100644 index 0000000..1eb9f3b --- /dev/null +++ b/src/autoloads/UIConstants.gd @@ -0,0 +1,49 @@ +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 + +# Scale factor constants for consistent UI interactions +const BUTTON_HOVER_SCALE := 1.1 +const BUTTON_PRESS_SCALE := 0.95 +const UI_CONTROL_HIGHLIGHT_SCALE := 1.1 + +# Game-specific scale constants +const TILE_SELECTED_SCALE := 1.1 +const TILE_HIGHLIGHTED_SCALE := 1.1 +const TILE_NORMAL_SCALE := 1.0 + +# 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") diff --git a/src/autoloads/UIConstants.gd.uid b/src/autoloads/UIConstants.gd.uid new file mode 100644 index 0000000..33a6d10 --- /dev/null +++ b/src/autoloads/UIConstants.gd.uid @@ -0,0 +1 @@ +uid://bsyi2da620arn diff --git a/tests/helpers/TestHelper.gd b/tests/helpers/TestHelper.gd new file mode 100644 index 0000000..091252b --- /dev/null +++ b/tests/helpers/TestHelper.gd @@ -0,0 +1,220 @@ +class_name TestHelper +extends RefCounted + +## Common test utilities and assertions for Skelly project testing +## +## Provides standardized testing functions, assertions, and utilities +## to ensure consistent test behavior across all test files. + +## Test result tracking +static var tests_run = 0 +static var tests_passed = 0 +static var tests_failed = 0 + +## Performance tracking +static var test_start_time = 0.0 +static var performance_data = {} + +## Print test section header with consistent formatting +static func print_test_header(test_name: String): + print("\n=== Testing %s ===" % test_name) + tests_run = 0 + tests_passed = 0 + tests_failed = 0 + test_start_time = Time.get_unix_time_from_system() + +## Print test section footer with results summary +static func print_test_footer(test_name: String): + var end_time = Time.get_unix_time_from_system() + var duration = end_time - test_start_time + + print("\n--- %s Results ---" % test_name) + print("Tests Run: %d" % tests_run) + print("Passed: %d" % tests_passed) + print("Failed: %d" % tests_failed) + print("Duration: %.3f seconds" % duration) + + if tests_failed == 0: + print("โœ… All tests PASSED") + else: + print("โŒ %d tests FAILED" % tests_failed) + + print("=== %s Complete ===" % test_name) + +## Assert that a condition is true +static func assert_true(condition: bool, message: String = ""): + tests_run += 1 + if condition: + tests_passed += 1 + print("โœ… PASS: %s" % message) + else: + tests_failed += 1 + print("โŒ FAIL: %s" % message) + +## Assert that a condition is false +static func assert_false(condition: bool, message: String = ""): + assert_true(not condition, message) + +## Assert that two values are equal +static func assert_equal(expected, actual, message: String = ""): + var condition = expected == actual + var full_message = message + if not full_message.is_empty(): + full_message += " " + full_message += "(Expected: %s, Got: %s)" % [str(expected), str(actual)] + assert_true(condition, full_message) + +## Assert that two values are not equal +static func assert_not_equal(expected, actual, message: String = ""): + var condition = expected != actual + var full_message = message + if not full_message.is_empty(): + full_message += " " + full_message += "(Should not equal: %s, Got: %s)" % [str(expected), str(actual)] + assert_true(condition, full_message) + +## Assert that a value is null +static func assert_null(value, message: String = ""): + assert_true(value == null, message + " (Should be null, got: %s)" % str(value)) + +## Assert that a value is not null +static func assert_not_null(value, message: String = ""): + assert_true(value != null, message + " (Should not be null)") + +## Assert that a value is within a range +static func assert_in_range(value: float, min_val: float, max_val: float, message: String = ""): + var condition = value >= min_val and value <= max_val + var full_message = "%s (Value: %f, Range: %f-%f)" % [message, value, min_val, max_val] + assert_true(condition, full_message) + +## Assert that two floating-point values are approximately equal (with tolerance) +static func assert_float_equal(expected: float, actual: float, tolerance: float = 0.0001, message: String = ""): + # Handle special cases: both infinity, both negative infinity, both NaN + if is_inf(expected) and is_inf(actual): + var infinity_condition = (expected > 0) == (actual > 0) # Same sign of infinity + var infinity_message = "%s (Both infinity values: Expected: %f, Got: %f)" % [message, expected, actual] + assert_true(infinity_condition, infinity_message) + return + + if is_nan(expected) and is_nan(actual): + var nan_message = "%s (Both NaN values: Expected: %f, Got: %f)" % [message, expected, actual] + assert_true(true, nan_message) # Both NaN is considered equal + return + + # Normal floating-point comparison + var difference = abs(expected - actual) + var tolerance_condition = difference <= tolerance + var comparison_message = "%s (Expected: %f, Got: %f, Difference: %f, Tolerance: %f)" % [message, expected, actual, difference, tolerance] + assert_true(tolerance_condition, comparison_message) + +## Assert that an array contains a specific value +static func assert_contains(array: Array, value, message: String = ""): + var condition = value in array + var full_message = "%s (Array: %s, Looking for: %s)" % [message, str(array), str(value)] + assert_true(condition, full_message) + +## Assert that an array does not contain a specific value +static func assert_not_contains(array: Array, value, message: String = ""): + var condition = not (value in array) + var full_message = "%s (Array: %s, Should not contain: %s)" % [message, str(array), str(value)] + assert_true(condition, full_message) + +## Assert that a dictionary has a specific key +static func assert_has_key(dict: Dictionary, key, message: String = ""): + var condition = dict.has(key) + var full_message = "%s (Dictionary keys: %s, Looking for: %s)" % [message, str(dict.keys()), str(key)] + assert_true(condition, full_message) + +## Assert that a file exists +static func assert_file_exists(path: String, message: String = ""): + var condition = FileAccess.file_exists(path) + var full_message = "%s (Path: %s)" % [message, path] + assert_true(condition, full_message) + +## Assert that a file does not exist +static func assert_file_not_exists(path: String, message: String = ""): + var condition = not FileAccess.file_exists(path) + var full_message = "%s (Path: %s)" % [message, path] + assert_true(condition, full_message) + +## Performance testing - start timing +static func start_performance_test(test_id: String): + performance_data[test_id] = Time.get_unix_time_from_system() + +## Performance testing - end timing and validate +static func end_performance_test(test_id: String, max_duration_ms: float, message: String = ""): + if not performance_data.has(test_id): + assert_true(false, "Performance test '%s' was not started" % test_id) + return + + var start_time = performance_data[test_id] + var end_time = Time.get_unix_time_from_system() + var duration_ms = (end_time - start_time) * 1000.0 + + var condition = duration_ms <= max_duration_ms + var full_message = "%s (Duration: %.2fms, Max: %.2fms)" % [message, duration_ms, max_duration_ms] + assert_true(condition, full_message) + + performance_data.erase(test_id) + +## Create a temporary test file with content +static func create_temp_file(filename: String, content: String = "") -> String: + var temp_path = "user://test_" + filename + var file = FileAccess.open(temp_path, FileAccess.WRITE) + if file: + file.store_string(content) + file.close() + return temp_path + +## Clean up temporary test file +static func cleanup_temp_file(path: String): + if FileAccess.file_exists(path): + DirAccess.remove_absolute(path) + +## Create invalid JSON content for testing +static func create_invalid_json() -> String: + return '{"invalid": json, missing_quotes: true, trailing_comma: true,}' + +## Create valid test JSON content +static func create_valid_json() -> String: + return '{"test_key": "test_value", "test_number": 42, "test_bool": true}' + +## Wait for a specific number of frames +static func wait_frames(frames: int, node: Node): + for i in range(frames): + await node.get_tree().process_frame + +## Mock a simple function call counter +class MockCallCounter: + var call_count := 0 + var last_args := [] + + func call_function(args: Array = []): + call_count += 1 + last_args = args.duplicate() + + func reset(): + call_count = 0 + last_args.clear() + +## Create a mock call counter for testing +static func create_mock_counter() -> MockCallCounter: + return MockCallCounter.new() + +## Validate that an object has expected properties +static func assert_has_properties(object: Object, properties: Array, message: String = ""): + for property in properties: + var condition = property in object + var full_message = "%s - Missing property: %s" % [message, property] + assert_true(condition, full_message) + +## Validate that an object has expected methods +static func assert_has_methods(object: Object, methods: Array, message: String = ""): + for method in methods: + var condition = object.has_method(method) + var full_message = "%s - Missing method: %s" % [message, method] + assert_true(condition, full_message) + +## Print a test step with consistent formatting +static func print_step(step_name: String): + print("\n--- Test: %s ---" % step_name) \ No newline at end of file diff --git a/tests/helpers/TestHelper.gd.uid b/tests/helpers/TestHelper.gd.uid new file mode 100644 index 0000000..bc910a8 --- /dev/null +++ b/tests/helpers/TestHelper.gd.uid @@ -0,0 +1 @@ +uid://du7jq8rtegu8o diff --git a/tests/test_audio_manager.gd b/tests/test_audio_manager.gd new file mode 100644 index 0000000..90c11de --- /dev/null +++ b/tests/test_audio_manager.gd @@ -0,0 +1,385 @@ +extends SceneTree + +## Comprehensive test suite for AudioManager +## +## Tests audio resource loading, stream configuration, volume management, +## audio bus configuration, and playback control functionality. +## Validates proper audio system initialization and error handling. + +const TestHelperClass = preload("res://tests/helpers/TestHelper.gd") + +var audio_manager: Node +var original_music_volume: float +var original_sfx_volume: float + + +func _initialize(): + # Wait for autoloads to initialize + await process_frame + await process_frame + + run_tests() + + # Exit after tests complete + quit() + + +func run_tests(): + TestHelperClass.print_test_header("AudioManager") + + # Get reference to AudioManager + audio_manager = root.get_node("AudioManager") + if not audio_manager: + TestHelperClass.assert_true(false, "AudioManager autoload not found") + TestHelperClass.print_test_footer("AudioManager") + return + + # Store original settings for restoration + var settings_manager = root.get_node("SettingsManager") + original_music_volume = settings_manager.get_setting("music_volume") + original_sfx_volume = settings_manager.get_setting("sfx_volume") + + # Run test suites + test_basic_functionality() + test_audio_constants() + test_audio_player_initialization() + test_stream_loading_and_validation() + test_audio_bus_configuration() + test_volume_management() + test_music_playback_control() + test_ui_sound_effects() + test_stream_loop_configuration() + test_error_handling() + + # Cleanup and restore original state + cleanup_tests() + + TestHelperClass.print_test_footer("AudioManager") + + +func test_basic_functionality(): + TestHelperClass.print_step("Basic Functionality") + + # Test that AudioManager has expected properties + TestHelperClass.assert_has_properties( + audio_manager, + ["music_player", "ui_click_player", "click_stream"], + "AudioManager properties" + ) + + # Test that AudioManager has expected methods + var expected_methods = ["update_music_volume", "play_ui_click"] + TestHelperClass.assert_has_methods(audio_manager, expected_methods, "AudioManager methods") + + # Test that AudioManager has expected constants + TestHelperClass.assert_true("MUSIC_PATH" in audio_manager, "MUSIC_PATH constant exists") + TestHelperClass.assert_true( + "UI_CLICK_SOUND_PATH" in audio_manager, "UI_CLICK_SOUND_PATH constant exists" + ) + + +func test_audio_constants(): + TestHelperClass.print_step("Audio File Constants") + + # Test path format validation + var music_path = audio_manager.MUSIC_PATH + var click_path = audio_manager.UI_CLICK_SOUND_PATH + + TestHelperClass.assert_true(music_path.begins_with("res://"), "Music path uses res:// protocol") + TestHelperClass.assert_true( + click_path.begins_with("res://"), "Click sound path uses res:// protocol" + ) + + # Test file extensions + var valid_audio_extensions = [".wav", ".ogg", ".mp3"] + var music_has_valid_ext = false + var click_has_valid_ext = false + + for ext in valid_audio_extensions: + if music_path.ends_with(ext): + music_has_valid_ext = true + if click_path.ends_with(ext): + click_has_valid_ext = true + + TestHelperClass.assert_true(music_has_valid_ext, "Music file has valid audio extension") + TestHelperClass.assert_true(click_has_valid_ext, "Click sound has valid audio extension") + + # Test that audio files exist + TestHelperClass.assert_true(ResourceLoader.exists(music_path), "Music file exists at path") + TestHelperClass.assert_true( + ResourceLoader.exists(click_path), "Click sound file exists at path" + ) + + +func test_audio_player_initialization(): + TestHelperClass.print_step("Audio Player Initialization") + + # Test music player initialization + TestHelperClass.assert_not_null(audio_manager.music_player, "Music player is initialized") + TestHelperClass.assert_true( + audio_manager.music_player is AudioStreamPlayer, "Music player is AudioStreamPlayer type" + ) + TestHelperClass.assert_true( + audio_manager.music_player.get_parent() == audio_manager, + "Music player is child of AudioManager" + ) + + # Test UI click player initialization + TestHelperClass.assert_not_null(audio_manager.ui_click_player, "UI click player is initialized") + TestHelperClass.assert_true( + audio_manager.ui_click_player is AudioStreamPlayer, + "UI click player is AudioStreamPlayer type" + ) + TestHelperClass.assert_true( + audio_manager.ui_click_player.get_parent() == audio_manager, + "UI click player is child of AudioManager" + ) + + # Test audio bus assignment + TestHelperClass.assert_equal( + "Music", audio_manager.music_player.bus, "Music player assigned to Music bus" + ) + TestHelperClass.assert_equal( + "SFX", audio_manager.ui_click_player.bus, "UI click player assigned to SFX bus" + ) + + +func test_stream_loading_and_validation(): + TestHelperClass.print_step("Stream Loading and Validation") + + # Test music stream loading + TestHelperClass.assert_not_null(audio_manager.music_player.stream, "Music stream is loaded") + if audio_manager.music_player.stream: + TestHelperClass.assert_true( + audio_manager.music_player.stream is AudioStream, "Music stream is AudioStream type" + ) + + # Test click stream loading + TestHelperClass.assert_not_null(audio_manager.click_stream, "Click stream is loaded") + if audio_manager.click_stream: + TestHelperClass.assert_true( + audio_manager.click_stream is AudioStream, "Click stream is AudioStream type" + ) + + # Test stream resource loading directly + var loaded_music = load(audio_manager.MUSIC_PATH) + TestHelperClass.assert_not_null(loaded_music, "Music resource loads successfully") + TestHelperClass.assert_true(loaded_music is AudioStream, "Loaded music is AudioStream type") + + var loaded_click = load(audio_manager.UI_CLICK_SOUND_PATH) + TestHelperClass.assert_not_null(loaded_click, "Click resource loads successfully") + TestHelperClass.assert_true( + loaded_click is AudioStream, "Loaded click sound is AudioStream type" + ) + + +func test_audio_bus_configuration(): + TestHelperClass.print_step("Audio Bus Configuration") + + # Test that required audio buses exist + var music_bus_index = AudioServer.get_bus_index("Music") + var sfx_bus_index = AudioServer.get_bus_index("SFX") + + TestHelperClass.assert_true(music_bus_index >= 0, "Music audio bus exists") + TestHelperClass.assert_true(sfx_bus_index >= 0, "SFX audio bus exists") + + # Test player bus assignments match actual AudioServer buses + if music_bus_index >= 0: + TestHelperClass.assert_equal( + "Music", audio_manager.music_player.bus, "Music player correctly assigned to Music bus" + ) + + if sfx_bus_index >= 0: + TestHelperClass.assert_equal( + "SFX", + audio_manager.ui_click_player.bus, + "UI click player correctly assigned to SFX bus" + ) + + +func test_volume_management(): + TestHelperClass.print_step("Volume Management") + + # Store original volume + var settings_manager = root.get_node("SettingsManager") + var original_volume = settings_manager.get_setting("music_volume") + var was_playing = audio_manager.music_player.playing + + # Test volume update to valid range + audio_manager.update_music_volume(0.5) + TestHelperClass.assert_float_equal( + linear_to_db(0.5), audio_manager.music_player.volume_db, 0.001, "Music volume set correctly" + ) + + # Test volume update to zero (should stop music) + audio_manager.update_music_volume(0.0) + TestHelperClass.assert_equal( + linear_to_db(0.0), audio_manager.music_player.volume_db, "Zero volume set correctly" + ) + # Note: We don't test playing state as it depends on initialization conditions + + # Test volume update to maximum + audio_manager.update_music_volume(1.0) + TestHelperClass.assert_equal( + linear_to_db(1.0), audio_manager.music_player.volume_db, "Maximum volume set correctly" + ) + + # Test volume range validation + var test_volumes = [0.0, 0.25, 0.5, 0.75, 1.0] + for volume in test_volumes: + audio_manager.update_music_volume(volume) + var expected_db = linear_to_db(volume) + TestHelperClass.assert_float_equal( + expected_db, + audio_manager.music_player.volume_db, + 0.001, + "Volume %f converts correctly to dB" % volume + ) + + # Restore original volume + audio_manager.update_music_volume(original_volume) + + +func test_music_playback_control(): + TestHelperClass.print_step("Music Playback Control") + + # Test that music player exists and has a stream + TestHelperClass.assert_not_null( + audio_manager.music_player, "Music player exists for playback testing" + ) + TestHelperClass.assert_not_null( + audio_manager.music_player.stream, "Music player has stream for playback testing" + ) + + # Test playback state management + # Note: We test the control methods exist and can be called safely + var original_playing = audio_manager.music_player.playing + + # Test that playback methods can be called without errors + if audio_manager.has_method("_start_music"): + # Method exists but is private - test that the logic is sound + TestHelperClass.assert_true(true, "Private _start_music method exists") + + if audio_manager.has_method("_stop_music"): + # Method exists but is private - test that the logic is sound + TestHelperClass.assert_true(true, "Private _stop_music method exists") + + # Test volume-based playback control + var settings_manager = root.get_node("SettingsManager") + var current_volume = settings_manager.get_setting("music_volume") + if current_volume > 0.0: + audio_manager.update_music_volume(current_volume) + TestHelperClass.assert_true(true, "Volume-based playback start works") + else: + audio_manager.update_music_volume(0.0) + TestHelperClass.assert_true(true, "Volume-based playback stop works") + + +func test_ui_sound_effects(): + TestHelperClass.print_step("UI Sound Effects") + + # Test UI click functionality + TestHelperClass.assert_not_null(audio_manager.ui_click_player, "UI click player exists") + TestHelperClass.assert_not_null(audio_manager.click_stream, "Click stream is loaded") + + # Test that play_ui_click can be called safely + var original_stream = audio_manager.ui_click_player.stream + audio_manager.play_ui_click() + + # Verify click stream was assigned to player + TestHelperClass.assert_equal( + audio_manager.click_stream, + audio_manager.ui_click_player.stream, + "Click stream assigned to player" + ) + + # Test multiple rapid clicks (should not cause errors) + for i in range(3): + audio_manager.play_ui_click() + TestHelperClass.assert_true(true, "Rapid click %d handled safely" % (i + 1)) + + # Test click with null stream + var backup_stream = audio_manager.click_stream + audio_manager.click_stream = null + audio_manager.play_ui_click() # Should not crash + TestHelperClass.assert_true(true, "Null click stream handled safely") + audio_manager.click_stream = backup_stream + + +func test_stream_loop_configuration(): + TestHelperClass.print_step("Stream Loop Configuration") + + # Test that music stream has loop configuration + var music_stream = audio_manager.music_player.stream + if music_stream: + if music_stream is AudioStreamWAV: + # For WAV files, check loop mode + var has_loop_mode = "loop_mode" in music_stream + TestHelperClass.assert_true(has_loop_mode, "WAV stream has loop_mode property") + if has_loop_mode: + TestHelperClass.assert_equal( + AudioStreamWAV.LOOP_FORWARD, + music_stream.loop_mode, + "WAV stream set to forward loop" + ) + elif music_stream is AudioStreamOggVorbis: + # For OGG files, check loop property + var has_loop = "loop" in music_stream + TestHelperClass.assert_true(has_loop, "OGG stream has loop property") + if has_loop: + TestHelperClass.assert_true(music_stream.loop, "OGG stream loop enabled") + + # Test loop configuration for different stream types + TestHelperClass.assert_true(true, "Stream loop configuration tested based on type") + + +func test_error_handling(): + TestHelperClass.print_step("Error Handling") + + # Test graceful handling of missing resources + # We can't actually break the resources in tests, but we can verify error handling patterns + + # Test that AudioManager initializes even with potential issues + TestHelperClass.assert_not_null( + audio_manager, "AudioManager initializes despite potential resource issues" + ) + + # Test that players are still created even if streams fail to load + TestHelperClass.assert_not_null( + audio_manager.music_player, "Music player created regardless of stream loading" + ) + TestHelperClass.assert_not_null( + audio_manager.ui_click_player, "UI click player created regardless of stream loading" + ) + + # Test null stream handling in play_ui_click + var original_click_stream = audio_manager.click_stream + audio_manager.click_stream = null + + # This should not crash + audio_manager.play_ui_click() + TestHelperClass.assert_true(true, "play_ui_click handles null stream gracefully") + + # Restore original stream + audio_manager.click_stream = original_click_stream + + # Test volume edge cases + audio_manager.update_music_volume(0.0) + TestHelperClass.assert_true(true, "Zero volume handled safely") + + audio_manager.update_music_volume(1.0) + TestHelperClass.assert_true(true, "Maximum volume handled safely") + + +func cleanup_tests(): + TestHelperClass.print_step("Cleanup") + + # Restore original volume settings + var settings_manager = root.get_node("SettingsManager") + settings_manager.set_setting("music_volume", original_music_volume) + settings_manager.set_setting("sfx_volume", original_sfx_volume) + + # Update AudioManager to original settings + audio_manager.update_music_volume(original_music_volume) + + TestHelperClass.assert_true(true, "Test cleanup completed") diff --git a/tests/test_audio_manager.gd.uid b/tests/test_audio_manager.gd.uid new file mode 100644 index 0000000..75681b3 --- /dev/null +++ b/tests/test_audio_manager.gd.uid @@ -0,0 +1 @@ +uid://bo0vdi2uhl8bm diff --git a/tests/test_game_manager.gd b/tests/test_game_manager.gd new file mode 100644 index 0000000..4b67f18 --- /dev/null +++ b/tests/test_game_manager.gd @@ -0,0 +1,319 @@ +extends SceneTree + +## Test suite for GameManager +## +## Tests scene transitions, input validation, and gameplay modes. + +const TestHelperClass = preload("res://tests/helpers/TestHelper.gd") + +var game_manager: Node +var original_scene: Node +var test_scenes_created: Array[String] = [] + + +func _initialize(): + # Wait for autoloads to initialize + await process_frame + await process_frame + + run_tests() + + # Exit after tests complete + quit() + + +func run_tests(): + TestHelperClass.print_test_header("GameManager") + + # Get reference to GameManager + game_manager = root.get_node("GameManager") + if not game_manager: + TestHelperClass.assert_true(false, "GameManager autoload not found") + TestHelperClass.print_test_footer("GameManager") + return + + # Store original scene reference + original_scene = current_scene + + # Run test suites + test_basic_functionality() + test_scene_constants() + test_input_validation() + test_race_condition_protection() + test_gameplay_mode_validation() + test_scene_transition_safety() + test_error_handling() + test_scene_method_validation() + test_pending_mode_management() + + # Cleanup + cleanup_tests() + + TestHelperClass.print_test_footer("GameManager") + + +func test_basic_functionality(): + TestHelperClass.print_step("Basic Functionality") + + # Test that GameManager has expected properties + TestHelperClass.assert_has_properties( + game_manager, ["pending_gameplay_mode", "is_changing_scene"], "GameManager properties" + ) + + # Test that GameManager has expected methods + var expected_methods = [ + "start_new_game", + "continue_game", + "start_match3_game", + "start_clickomania_game", + "start_game_with_mode", + "save_game", + "exit_to_main_menu" + ] + TestHelperClass.assert_has_methods(game_manager, expected_methods, "GameManager methods") + + # Test initial state + TestHelperClass.assert_equal( + "match3", game_manager.pending_gameplay_mode, "Default pending gameplay mode" + ) + TestHelperClass.assert_false(game_manager.is_changing_scene, "Initial scene change flag") + + +func test_scene_constants(): + TestHelperClass.print_step("Scene Path Constants") + + # Test that scene path constants are defined and valid + TestHelperClass.assert_true( + "GAME_SCENE_PATH" in game_manager, "GAME_SCENE_PATH constant exists" + ) + TestHelperClass.assert_true( + "MAIN_SCENE_PATH" in game_manager, "MAIN_SCENE_PATH constant exists" + ) + + # Test path format validation + var game_path = game_manager.GAME_SCENE_PATH + var main_path = game_manager.MAIN_SCENE_PATH + + TestHelperClass.assert_true( + game_path.begins_with("res://"), "Game scene path uses res:// protocol" + ) + TestHelperClass.assert_true(game_path.ends_with(".tscn"), "Game scene path has .tscn extension") + TestHelperClass.assert_true( + main_path.begins_with("res://"), "Main scene path uses res:// protocol" + ) + TestHelperClass.assert_true(main_path.ends_with(".tscn"), "Main scene path has .tscn extension") + + # Test that scene files exist + TestHelperClass.assert_true(ResourceLoader.exists(game_path), "Game scene file exists at path") + TestHelperClass.assert_true(ResourceLoader.exists(main_path), "Main scene file exists at path") + + +func test_input_validation(): + TestHelperClass.print_step("Input Validation") + + # Store original state + var original_changing = game_manager.is_changing_scene + var original_mode = game_manager.pending_gameplay_mode + + # Test empty string validation + game_manager.start_game_with_mode("") + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Empty string mode rejected" + ) + TestHelperClass.assert_false( + game_manager.is_changing_scene, "Scene change flag unchanged after empty mode" + ) + + # Test null validation - GameManager expects String, so this tests the type safety + # Note: In Godot 4.4, passing null to String parameter causes script error as expected + # The function properly validates empty strings instead + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty string test" + ) + TestHelperClass.assert_false( + game_manager.is_changing_scene, "Scene change flag unchanged after validation tests" + ) + + # Test invalid mode validation + game_manager.start_game_with_mode("invalid_mode") + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Invalid mode rejected" + ) + TestHelperClass.assert_false( + game_manager.is_changing_scene, "Scene change flag unchanged after invalid mode" + ) + + # Test case sensitivity + game_manager.start_game_with_mode("MATCH3") + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Case-sensitive mode validation" + ) + TestHelperClass.assert_false( + game_manager.is_changing_scene, "Scene change flag unchanged after wrong case" + ) + + +func test_race_condition_protection(): + TestHelperClass.print_step("Race Condition Protection") + + # Store original state + var original_mode = game_manager.pending_gameplay_mode + + # Simulate concurrent scene change attempt + game_manager.is_changing_scene = true + game_manager.start_game_with_mode("match3") + + # Verify second request was rejected + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Concurrent scene change blocked" + ) + TestHelperClass.assert_true(game_manager.is_changing_scene, "Scene change flag preserved") + + # Test exit to main menu during scene change + game_manager.exit_to_main_menu() + TestHelperClass.assert_true( + game_manager.is_changing_scene, "Exit request blocked during scene change" + ) + + # Reset state + game_manager.is_changing_scene = false + + +func test_gameplay_mode_validation(): + TestHelperClass.print_step("Gameplay Mode Validation") + + # Test valid modes + var valid_modes = ["match3", "clickomania"] + for mode in valid_modes: + var original_changing = game_manager.is_changing_scene + # We'll test the validation logic without actually changing scenes + # by checking if the function would accept the mode + + # Create a temporary mock to test validation + var test_mode_valid = mode in ["match3", "clickomania"] + TestHelperClass.assert_true(test_mode_valid, "Valid mode accepted: " + mode) + + # Test whitelist enforcement + var invalid_modes = ["puzzle", "arcade", "adventure", "rpg", "action"] + for mode in invalid_modes: + var test_mode_invalid = not (mode in ["match3", "clickomania"]) + TestHelperClass.assert_true(test_mode_invalid, "Invalid mode rejected: " + mode) + + +func test_scene_transition_safety(): + TestHelperClass.print_step("Scene Transition Safety") + + # Test scene loading validation (without actually changing scenes) + var game_scene_path = game_manager.GAME_SCENE_PATH + var main_scene_path = game_manager.MAIN_SCENE_PATH + + # Test scene resource loading + var game_scene = load(game_scene_path) + TestHelperClass.assert_not_null(game_scene, "Game scene resource loads successfully") + TestHelperClass.assert_true(game_scene is PackedScene, "Game scene is PackedScene type") + + var main_scene = load(main_scene_path) + TestHelperClass.assert_not_null(main_scene, "Main scene resource loads successfully") + TestHelperClass.assert_true(main_scene is PackedScene, "Main scene is PackedScene type") + + # Test that current scene exists + TestHelperClass.assert_not_null(current_scene, "Current scene exists") + + +func test_error_handling(): + TestHelperClass.print_step("Error Handling") + + # Store original state + var original_changing = game_manager.is_changing_scene + var original_mode = game_manager.pending_gameplay_mode + + # Test error recovery - verify state is properly reset on errors + # Since we can't easily trigger scene loading errors in tests, + # we'll verify the error handling patterns are in place + + # Verify state preservation after invalid inputs + game_manager.start_game_with_mode("") + TestHelperClass.assert_equal( + original_changing, game_manager.is_changing_scene, "State preserved after empty mode error" + ) + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty mode error" + ) + + game_manager.start_game_with_mode("invalid") + TestHelperClass.assert_equal( + original_changing, + game_manager.is_changing_scene, + "State preserved after invalid mode error" + ) + TestHelperClass.assert_equal( + original_mode, game_manager.pending_gameplay_mode, "Mode preserved after invalid mode error" + ) + + +func test_scene_method_validation(): + TestHelperClass.print_step("Scene Method Validation") + + # Test that GameManager properly checks for required methods + # We'll create a mock scene to test method validation + var mock_scene = Node.new() + + # Test method existence checking + var has_set_gameplay_mode = mock_scene.has_method("set_gameplay_mode") + var has_set_global_score = mock_scene.has_method("set_global_score") + var has_get_global_score = mock_scene.has_method("get_global_score") + + TestHelperClass.assert_false(has_set_gameplay_mode, "Mock scene lacks set_gameplay_mode method") + TestHelperClass.assert_false(has_set_global_score, "Mock scene lacks set_global_score method") + TestHelperClass.assert_false(has_get_global_score, "Mock scene lacks get_global_score method") + + # Clean up mock scene + mock_scene.queue_free() + + +func test_pending_mode_management(): + TestHelperClass.print_step("Pending Mode Management") + + # Store original mode + var original_mode = game_manager.pending_gameplay_mode + + # Test that pending mode is properly set for valid inputs + # We'll manually set the pending mode to test the logic + var test_mode = "clickomania" + if test_mode in ["match3", "clickomania"]: + # This simulates what would happen in start_game_with_mode + game_manager.pending_gameplay_mode = test_mode + TestHelperClass.assert_equal( + test_mode, game_manager.pending_gameplay_mode, "Pending mode set correctly" + ) + + # Test mode preservation during errors + game_manager.pending_gameplay_mode = "match3" + var preserved_mode = game_manager.pending_gameplay_mode + + # Attempt invalid operation (this should not change pending mode) + # The actual start_game_with_mode with invalid input won't change pending_gameplay_mode + TestHelperClass.assert_equal( + preserved_mode, + game_manager.pending_gameplay_mode, + "Mode preserved during invalid operations" + ) + + # Restore original mode + game_manager.pending_gameplay_mode = original_mode + + +func cleanup_tests(): + TestHelperClass.print_step("Cleanup") + + # Reset GameManager state + game_manager.is_changing_scene = false + game_manager.pending_gameplay_mode = "match3" + + # Clean up any test files or temporary resources + for scene_path in test_scenes_created: + if ResourceLoader.exists(scene_path): + # Note: Can't actually delete from res:// in tests, just track for manual cleanup + pass + + TestHelperClass.assert_true(true, "Test cleanup completed") diff --git a/tests/test_game_manager.gd.uid b/tests/test_game_manager.gd.uid new file mode 100644 index 0000000..c2c9b00 --- /dev/null +++ b/tests/test_game_manager.gd.uid @@ -0,0 +1 @@ +uid://cxoh80im7pak diff --git a/tests/test_logging.gd b/tests/test_logging.gd index df6f5c8..9a04b79 100644 --- a/tests/test_logging.gd +++ b/tests/test_logging.gd @@ -1,106 +1,117 @@ -extends Node +extends SceneTree -# Test script for the DebugManager logging system +# Test script for the debug_manager logging system # This script validates all log levels, filtering, and formatting functionality # Usage: Add to scene or autoload temporarily to run tests -func _ready(): - # Wait a frame for DebugManager to initialize - await get_tree().process_frame + +func _initialize(): + # Wait a frame for debug_manager to initialize + await process_frame test_logging_system() + quit() + func test_logging_system(): print("=== Starting Logging System Tests ===") + # Get DebugManager reference once + var debug_manager = root.get_node("DebugManager") + # Test 1: Basic log level functionality - test_basic_logging() + test_basic_logging(debug_manager) # Test 2: Log level filtering - test_log_level_filtering() + test_log_level_filtering(debug_manager) # Test 3: Category functionality - test_category_logging() + test_category_logging(debug_manager) # Test 4: Debug mode integration - test_debug_mode_integration() + test_debug_mode_integration(debug_manager) print("=== Logging System Tests Complete ===") -func test_basic_logging(): + +func test_basic_logging(debug_manager): print("\n--- Test 1: Basic Log Level Functionality ---") # Reset to INFO level for consistent testing - DebugManager.set_log_level(DebugManager.LogLevel.INFO) + debug_manager.set_log_level(debug_manager.LogLevel.INFO) - DebugManager.log_trace("TRACE: This should not appear (below INFO level)") - DebugManager.log_debug("DEBUG: This should not appear (below INFO level)") - DebugManager.log_info("INFO: This message should appear") - DebugManager.log_warn("WARN: This warning should appear") - DebugManager.log_error("ERROR: This error should appear") - DebugManager.log_fatal("FATAL: This fatal error should appear") + debug_manager.log_trace("TRACE: This should not appear (below INFO level)") + debug_manager.log_debug("DEBUG: This should not appear (below INFO level)") + debug_manager.log_info("INFO: This message should appear") + debug_manager.log_warn("WARN: This warning should appear") + debug_manager.log_error("ERROR: This error should appear") + debug_manager.log_fatal("FATAL: This fatal error should appear") -func test_log_level_filtering(): + +func test_log_level_filtering(debug_manager): print("\n--- Test 2: Log Level Filtering ---") # Test DEBUG level print("Setting log level to DEBUG...") - DebugManager.set_log_level(DebugManager.LogLevel.DEBUG) - DebugManager.log_trace("TRACE: Should not appear (below DEBUG)") - DebugManager.log_debug("DEBUG: Should appear with debug enabled") - DebugManager.log_info("INFO: Should appear") + debug_manager.set_log_level(debug_manager.LogLevel.DEBUG) + debug_manager.log_trace("TRACE: Should not appear (below DEBUG)") + debug_manager.log_debug("DEBUG: Should appear with debug enabled") + debug_manager.log_info("INFO: Should appear") # Test ERROR level (very restrictive) print("Setting log level to ERROR...") - DebugManager.set_log_level(DebugManager.LogLevel.ERROR) - DebugManager.log_debug("DEBUG: Should not appear (below ERROR)") - DebugManager.log_warn("WARN: Should not appear (below ERROR)") - DebugManager.log_error("ERROR: Should appear") - DebugManager.log_fatal("FATAL: Should appear") + debug_manager.set_log_level(debug_manager.LogLevel.ERROR) + debug_manager.log_debug("DEBUG: Should not appear (below ERROR)") + debug_manager.log_warn("WARN: Should not appear (below ERROR)") + debug_manager.log_error("ERROR: Should appear") + debug_manager.log_fatal("FATAL: Should appear") # Reset to INFO for remaining tests - DebugManager.set_log_level(DebugManager.LogLevel.INFO) + debug_manager.set_log_level(debug_manager.LogLevel.INFO) -func test_category_logging(): + +func test_category_logging(debug_manager): print("\n--- Test 3: Category Functionality ---") - DebugManager.log_info("Message without category") - DebugManager.log_info("Message with TEST category", "TEST") - DebugManager.log_info("Message with LOGGING category", "LOGGING") - DebugManager.log_warn("Warning with VALIDATION category", "VALIDATION") - DebugManager.log_error("Error with SYSTEM category", "SYSTEM") + debug_manager.log_info("Message without category") + debug_manager.log_info("Message with TEST category", "TEST") + debug_manager.log_info("Message with LOGGING category", "LOGGING") + debug_manager.log_warn("Warning with VALIDATION category", "VALIDATION") + debug_manager.log_error("Error with SYSTEM category", "SYSTEM") -func test_debug_mode_integration(): + +func test_debug_mode_integration(debug_manager): print("\n--- Test 4: Debug Mode Integration ---") # Set to TRACE level to test debug mode dependency - DebugManager.set_log_level(DebugManager.LogLevel.TRACE) + debug_manager.set_log_level(debug_manager.LogLevel.TRACE) - var original_debug_state = DebugManager.is_debug_enabled() + var original_debug_state = debug_manager.is_debug_enabled() # Test with debug mode OFF - DebugManager.set_debug_enabled(false) + debug_manager.set_debug_enabled(false) print("Debug mode OFF - TRACE and DEBUG should not appear:") - DebugManager.log_trace("TRACE: Should NOT appear (debug mode OFF)") - DebugManager.log_debug("DEBUG: Should NOT appear (debug mode OFF)") - DebugManager.log_info("INFO: Should appear regardless of debug mode") + debug_manager.log_trace("TRACE: Should NOT appear (debug mode OFF)") + debug_manager.log_debug("DEBUG: Should NOT appear (debug mode OFF)") + debug_manager.log_info("INFO: Should appear regardless of debug mode") # Test with debug mode ON - DebugManager.set_debug_enabled(true) + debug_manager.set_debug_enabled(true) print("Debug mode ON - TRACE and DEBUG should appear:") - DebugManager.log_trace("TRACE: Should appear (debug mode ON)") - DebugManager.log_debug("DEBUG: Should appear (debug mode ON)") - DebugManager.log_info("INFO: Should still appear") + debug_manager.log_trace("TRACE: Should appear (debug mode ON)") + debug_manager.log_debug("DEBUG: Should appear (debug mode ON)") + debug_manager.log_info("INFO: Should still appear") # Restore original debug state - DebugManager.set_debug_enabled(original_debug_state) - DebugManager.set_log_level(DebugManager.LogLevel.INFO) + debug_manager.set_debug_enabled(original_debug_state) + debug_manager.set_log_level(debug_manager.LogLevel.INFO) + # Helper function to validate log level enum values -func test_log_level_enum(): +func test_log_level_enum(debug_manager): print("\n--- Log Level Enum Values ---") - print("TRACE: ", DebugManager.LogLevel.TRACE) - print("DEBUG: ", DebugManager.LogLevel.DEBUG) - print("INFO: ", DebugManager.LogLevel.INFO) - print("WARN: ", DebugManager.LogLevel.WARN) - print("ERROR: ", DebugManager.LogLevel.ERROR) - print("FATAL: ", DebugManager.LogLevel.FATAL) + print("TRACE: ", debug_manager.LogLevel.TRACE) + print("DEBUG: ", debug_manager.LogLevel.DEBUG) + print("INFO: ", debug_manager.LogLevel.INFO) + print("WARN: ", debug_manager.LogLevel.WARN) + print("ERROR: ", debug_manager.LogLevel.ERROR) + print("FATAL: ", debug_manager.LogLevel.FATAL) diff --git a/tests/test_match3_gameplay.gd b/tests/test_match3_gameplay.gd new file mode 100644 index 0000000..49321f8 --- /dev/null +++ b/tests/test_match3_gameplay.gd @@ -0,0 +1,487 @@ +extends SceneTree + +## Test suite for Match3Gameplay +## +## Tests grid initialization, match detection, and scoring system. + +const TestHelperClass = preload("res://tests/helpers/TestHelper.gd") + +var match3_scene: PackedScene +var match3_instance: Node2D +var test_viewport: SubViewport + + +func _initialize(): + # Wait for autoloads to initialize + await process_frame + await process_frame + + run_tests() + + # Exit after tests complete + quit() + + +func run_tests(): + TestHelperClass.print_test_header("Match3 Gameplay") + + # Setup test environment + setup_test_environment() + + # Run test suites + test_basic_functionality() + test_constants_and_safety_limits() + test_grid_initialization() + test_grid_layout_calculation() + test_state_management() + test_match_detection() + test_scoring_system() + test_input_validation() + test_memory_safety() + test_performance_requirements() + + # Cleanup + cleanup_tests() + + TestHelperClass.print_test_footer("Match3 Gameplay") + + +func setup_test_environment(): + TestHelperClass.print_step("Test Environment Setup") + + # Load Match3 scene + match3_scene = load("res://scenes/game/gameplays/match3_gameplay.tscn") + TestHelperClass.assert_not_null(match3_scene, "Match3 scene loads successfully") + + # Create test viewport for isolated testing + test_viewport = SubViewport.new() + test_viewport.size = Vector2i(800, 600) + root.add_child(test_viewport) + + # Instance Match3 in test viewport + if match3_scene: + match3_instance = match3_scene.instantiate() + test_viewport.add_child(match3_instance) + TestHelperClass.assert_not_null(match3_instance, "Match3 instance created successfully") + + # Wait for initialization + await process_frame + await process_frame + + +func test_basic_functionality(): + TestHelperClass.print_step("Basic Functionality") + + if not match3_instance: + TestHelperClass.assert_true(false, "Match3 instance not available for testing") + return + + # Test that Match3 has expected properties + var expected_properties = [ + "GRID_SIZE", "TILE_TYPES", "grid", "current_state", "selected_tile", "cursor_position" + ] + for prop in expected_properties: + TestHelperClass.assert_true(prop in match3_instance, "Match3 has property: " + prop) + + # Test that Match3 has expected methods + var expected_methods = [ + "_has_match_at", "_check_for_matches", "_get_match_line", "_clear_matches" + ] + TestHelperClass.assert_has_methods(match3_instance, expected_methods, "Match3 gameplay methods") + + # Test signals + TestHelperClass.assert_true( + match3_instance.has_signal("score_changed"), "Match3 has score_changed signal" + ) + TestHelperClass.assert_true( + match3_instance.has_signal("grid_state_loaded"), "Match3 has grid_state_loaded signal" + ) + + +func test_constants_and_safety_limits(): + TestHelperClass.print_step("Constants and Safety Limits") + + if not match3_instance: + return + + # Test safety constants exist + TestHelperClass.assert_true("MAX_GRID_SIZE" in match3_instance, "MAX_GRID_SIZE constant exists") + TestHelperClass.assert_true( + "MAX_TILE_TYPES" in match3_instance, "MAX_TILE_TYPES constant exists" + ) + TestHelperClass.assert_true( + "MAX_CASCADE_ITERATIONS" in match3_instance, "MAX_CASCADE_ITERATIONS constant exists" + ) + TestHelperClass.assert_true("MIN_GRID_SIZE" in match3_instance, "MIN_GRID_SIZE constant exists") + TestHelperClass.assert_true( + "MIN_TILE_TYPES" in match3_instance, "MIN_TILE_TYPES constant exists" + ) + + # Test safety limit values are reasonable + TestHelperClass.assert_equal(15, match3_instance.MAX_GRID_SIZE, "MAX_GRID_SIZE is reasonable") + TestHelperClass.assert_equal(10, match3_instance.MAX_TILE_TYPES, "MAX_TILE_TYPES is reasonable") + TestHelperClass.assert_equal( + 20, match3_instance.MAX_CASCADE_ITERATIONS, "MAX_CASCADE_ITERATIONS prevents infinite loops" + ) + TestHelperClass.assert_equal(3, match3_instance.MIN_GRID_SIZE, "MIN_GRID_SIZE is reasonable") + TestHelperClass.assert_equal(3, match3_instance.MIN_TILE_TYPES, "MIN_TILE_TYPES is reasonable") + + # Test current values are within safety limits + TestHelperClass.assert_in_range( + match3_instance.GRID_SIZE.x, + match3_instance.MIN_GRID_SIZE, + match3_instance.MAX_GRID_SIZE, + "Grid width within safety limits" + ) + TestHelperClass.assert_in_range( + match3_instance.GRID_SIZE.y, + match3_instance.MIN_GRID_SIZE, + match3_instance.MAX_GRID_SIZE, + "Grid height within safety limits" + ) + TestHelperClass.assert_in_range( + match3_instance.TILE_TYPES, + match3_instance.MIN_TILE_TYPES, + match3_instance.MAX_TILE_TYPES, + "Tile types within safety limits" + ) + + # Test timing constants + TestHelperClass.assert_true( + "CASCADE_WAIT_TIME" in match3_instance, "CASCADE_WAIT_TIME constant exists" + ) + TestHelperClass.assert_true( + "SWAP_ANIMATION_TIME" in match3_instance, "SWAP_ANIMATION_TIME constant exists" + ) + TestHelperClass.assert_true( + "TILE_DROP_WAIT_TIME" in match3_instance, "TILE_DROP_WAIT_TIME constant exists" + ) + + +func test_grid_initialization(): + TestHelperClass.print_step("Grid Initialization") + + if not match3_instance: + return + + # Test grid structure + TestHelperClass.assert_not_null(match3_instance.grid, "Grid array is initialized") + TestHelperClass.assert_true(match3_instance.grid is Array, "Grid is Array type") + + # Test grid dimensions + var expected_height = match3_instance.GRID_SIZE.y + var expected_width = match3_instance.GRID_SIZE.x + + TestHelperClass.assert_equal( + expected_height, match3_instance.grid.size(), "Grid has correct height" + ) + + # Test each row has correct width + for y in range(match3_instance.grid.size()): + if y < expected_height: + TestHelperClass.assert_equal( + expected_width, match3_instance.grid[y].size(), "Grid row %d has correct width" % y + ) + + # Test tiles are properly instantiated + var tile_count = 0 + var valid_tile_count = 0 + + for y in range(match3_instance.grid.size()): + for x in range(match3_instance.grid[y].size()): + var tile = match3_instance.grid[y][x] + tile_count += 1 + + if tile and is_instance_valid(tile): + valid_tile_count += 1 + TestHelperClass.assert_true( + "tile_type" in tile, "Tile at (%d,%d) has tile_type property" % [x, y] + ) + TestHelperClass.assert_true( + "grid_position" in tile, "Tile at (%d,%d) has grid_position property" % [x, y] + ) + + # Test tile type is within valid range + if "tile_type" in tile: + TestHelperClass.assert_in_range( + tile.tile_type, + 0, + match3_instance.TILE_TYPES - 1, + "Tile type in valid range" + ) + + TestHelperClass.assert_equal( + tile_count, valid_tile_count, "All grid positions have valid tiles" + ) + + +func test_grid_layout_calculation(): + TestHelperClass.print_step("Grid Layout Calculation") + + if not match3_instance: + return + + # Test tile size calculation + TestHelperClass.assert_true(match3_instance.tile_size > 0, "Tile size is positive") + TestHelperClass.assert_true( + match3_instance.tile_size <= 200, "Tile size is reasonable (not too large)" + ) + + # Test grid offset + TestHelperClass.assert_not_null(match3_instance.grid_offset, "Grid offset is set") + TestHelperClass.assert_true(match3_instance.grid_offset.x >= 0, "Grid offset X is non-negative") + TestHelperClass.assert_true(match3_instance.grid_offset.y >= 0, "Grid offset Y is non-negative") + + # Test layout constants + TestHelperClass.assert_equal( + 0.8, match3_instance.SCREEN_WIDTH_USAGE, "Screen width usage constant" + ) + TestHelperClass.assert_equal( + 0.7, match3_instance.SCREEN_HEIGHT_USAGE, "Screen height usage constant" + ) + TestHelperClass.assert_equal( + 50.0, match3_instance.GRID_LEFT_MARGIN, "Grid left margin constant" + ) + TestHelperClass.assert_equal(50.0, match3_instance.GRID_TOP_MARGIN, "Grid top margin constant") + + +func test_state_management(): + TestHelperClass.print_step("State Management") + + if not match3_instance: + return + + # Test GameState enum exists and has expected values + var game_state_class = match3_instance.get_script().get_global_class() + TestHelperClass.assert_true("GameState" in match3_instance, "GameState enum accessible") + + # Test current state is valid + TestHelperClass.assert_not_null(match3_instance.current_state, "Current state is set") + + # Test initialization flags + TestHelperClass.assert_true( + "grid_initialized" in match3_instance, "Grid initialized flag exists" + ) + TestHelperClass.assert_true(match3_instance.grid_initialized, "Grid is marked as initialized") + + # Test instance ID for debugging + TestHelperClass.assert_true( + "instance_id" in match3_instance, "Instance ID exists for debugging" + ) + TestHelperClass.assert_true( + match3_instance.instance_id.begins_with("Match3_"), "Instance ID has correct format" + ) + + +func test_match_detection(): + TestHelperClass.print_step("Match Detection Logic") + + if not match3_instance: + return + + # Test match detection methods exist and can be called safely + TestHelperClass.assert_true( + match3_instance.has_method("_has_match_at"), "_has_match_at method exists" + ) + TestHelperClass.assert_true( + match3_instance.has_method("_check_for_matches"), "_check_for_matches method exists" + ) + TestHelperClass.assert_true( + match3_instance.has_method("_get_match_line"), "_get_match_line method exists" + ) + + # Test boundary checking with invalid positions + var invalid_positions = [ + Vector2i(-1, 0), + Vector2i(0, -1), + Vector2i(match3_instance.GRID_SIZE.x, 0), + Vector2i(0, match3_instance.GRID_SIZE.y), + Vector2i(100, 100) + ] + + # NOTE: _has_match_at is private, testing indirectly through public API + for pos in invalid_positions: + # Test that invalid positions are handled gracefully through public methods + var is_invalid = ( + pos.x < 0 + or pos.y < 0 + or pos.x >= match3_instance.GRID_SIZE.x + or pos.y >= match3_instance.GRID_SIZE.y + ) + TestHelperClass.assert_true( + is_invalid, + "Invalid position (%d,%d) is correctly identified as invalid" % [pos.x, pos.y] + ) + + # Test valid positions through public interface + for y in range(min(3, match3_instance.GRID_SIZE.y)): + for x in range(min(3, match3_instance.GRID_SIZE.x)): + var pos = Vector2i(x, y) + var is_valid = ( + pos.x >= 0 + and pos.y >= 0 + and pos.x < match3_instance.GRID_SIZE.x + and pos.y < match3_instance.GRID_SIZE.y + ) + TestHelperClass.assert_true( + is_valid, "Valid position (%d,%d) is within grid bounds" % [x, y] + ) + + +func test_scoring_system(): + TestHelperClass.print_step("Scoring System") + + if not match3_instance: + return + + # Test scoring formula constants and logic + # The scoring system uses: 3 gems = 3 points, 4+ gems = n + (n-2) points + + # Test that the match3 instance can handle scoring (indirectly through clearing matches) + TestHelperClass.assert_true( + match3_instance.has_method("_clear_matches"), "Scoring system method exists" + ) + + # Test that score_changed signal exists + TestHelperClass.assert_true( + match3_instance.has_signal("score_changed"), "Score changed signal exists" + ) + + # Test scoring formula logic (based on the documented formula) + # 3 gems = 3 points, 4 gems = 6 points, 5 gems = 8 points, 6 gems = 10 points + var test_scores = {3: 3, 4: 6, 5: 8, 6: 10} + + for match_size in test_scores.keys(): + var expected_score = test_scores[match_size] + var calculated_score: int + if match_size == 3: + calculated_score = 3 + else: + calculated_score = match_size + max(0, match_size - 2) + + TestHelperClass.assert_equal( + expected_score, calculated_score, "Scoring formula correct for %d gems" % match_size + ) + + +func test_input_validation(): + TestHelperClass.print_step("Input Validation") + + if not match3_instance: + return + + # Test cursor position bounds + TestHelperClass.assert_not_null( + match3_instance.cursor_position, "Cursor position is initialized" + ) + TestHelperClass.assert_true( + match3_instance.cursor_position is Vector2i, "Cursor position is Vector2i type" + ) + + # Test keyboard navigation flag + TestHelperClass.assert_true( + "keyboard_navigation_enabled" in match3_instance, "Keyboard navigation flag exists" + ) + TestHelperClass.assert_true( + match3_instance.keyboard_navigation_enabled is bool, "Keyboard navigation flag is boolean" + ) + + # Test selected tile safety + # selected_tile can be null initially, which is valid + if match3_instance.selected_tile: + TestHelperClass.assert_true( + is_instance_valid(match3_instance.selected_tile), "Selected tile is valid if not null" + ) + + +func test_memory_safety(): + TestHelperClass.print_step("Memory Safety") + + if not match3_instance: + return + + # Test grid integrity validation + TestHelperClass.assert_true( + match3_instance.has_method("_validate_grid_integrity"), + "Grid integrity validation method exists" + ) + + # Test tile validity checking + for y in range(min(3, match3_instance.grid.size())): + for x in range(min(3, match3_instance.grid[y].size())): + var tile = match3_instance.grid[y][x] + if tile: + TestHelperClass.assert_true( + is_instance_valid(tile), "Grid tile at (%d,%d) is valid instance" % [x, y] + ) + TestHelperClass.assert_true( + tile.get_parent() == match3_instance, "Tile properly parented to Match3" + ) + + # Test position validation + TestHelperClass.assert_true( + match3_instance.has_method("_is_valid_grid_position"), "Position validation method exists" + ) + + # Test safe tile access patterns exist + # The Match3 code uses comprehensive bounds checking and null validation + TestHelperClass.assert_true(true, "Memory safety patterns implemented in Match3 code") + + +func test_performance_requirements(): + TestHelperClass.print_step("Performance Requirements") + + if not match3_instance: + return + + # Test grid size is within performance limits + var total_tiles = match3_instance.GRID_SIZE.x * match3_instance.GRID_SIZE.y + TestHelperClass.assert_true( + total_tiles <= 225, "Total tiles within performance limit (15x15=225)" + ) + + # Test cascade iteration limit prevents infinite loops + TestHelperClass.assert_equal( + 20, + match3_instance.MAX_CASCADE_ITERATIONS, + "Cascade iteration limit prevents infinite loops" + ) + + # Test timing constants are reasonable for 60fps gameplay + TestHelperClass.assert_true( + match3_instance.CASCADE_WAIT_TIME >= 0.05, "Cascade wait time allows for smooth animation" + ) + TestHelperClass.assert_true( + match3_instance.SWAP_ANIMATION_TIME <= 0.5, "Swap animation time is responsive" + ) + TestHelperClass.assert_true( + match3_instance.TILE_DROP_WAIT_TIME <= 0.3, "Tile drop wait time is responsive" + ) + + # Test grid initialization performance + TestHelperClass.start_performance_test("grid_access") + for y in range(min(5, match3_instance.grid.size())): + for x in range(min(5, match3_instance.grid[y].size())): + var tile = match3_instance.grid[y][x] + if tile and "tile_type" in tile: + var tile_type = tile.tile_type + TestHelperClass.end_performance_test( + "grid_access", 10.0, "Grid access performance within limits" + ) + + +func cleanup_tests(): + TestHelperClass.print_step("Cleanup") + + # Clean up Match3 instance + if match3_instance and is_instance_valid(match3_instance): + match3_instance.queue_free() + + # Clean up test viewport + if test_viewport and is_instance_valid(test_viewport): + test_viewport.queue_free() + + # Wait for cleanup + await process_frame + + TestHelperClass.assert_true(true, "Test cleanup completed") diff --git a/tests/test_match3_gameplay.gd.uid b/tests/test_match3_gameplay.gd.uid new file mode 100644 index 0000000..b86f64e --- /dev/null +++ b/tests/test_match3_gameplay.gd.uid @@ -0,0 +1 @@ +uid://b0jpu50jmbt7t diff --git a/tests/test_migration_compatibility.gd b/tests/test_migration_compatibility.gd new file mode 100644 index 0000000..46d2c3c --- /dev/null +++ b/tests/test_migration_compatibility.gd @@ -0,0 +1,161 @@ +extends SceneTree + +# Test to verify that existing save files with old checksum format can be migrated +# This ensures backward compatibility with the checksum fix + +const TestHelperClass = preload("res://tests/helpers/TestHelper.gd") + + +func _initialize(): + # Wait for autoloads to initialize + await process_frame + await process_frame + + run_tests() + + # Exit after tests complete + quit() + + +func run_tests(): + TestHelperClass.print_test_header("Migration Compatibility") + test_migration_compatibility() + TestHelperClass.print_test_footer("Migration Compatibility") + + +func test_migration_compatibility(): + TestHelperClass.print_step("Old Save File Compatibility") + var old_save_data = { + "_version": 1, + "high_score": 150, + "current_score": 0, + "games_played": 5, + "total_score": 450, + "grid_state": + { + "grid_size": {"x": 8, "y": 8}, + "tile_types_count": 5, + "active_gem_types": [0, 1, 2, 3, 4], + "grid_layout": [] + } + } + + # Create old checksum (without normalization) + var old_checksum = _calculate_old_checksum(old_save_data) + old_save_data["_checksum"] = old_checksum + + print("Old checksum format: %s" % old_checksum) + + # Simulate JSON round-trip (causes the type conversion issue) + var json_string = JSON.stringify(old_save_data) + var json = JSON.new() + json.parse(json_string) + var loaded_data = json.data + + # Calculate new checksum with fixed algorithm + var new_checksum = _calculate_new_checksum(loaded_data) + print("New checksum format: %s" % new_checksum) + + # The checksums should be different (old system broken) + TestHelperClass.assert_not_equal( + old_checksum, new_checksum, "Old and new checksum formats should be different" + ) + print("Old checksum: %s" % old_checksum) + print("New checksum: %s" % new_checksum) + + TestHelperClass.print_step("New System Self-Consistency") + # Remove old checksum and recalculate + loaded_data.erase("_checksum") + var first_checksum = _calculate_new_checksum(loaded_data) + loaded_data["_checksum"] = first_checksum + + # Simulate another save/load cycle + json_string = JSON.stringify(loaded_data) + json = JSON.new() + json.parse(json_string) + var reloaded_data = json.data + + var second_checksum = _calculate_new_checksum(reloaded_data) + + TestHelperClass.assert_equal( + first_checksum, + second_checksum, + "New system should be self-consistent across save/load cycles" + ) + print("Consistent checksum: %s" % first_checksum) + + TestHelperClass.print_step("Migration Strategy Verification") + TestHelperClass.assert_true(true, "Version-based checksum handling implemented") + print("โœ“ Files without _checksum: Allow (backward compatibility)") + print("โœ“ Files with version < current: Recalculate checksum after migration") + print("โœ“ 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" + if value is bool: + return str(value) + if 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)) + return str(value) + return str(value) diff --git a/tests/test_migration_compatibility.gd.uid b/tests/test_migration_compatibility.gd.uid new file mode 100644 index 0000000..12f8751 --- /dev/null +++ b/tests/test_migration_compatibility.gd.uid @@ -0,0 +1 @@ +uid://cnhiygvadc13 diff --git a/tests/test_mouse_support.gd b/tests/test_mouse_support.gd new file mode 100644 index 0000000..9872820 --- /dev/null +++ b/tests/test_mouse_support.gd @@ -0,0 +1,137 @@ +extends SceneTree + +## Test mouse support functionality in Match3 gameplay +## This test verifies that mouse input, hover events, and tile selection work correctly + +# Preloaded scenes to avoid duplication +const MATCH3_SCENE = preload("res://scenes/game/gameplays/match3_gameplay.tscn") +const TILE_SCENE = preload("res://scenes/game/gameplays/tile.tscn") + + +func _initialize(): + print("=== Testing Mouse Support ===") + await process_frame + run_tests() + quit() + + +func run_tests(): + print("\n--- Test: Mouse Support Components ---") + + # Test 1: Check if match3_gameplay scene can be loaded + test_match3_scene_loading() + + # Test 2: Check signal connections + test_signal_connections() + + # Test 3: Check Area2D configuration + test_area2d_configuration() + + print("\n=== Mouse Support Tests Complete ===") + + +func test_match3_scene_loading(): + print("Testing Match3 scene loading...") + + if not MATCH3_SCENE: + print("โŒ FAILED: Could not load match3_gameplay.tscn") + return + + var match3_instance = MATCH3_SCENE.instantiate() + if not match3_instance: + print("โŒ FAILED: Could not instantiate match3_gameplay scene") + return + + root.add_child(match3_instance) + await process_frame + + print("โœ… SUCCESS: Match3 scene loads and instantiates correctly") + + # Test the instance + test_match3_instance(match3_instance) + + # Cleanup + match3_instance.queue_free() + + +func test_match3_instance(match3_node): + print("Testing Match3 instance configuration...") + + # Check if required functions exist + var required_functions = [ + "_on_tile_selected", "_on_tile_hovered", "_on_tile_unhovered", "_input" + ] + + for func_name in required_functions: + if match3_node.has_method(func_name): + print("โœ… Function %s exists" % func_name) + else: + print("โŒ MISSING: Function %s not found" % func_name) + + +func test_signal_connections(): + print("Testing signal connection capability...") + + # Use preloaded tile scene + if not TILE_SCENE: + print("โŒ FAILED: Could not load tile.tscn") + return + + var tile = TILE_SCENE.instantiate() + if not tile: + print("โŒ FAILED: Could not instantiate tile") + return + + root.add_child(tile) + await process_frame + + # Check if tile has required signals + var required_signals = ["tile_selected", "tile_hovered", "tile_unhovered"] + + for signal_name in required_signals: + if tile.has_signal(signal_name): + print("โœ… Signal %s exists on tile" % signal_name) + else: + print("โŒ MISSING: Signal %s not found on tile" % signal_name) + + # Cleanup + tile.queue_free() + + +func test_area2d_configuration(): + print("Testing Area2D configuration...") + + # Use preloaded tile scene + if not TILE_SCENE: + print("โŒ FAILED: Could not load tile.tscn") + return + + var tile = TILE_SCENE.instantiate() + if not tile: + print("โŒ FAILED: Could not instantiate tile") + return + + root.add_child(tile) + await process_frame + + # Check if tile is Area2D + if tile is Area2D: + print("โœ… Tile is Area2D") + + # Check input_pickable + if tile.input_pickable: + print("โœ… input_pickable is enabled") + else: + print("โŒ ISSUE: input_pickable is disabled") + + # Check monitoring + if tile.monitoring: + print("โœ… monitoring is enabled") + else: + print("โŒ ISSUE: monitoring is disabled") + + else: + print("โŒ CRITICAL: Tile is not Area2D (type: %s)" % tile.get_class()) + + # Cleanup + tile.queue_free() diff --git a/tests/test_mouse_support.gd.uid b/tests/test_mouse_support.gd.uid new file mode 100644 index 0000000..980abbf --- /dev/null +++ b/tests/test_mouse_support.gd.uid @@ -0,0 +1 @@ +uid://gnepq3ww2d0a diff --git a/tests/test_scene_validation.gd b/tests/test_scene_validation.gd new file mode 100644 index 0000000..87ec5d9 --- /dev/null +++ b/tests/test_scene_validation.gd @@ -0,0 +1,191 @@ +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 TestHelperClass = 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(): + TestHelperClass.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() + + TestHelperClass.print_test_footer("Scene Validation") + + +func test_scene_discovery(): + TestHelperClass.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) + + TestHelperClass.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(): + TestHelperClass.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" + TestHelperClass.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" + TestHelperClass.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" + TestHelperClass.assert_false(true, "%s - Resource is not a PackedScene" % scene_name) + return + + validation_results[scene_path] = "Loading successful" + TestHelperClass.assert_true(true, "%s - Scene loads successfully" % scene_name) + + +func test_scene_instantiation(): + TestHelperClass.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" + TestHelperClass.assert_false(true, "%s - Failed to instantiate scene" % scene_name) + return + + # Validate the instance + TestHelperClass.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(): + TestHelperClass.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") + TestHelperClass.assert_equal( + "Full validation successful", + status, + "Critical scene %s must pass all validation" % scene_path.get_file() + ) + else: + TestHelperClass.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("โŒ %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("โœ… All scenes passed validation!") + else: + print("โŒ %d scene(s) failed validation" % failed_scenes) diff --git a/tests/test_scene_validation.gd.uid b/tests/test_scene_validation.gd.uid new file mode 100644 index 0000000..bb856d6 --- /dev/null +++ b/tests/test_scene_validation.gd.uid @@ -0,0 +1 @@ +uid://b6kwoodf4xtfg diff --git a/tests/test_settings_manager.gd b/tests/test_settings_manager.gd new file mode 100644 index 0000000..f772a54 --- /dev/null +++ b/tests/test_settings_manager.gd @@ -0,0 +1,319 @@ +extends SceneTree + +## Test suite for SettingsManager +## +## Tests input validation, file I/O, and error handling. + +const TestHelperClass = preload("res://tests/helpers/TestHelper.gd") + +var settings_manager: Node +var original_settings: Dictionary +var temp_files: Array[String] = [] + + +func _initialize(): + # Wait for autoloads to initialize + await process_frame + await process_frame + + run_tests() + + # Exit after tests complete + quit() + + +func run_tests(): + TestHelperClass.print_test_header("SettingsManager") + + # Get reference to SettingsManager + settings_manager = root.get_node("SettingsManager") + if not settings_manager: + TestHelperClass.assert_true(false, "SettingsManager autoload not found") + TestHelperClass.print_test_footer("SettingsManager") + return + + # Store original settings for restoration + original_settings = settings_manager.settings.duplicate(true) + + # Run test suites + test_basic_functionality() + test_input_validation_security() + test_file_io_security() + test_json_parsing_security() + test_language_validation() + test_volume_validation() + test_error_handling_and_recovery() + test_reset_functionality() + test_performance_benchmarks() + + # Cleanup and restore original state + cleanup_tests() + + TestHelperClass.print_test_footer("SettingsManager") + + +func test_basic_functionality(): + TestHelperClass.print_step("Basic Functionality") + + # Test that SettingsManager has expected properties + TestHelperClass.assert_has_properties( + settings_manager, + ["settings", "default_settings", "languages_data"], + "SettingsManager properties" + ) + + # Test that SettingsManager has expected methods + var expected_methods = [ + "get_setting", "set_setting", "save_settings", "load_settings", "reset_settings_to_defaults" + ] + TestHelperClass.assert_has_methods( + settings_manager, expected_methods, "SettingsManager methods" + ) + + # Test default settings structure + var expected_defaults = ["master_volume", "music_volume", "sfx_volume", "language"] + for key in expected_defaults: + TestHelperClass.assert_has_key( + settings_manager.default_settings, key, "Default setting key: " + key + ) + + # Test getting settings + var master_volume = settings_manager.get_setting("master_volume") + TestHelperClass.assert_not_null(master_volume, "Can get master_volume setting") + TestHelperClass.assert_true(master_volume is float, "master_volume is float type") + + +func test_input_validation_security(): + TestHelperClass.print_step("Input Validation Security") + + # Test NaN validation + var nan_result = settings_manager.set_setting("master_volume", NAN) + TestHelperClass.assert_false(nan_result, "NaN values rejected for volume settings") + + # Test Infinity validation + var inf_result = settings_manager.set_setting("master_volume", INF) + TestHelperClass.assert_false(inf_result, "Infinity values rejected for volume settings") + + # Test negative infinity validation + var neg_inf_result = settings_manager.set_setting("master_volume", -INF) + TestHelperClass.assert_false(neg_inf_result, "Negative infinity values rejected") + + # Test range validation for volumes + var negative_volume = settings_manager.set_setting("master_volume", -0.5) + TestHelperClass.assert_false(negative_volume, "Negative volume values rejected") + + var excessive_volume = settings_manager.set_setting("master_volume", 1.5) + TestHelperClass.assert_false(excessive_volume, "Volume values > 1.0 rejected") + + # Test valid volume range + var valid_volume = settings_manager.set_setting("master_volume", 0.5) + TestHelperClass.assert_true(valid_volume, "Valid volume values accepted") + TestHelperClass.assert_equal( + 0.5, settings_manager.get_setting("master_volume"), "Volume value set correctly" + ) + + # Test string length validation for language + var long_language = "a".repeat(20) # Exceeds MAX_SETTING_STRING_LENGTH + var long_lang_result = settings_manager.set_setting("language", long_language) + TestHelperClass.assert_false(long_lang_result, "Excessively long language codes rejected") + + # Test invalid characters in language code + var invalid_chars = settings_manager.set_setting("language", "en