create gem grid
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
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*.uid
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*.uid
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*.tmp
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*.tmp
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*.import~
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*.import~
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# hidden files
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.*
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112
docs/CLAUDE.md
112
docs/CLAUDE.md
@@ -4,38 +4,9 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project Overview
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## Project Overview
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"Skelly" is a Godot 4.4 mobile game project that features a match-3 puzzle game within a broader game framework. The project includes a menu system, settings management, audio handling, and localization support.
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"Skelly" is a Godot 4.4 mobile game project featuring a match-3 puzzle game within a broader game framework. The project includes a menu system, settings management, audio handling, localization support, and a comprehensive debug system.
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||||||
## Project Structure
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**For detailed project architecture, see `docs/MAP.md`**
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||||||
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||||||
### Core Architecture
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- **Autoloaded Singletons**: The project uses four global singletons (autoloads) defined in `project.godot`:
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- `SettingsManager` - Handles game settings and configuration
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- `AudioManager` - Manages music and sound effects with volume controls
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- `GameManager` - Handles scene transitions and game state
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- `LocalizationManager` - Manages multi-language support (English/Russian)
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||||||
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### Directory Structure
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- `scripts/` - Global singleton scripts and utility classes
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- `scenes/` - Game scenes including main game and match-3 components
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- `match3/` - Specialized match-3 game implementation
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||||||
- `ui/` - User interface scenes (MainMenu, SettingsMenu, PressAnyKeyScreen)
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|
||||||
- `audio/` - Music and sound effect files
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||||||
- `resources/` - Game assets (textures, sprites, animations)
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||||||
- `localization/` - Translation files for internationalization
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||||||
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||||||
### Scene Management Flow
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1. Main entry point: `scenes/main.tscn` with press-any-key screen
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2. Menu navigation: MainMenu → SettingsMenu (with back navigation)
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3. Game flow: MainMenu → Game scene → Match3 game integration
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4. All scene transitions handled through `GameManager` singleton
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||||||
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||||||
### Match-3 Game System
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||||||
- Located in `scenes/match3/`
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- Grid-based (8x8) tile matching system
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- Implements match detection, tile dropping, and grid refilling
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- Uses tile instances with position-based grid management
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||||||
- Automatic cascade matching after tile drops
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||||||
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||||||
## Development Commands
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## Development Commands
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@@ -43,44 +14,69 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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- Open project in Godot Editor: Import `project.godot`
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- Open project in Godot Editor: Import `project.godot`
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- Run project: Press F5 in Godot Editor or use "Play" button
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- Run project: Press F5 in Godot Editor or use "Play" button
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- Debug: Use Godot's built-in debugger and remote inspector
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- Debug: Use Godot's built-in debugger and remote inspector
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- Debug UI: Press F12 in-game or use debug button to toggle debug panels
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|
||||||
|
### Testing & Development
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|
- Debug mode can be toggled with F12 key or debug button UI
|
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|
- Match-3 debug controls include gem count adjustment and board reroll
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||||||
|
- Difficulty presets: Easy (3 gems), Normal (5 gems), Hard (8 gems)
|
||||||
|
|
||||||
### Audio Configuration
|
### Audio Configuration
|
||||||
- Music: Located in `audio/` directory with loop configuration in AudioManager
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- Music: Located in `assets/audio/music/` directory with loop configuration in AudioManager
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||||||
- Sound effects: UI clicks and game audio managed through audio bus system
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- Sound effects: UI clicks and game audio managed through audio bus system
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||||||
- Audio buses: "Music" and "SFX" buses configured in `default_bus_layout.tres`
|
- Audio buses: "Music" and "SFX" buses configured in `data/default_bus_layout.tres`
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||||||
|
|
||||||
### Localization
|
### Localization
|
||||||
- Translations stored in `localization/` as `.translation` files
|
- Translations stored in `localization/` as `.translation` files
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||||||
- Currently supports English and Russian
|
- Currently supports English and Russian
|
||||||
- New translations: Add to `project.godot` internationalization section
|
- New translations: Add to `project.godot` internationalization section
|
||||||
|
|
||||||
## Key Components
|
## Key Development Guidelines
|
||||||
|
|
||||||
### AudioManager (`scripts/AudioManager.gd`)
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### Scene Management
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- Handles background music with looping
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- **ALWAYS** use `GameManager` for scene transitions - never call `get_tree().change_scene_to_file()` directly
|
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- Manages UI sound effects (click sounds)
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- Scene paths are defined as constants in GameManager
|
||||||
- Volume control integration with SettingsManager
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- Error handling is built into GameManager for failed scene loads
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||||||
- Automatic audio bus configuration
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|
||||||
|
|
||||||
### Match3 Game (`scenes/match3/match3.gd`)
|
### Autoload Usage
|
||||||
- 8x8 grid system with 5 tile types
|
- Use autoloads for global state management only
|
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- Match detection in horizontal and vertical directions
|
- Prefer signals over direct access for loose coupling
|
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- Tile dropping physics with position-based movement
|
- Don't access autoloads from deeply nested components
|
||||||
- Recursive match clearing and grid refilling
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|
||||||
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|
||||||
### Scene Navigation
|
### Debug System Integration
|
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- All scene changes go through GameManager for consistency
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- Connect to `DebugManager.debug_ui_toggled` signal for debug UI visibility
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- Scene paths defined as constants in GameManager
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- Use F12 key for global debug toggle
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- Error handling for failed scene loads
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- Remove debug prints before committing unless permanently useful
|
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|
|
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## Input System
|
## Important File References
|
||||||
- Custom input actions defined in `project.godot`:
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- `ui_pause` - Space key or gamepad button
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- `any_key` - Multiple inputs for menu progression
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- `ui_menu_toggle` - Escape key or gamepad button
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|
||||||
|
|
||||||
## Asset Attribution
|
### Documentation Structure
|
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Asset sources documented in `sources.yaml` including:
|
- **`docs/MAP.md`** - Complete project architecture and structure
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- Music from Clement Panchout
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- **`docs/CODE_OF_CONDUCT.md`** - Coding standards and best practices
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- Sound effects from Freesound
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- **This file** - Claude Code specific development guidelines
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- Sprites and textures from various itch.io creators
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|
### Key Scripts to Understand
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- `src/autoloads/GameManager.gd` - Scene transition patterns
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- `src/autoloads/DebugManager.gd` - Debug system integration
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- `scenes/match3/match3.gd` - Match-3 implementation reference
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- `project.godot` - Input actions and autoload definitions
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||||||
|
## Development Workflow
|
||||||
|
|
||||||
|
### Before Making Changes
|
||||||
|
1. Check `docs/MAP.md` for architecture understanding
|
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|
2. Review `docs/CODE_OF_CONDUCT.md` for coding standards
|
||||||
|
3. Understand existing patterns before implementing new features
|
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|
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||||||
|
### Testing Changes
|
||||||
|
- Run project with F5 in Godot Editor
|
||||||
|
- Test debug UI with F12 toggle
|
||||||
|
- Verify scene transitions work correctly
|
||||||
|
- Check mobile compatibility if UI changes made
|
||||||
|
|
||||||
|
### Common Implementation Patterns
|
||||||
|
- Scene transitions: Use `GameManager.change_to_scene()` methods
|
||||||
|
- Debug integration: Connect to `DebugManager` signals
|
||||||
|
- Settings: Use `SettingsManager` for persistent configuration
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||||||
|
- Audio: Use `AudioManager` for music and sound effects
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||||||
|
- Localization: Use `LocalizationManager` for language switching
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297
docs/CODE_OF_CONDUCT.md
Normal file
297
docs/CODE_OF_CONDUCT.md
Normal file
@@ -0,0 +1,297 @@
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|||||||
|
# Code of Conduct - Skelly Project
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||||||
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|
||||||
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## Overview
|
||||||
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|
||||||
|
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.
|
||||||
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|
||||||
|
## Core Principles
|
||||||
|
|
||||||
|
### 1. Code Clarity Over Cleverness
|
||||||
|
- Write code that is easy to read and understand
|
||||||
|
- Use descriptive variable and function names
|
||||||
|
- Prefer explicit code over implicit or "clever" solutions
|
||||||
|
- Comment complex logic and business rules
|
||||||
|
|
||||||
|
### 2. Consistency First
|
||||||
|
- Follow existing code patterns in the project
|
||||||
|
- Use the same naming conventions throughout
|
||||||
|
- Maintain consistent indentation and formatting
|
||||||
|
- Follow Godot's GDScript style guide
|
||||||
|
|
||||||
|
### 3. Incremental Development
|
||||||
|
- Make small, focused commits
|
||||||
|
- Test changes before committing
|
||||||
|
- Don't break existing functionality
|
||||||
|
- Use the debug system to verify your changes
|
||||||
|
|
||||||
|
## GDScript Coding Standards
|
||||||
|
|
||||||
|
### Naming Conventions
|
||||||
|
```gdscript
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||||||
|
# Variables and functions: snake_case
|
||||||
|
var player_health: int = 100
|
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func calculate_damage() -> int:
|
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# Constants: SCREAMING_SNAKE_CASE
|
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|
const MAX_HEALTH := 100
|
||||||
|
const TILE_SPACING := 54
|
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|
|
||||||
|
# Classes: PascalCase
|
||||||
|
class_name PlayerController
|
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|
||||||
|
# Signals: past_tense
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||||||
|
signal health_changed
|
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signal game_started
|
||||||
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||||||
|
# Private functions: prefix with underscore
|
||||||
|
func _ready():
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||||||
|
func _initialize_grid():
|
||||||
|
```
|
||||||
|
|
||||||
|
### File Organization
|
||||||
|
```gdscript
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||||||
|
# 1. extends statement
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
# 2. class_name (if applicable)
|
||||||
|
class_name Match3Controller
|
||||||
|
|
||||||
|
# 3. Constants
|
||||||
|
const GRID_SIZE := Vector2i(8, 8)
|
||||||
|
|
||||||
|
# 4. Signals
|
||||||
|
signal match_found(tiles: Array)
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||||||
|
|
||||||
|
# 5. Variables
|
||||||
|
var grid := []
|
||||||
|
@onready var debug_ui = $DebugUI
|
||||||
|
|
||||||
|
# 6. Functions (lifecycle first, then custom)
|
||||||
|
func _ready():
|
||||||
|
func _process(delta):
|
||||||
|
func custom_function():
|
||||||
|
```
|
||||||
|
|
||||||
|
### Documentation Requirements
|
||||||
|
```gdscript
|
||||||
|
# Required for all public functions
|
||||||
|
func set_gem_pool(gem_indices: Array) -> void:
|
||||||
|
"""Set specific gem types as the active pool"""
|
||||||
|
_update_all_tiles_gem_pool(gem_indices)
|
||||||
|
print("Set gem pool to: ", gem_indices)
|
||||||
|
|
||||||
|
# Document complex algorithms
|
||||||
|
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
||||||
|
"""Find all matching tiles in a line from start position in given direction"""
|
||||||
|
var line = [grid[start.y][start.x]]
|
||||||
|
var type = grid[start.y][start.x].tile_type
|
||||||
|
# Implementation...
|
||||||
|
```
|
||||||
|
|
||||||
|
## Project-Specific Guidelines
|
||||||
|
|
||||||
|
### Scene Management
|
||||||
|
- All scene transitions MUST go through `GameManager`
|
||||||
|
- Never use `get_tree().change_scene_to_file()` directly
|
||||||
|
- Define scene paths as constants in GameManager
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct
|
||||||
|
GameManager.start_match3_game()
|
||||||
|
|
||||||
|
# ❌ Wrong
|
||||||
|
get_tree().change_scene_to_file("res://scenes/match3/match3.tscn")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Autoload Usage
|
||||||
|
- Use autoloads for global state only
|
||||||
|
- Don't access autoloads from deeply nested components
|
||||||
|
- Pass data through signals or direct references when possible
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct - using signals
|
||||||
|
signal settings_changed
|
||||||
|
SettingsManager.volume_changed.connect(_on_volume_changed)
|
||||||
|
|
||||||
|
# ✅ Also correct - direct access for global state
|
||||||
|
var current_language = SettingsManager.get_setting("language")
|
||||||
|
|
||||||
|
# ❌ Wrong - tight coupling
|
||||||
|
func some_deep_function():
|
||||||
|
SettingsManager.set_setting("volume", 0.5) # Too deep in call stack
|
||||||
|
```
|
||||||
|
|
||||||
|
### Debug System Integration
|
||||||
|
- Always connect to DebugManager signals for debug UI
|
||||||
|
- Use debug prints with clear prefixes
|
||||||
|
- Remove debug prints before committing (unless permanently useful)
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct debug integration
|
||||||
|
func _connect_to_global_debug() -> void:
|
||||||
|
DebugManager.debug_ui_toggled.connect(_on_debug_ui_toggled)
|
||||||
|
debug_ui.visible = DebugManager.is_debug_ui_visible()
|
||||||
|
|
||||||
|
# ✅ Good debug prints
|
||||||
|
print("Match3: Debug UI toggled to: ", visible)
|
||||||
|
print("TileSystem: Initialized ", tiles.size(), " tiles")
|
||||||
|
|
||||||
|
# ❌ Bad debug prints
|
||||||
|
print("test") # Not descriptive
|
||||||
|
print(some_variable) # No context
|
||||||
|
```
|
||||||
|
|
||||||
|
### Error Handling
|
||||||
|
- Always check if resources loaded successfully
|
||||||
|
- Use `push_error()` for critical failures
|
||||||
|
- Provide fallback behavior when possible
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
# ✅ Correct error handling
|
||||||
|
func load_scene(path: String) -> void:
|
||||||
|
var packed_scene := load(path)
|
||||||
|
if not packed_scene or not packed_scene is PackedScene:
|
||||||
|
push_error("Failed to load scene at: %s" % path)
|
||||||
|
return
|
||||||
|
get_tree().change_scene_to_packed(packed_scene)
|
||||||
|
```
|
||||||
|
|
||||||
|
## Git Workflow
|
||||||
|
|
||||||
|
### Commit Guidelines
|
||||||
|
- Use clear, descriptive commit messages
|
||||||
|
- Start with a verb in imperative mood
|
||||||
|
- Keep first line under 50 characters
|
||||||
|
- Add body if needed for complex changes
|
||||||
|
|
||||||
|
```bash
|
||||||
|
# ✅ Good commit messages
|
||||||
|
Add gem pool management to match-3 system
|
||||||
|
Fix debug UI visibility toggle issue
|
||||||
|
Update documentation for new debug system
|
||||||
|
|
||||||
|
# ❌ Bad commit messages
|
||||||
|
fix bug
|
||||||
|
update
|
||||||
|
wip
|
||||||
|
```
|
||||||
|
|
||||||
|
### Branch Management
|
||||||
|
- Create feature branches for new functionality
|
||||||
|
- Use descriptive branch names: `feature/debug-ui`, `fix/tile-positioning`
|
||||||
|
- Keep branches focused on single features
|
||||||
|
- Delete branches after merging
|
||||||
|
|
||||||
|
### Before Committing
|
||||||
|
1. Test your changes in the Godot editor
|
||||||
|
2. Check that existing functionality still works
|
||||||
|
3. Use the debug system to verify your implementation
|
||||||
|
4. Run the project and navigate through affected areas
|
||||||
|
5. Remove temporary debug code
|
||||||
|
|
||||||
|
## Code Review Guidelines
|
||||||
|
|
||||||
|
### For Reviewers
|
||||||
|
- Focus on code clarity and maintainability
|
||||||
|
- Check for adherence to project patterns
|
||||||
|
- Verify that autoloads are used appropriately
|
||||||
|
- Ensure debug integration is properly implemented
|
||||||
|
- Test the changes yourself
|
||||||
|
|
||||||
|
### For Contributors
|
||||||
|
- Explain complex logic in commit messages or comments
|
||||||
|
- Provide context for why changes were made
|
||||||
|
- Test edge cases and error conditions
|
||||||
|
- Ask questions if project patterns are unclear
|
||||||
|
|
||||||
|
## Testing Approach
|
||||||
|
|
||||||
|
### Manual Testing Requirements
|
||||||
|
- Test in Godot editor with F5 run
|
||||||
|
- Verify debug UI works with F12 toggle
|
||||||
|
- Check scene transitions work correctly
|
||||||
|
- Test on different screen sizes (mobile target)
|
||||||
|
- Verify audio and settings integration
|
||||||
|
|
||||||
|
### Debug System Testing
|
||||||
|
- 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
|
||||||
|
|
||||||
|
## Common Mistakes to Avoid
|
||||||
|
|
||||||
|
### Architecture Violations
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't bypass GameManager
|
||||||
|
get_tree().change_scene_to_file("some_scene.tscn")
|
||||||
|
|
||||||
|
# ❌ Don't hardcode paths
|
||||||
|
var tile = load("res://scenes/match3/tile.tscn")
|
||||||
|
|
||||||
|
# ❌ Don't ignore null checks
|
||||||
|
var node = get_node("SomeNode")
|
||||||
|
node.do_something() # Could crash if node doesn't exist
|
||||||
|
|
||||||
|
# ❌ Don't create global state in random scripts
|
||||||
|
# Use autoloads instead
|
||||||
|
```
|
||||||
|
|
||||||
|
### Performance Issues
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't search nodes repeatedly
|
||||||
|
func _process(delta):
|
||||||
|
var ui = get_node("UI") # Expensive every frame
|
||||||
|
|
||||||
|
# ✅ Cache node references
|
||||||
|
@onready var ui = $UI
|
||||||
|
func _process(delta):
|
||||||
|
ui.update_display() # Much better
|
||||||
|
```
|
||||||
|
|
||||||
|
### Debug System Misuse
|
||||||
|
```gdscript
|
||||||
|
# ❌ Don't create separate debug systems
|
||||||
|
var my_debug_enabled = false
|
||||||
|
|
||||||
|
# ✅ Use the global debug system
|
||||||
|
if DebugManager.is_debug_enabled():
|
||||||
|
show_debug_info()
|
||||||
|
```
|
||||||
|
|
||||||
|
## Learning Resources
|
||||||
|
|
||||||
|
### Godot-Specific
|
||||||
|
- [GDScript Style Guide](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_styleguide.html)
|
||||||
|
- [Godot Best Practices](https://docs.godotengine.org/en/stable/tutorials/best_practices/index.html)
|
||||||
|
- Project documentation in `docs/map.md`
|
||||||
|
|
||||||
|
### General Programming
|
||||||
|
- Clean Code principles
|
||||||
|
- SOLID principles (adapted for game development)
|
||||||
|
- Git best practices
|
||||||
|
|
||||||
|
## Getting Help
|
||||||
|
|
||||||
|
### When Stuck
|
||||||
|
1. Check existing code for similar patterns
|
||||||
|
2. Review project documentation (`docs/`)
|
||||||
|
3. Use the debug system to understand current state
|
||||||
|
4. Ask specific questions about project architecture
|
||||||
|
5. Test your understanding with small experiments
|
||||||
|
|
||||||
|
### Code Review Process
|
||||||
|
- Submit pull requests early and often
|
||||||
|
- Ask for feedback on approach before implementing large features
|
||||||
|
- Be open to suggestions and alternative approaches
|
||||||
|
- Learn from review feedback for future contributions
|
||||||
|
|
||||||
|
## Summary
|
||||||
|
|
||||||
|
This code of conduct emphasizes:
|
||||||
|
- **Clarity**: Write code that others can understand
|
||||||
|
- **Consistency**: Follow established patterns
|
||||||
|
- **Integration**: Use the project's systems properly
|
||||||
|
- **Learning**: Continuously improve your skills
|
||||||
|
|
||||||
|
Remember: It's better to ask questions and write clear, simple code than to guess and create complex, hard-to-maintain solutions. The goal is to contribute effectively to a codebase that will grow and evolve over time.
|
||||||
209
docs/MAP.md
Normal file
209
docs/MAP.md
Normal file
@@ -0,0 +1,209 @@
|
|||||||
|
# Skelly - Project Structure Map
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
Skelly is a Godot 4.4 game project featuring a match-3 puzzle game with skeleton character themes. The project follows a modular architecture with clear separation between scenes, autoloads, assets, and data.
|
||||||
|
|
||||||
|
## Project Root Structure
|
||||||
|
|
||||||
|
```
|
||||||
|
skelly/
|
||||||
|
├── .claude/ # Claude Code configuration
|
||||||
|
├── .godot/ # Godot engine generated files (ignored)
|
||||||
|
├── assets/ # Game assets (sprites, audio, textures)
|
||||||
|
├── data/ # Game data and configuration files
|
||||||
|
├── docs/ # Documentation
|
||||||
|
├── localization/ # Internationalization files
|
||||||
|
├── scenes/ # Godot scenes (.tscn) and scripts (.gd)
|
||||||
|
├── src/ # Source code organization
|
||||||
|
├── project.godot # Main Godot project configuration
|
||||||
|
└── icon.svg # Project icon
|
||||||
|
```
|
||||||
|
|
||||||
|
## Core Architecture
|
||||||
|
|
||||||
|
### 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
|
||||||
|
- Handles configuration file I/O
|
||||||
|
- Provides language selection functionality
|
||||||
|
- 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
|
||||||
|
- Scene transitions between main/game/match3
|
||||||
|
- Navigation flow control
|
||||||
|
- References: main.tscn, game.tscn, match3.tscn
|
||||||
|
|
||||||
|
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
|
||||||
|
- Debug UI visibility control
|
||||||
|
- F12 toggle functionality
|
||||||
|
- Signal-based debug system
|
||||||
|
|
||||||
|
## Scene Hierarchy & Flow
|
||||||
|
|
||||||
|
### Main Scenes
|
||||||
|
```
|
||||||
|
main.tscn (Entry Point)
|
||||||
|
├── PressAnyKeyScreen.tscn
|
||||||
|
├── MainMenu.tscn
|
||||||
|
└── SettingsMenu.tscn
|
||||||
|
```
|
||||||
|
|
||||||
|
### Game Flow
|
||||||
|
1. **Main Scene** (`scenes/main/main.tscn` + `Main.gd`)
|
||||||
|
- Application entry point
|
||||||
|
- Manages "Press Any Key" screen
|
||||||
|
- Transitions to main menu
|
||||||
|
- Dynamic menu loading system
|
||||||
|
|
||||||
|
2. **Press Any Key Screen** (`scenes/main/PressAnyKeyScreen.tscn` + `PressAnyKeyScreen.gd`)
|
||||||
|
- Initial splash screen
|
||||||
|
- Input detection for any key/button
|
||||||
|
- Signals to main scene for transition
|
||||||
|
|
||||||
|
3. **Main Menu** (`scenes/ui/MainMenu.tscn` + `MainMenu.gd`)
|
||||||
|
- Primary navigation hub
|
||||||
|
- Start game, settings, quit options
|
||||||
|
- Connected to GameManager for scene transitions
|
||||||
|
|
||||||
|
4. **Settings Menu** (`scenes/ui/SettingsMenu.tscn` + `SettingsMenu.gd`)
|
||||||
|
- User preferences interface
|
||||||
|
- Language selection
|
||||||
|
- Audio volume controls
|
||||||
|
- Connected to SettingsManager and AudioManager
|
||||||
|
|
||||||
|
5. **Game Scene** (`scenes/game/game.tscn` + `game.gd`)
|
||||||
|
- Main gameplay container
|
||||||
|
- Loads match-3 instance
|
||||||
|
- Back button for navigation
|
||||||
|
- Bridge between UI and game logic
|
||||||
|
|
||||||
|
6. **Match-3 Game** (`scenes/match3/match3.tscn` + `match3.gd`)
|
||||||
|
- Core puzzle game implementation
|
||||||
|
- Grid-based tile system
|
||||||
|
- Debug UI integration
|
||||||
|
- Gem management system
|
||||||
|
|
||||||
|
### UI Components
|
||||||
|
```
|
||||||
|
scenes/ui/
|
||||||
|
├── DebugButton.tscn + DebugButton.gd
|
||||||
|
├── MainMenu.tscn + MainMenu.gd
|
||||||
|
└── SettingsMenu.tscn + SettingsMenu.gd
|
||||||
|
```
|
||||||
|
|
||||||
|
## Match-3 Game System
|
||||||
|
|
||||||
|
### Core Components
|
||||||
|
1. **Match3 Controller** (`scenes/match3/match3.gd`)
|
||||||
|
- Grid management (8x8 default)
|
||||||
|
- Match detection algorithms
|
||||||
|
- Tile dropping and refilling
|
||||||
|
- Gem pool management (3-8 gem types)
|
||||||
|
- Debug UI integration
|
||||||
|
|
||||||
|
2. **Tile System** (`scenes/match3/tile.gd` + `Tile.tscn`)
|
||||||
|
- Individual tile behavior
|
||||||
|
- Gem type management
|
||||||
|
- Visual representation
|
||||||
|
- Group membership for coordination
|
||||||
|
|
||||||
|
### Debug System
|
||||||
|
- Global debug state via DebugManager
|
||||||
|
- Match-3 specific debug UI panel
|
||||||
|
- Gem count controls (+/- buttons)
|
||||||
|
- Difficulty presets (Easy: 3 gems, Normal: 5 gems, Hard: 8 gems)
|
||||||
|
- Reroll functionality
|
||||||
|
- F12 toggle support
|
||||||
|
|
||||||
|
## Asset Organization
|
||||||
|
|
||||||
|
### Audio (`assets/audio/`)
|
||||||
|
```
|
||||||
|
audio/
|
||||||
|
├── music/ # Background music files
|
||||||
|
└── sfx/ # Sound effects
|
||||||
|
```
|
||||||
|
|
||||||
|
### Visual Assets (`assets/`)
|
||||||
|
```
|
||||||
|
assets/
|
||||||
|
├── sprites/
|
||||||
|
│ ├── characters/skeleton/ # Character artwork
|
||||||
|
│ ├── gems/ # Match-3 gem sprites
|
||||||
|
│ └── ui/ # User interface elements
|
||||||
|
├── textures/
|
||||||
|
│ └── backgrounds/ # Background images
|
||||||
|
└── fonts/ # Custom fonts
|
||||||
|
```
|
||||||
|
|
||||||
|
## Data & Configuration
|
||||||
|
|
||||||
|
### Game Data (`data/`)
|
||||||
|
- `default_bus_layout.tres` - Audio bus configuration for Godot
|
||||||
|
|
||||||
|
### Localization (`localization/`)
|
||||||
|
- `languages.json` - Available language definitions
|
||||||
|
- `MainStrings.en.translation` - English translations
|
||||||
|
- `MainStrings.ru.translation` - Russian translations
|
||||||
|
|
||||||
|
### Project Configuration
|
||||||
|
- `project.godot` - Main Godot project settings
|
||||||
|
- Autoload definitions
|
||||||
|
- Input map configurations
|
||||||
|
- Rendering settings
|
||||||
|
- Audio bus references
|
||||||
|
|
||||||
|
## Key Dependencies & Connections
|
||||||
|
|
||||||
|
### Signal Connections
|
||||||
|
```
|
||||||
|
PressAnyKeyScreen --[any_key_pressed]--> Main
|
||||||
|
MainMenu --[open_settings]--> Main
|
||||||
|
SettingsMenu --[back_to_main_menu]--> Main
|
||||||
|
DebugManager --[debug_toggled, debug_ui_toggled]--> Match3
|
||||||
|
```
|
||||||
|
|
||||||
|
### Scene References
|
||||||
|
```
|
||||||
|
GameManager --> main.tscn, game.tscn, match3.tscn
|
||||||
|
Main --> MainMenu.tscn, SettingsMenu.tscn
|
||||||
|
Game --> match3.tscn (instantiated)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Asset Dependencies
|
||||||
|
```
|
||||||
|
AudioManager --> assets/audio/music/
|
||||||
|
SettingsManager --> localization/languages.json
|
||||||
|
AudioManager --> data/default_bus_layout.tres
|
||||||
|
```
|
||||||
|
|
||||||
|
## Development Notes
|
||||||
|
|
||||||
|
### Current Implementation Status
|
||||||
|
- Match-3 system with 8x8 grid and configurable gem pools
|
||||||
|
- Debug UI system with F12 toggle functionality
|
||||||
|
- Scene transition system via GameManager
|
||||||
|
- Internationalization support for English/Russian
|
||||||
|
|
||||||
|
### Architecture Patterns
|
||||||
|
1. **Autoload Pattern** - Global managers as singletons
|
||||||
|
2. **Signal-Based Communication** - Loose coupling between components
|
||||||
|
3. **Scene Composition** - Modular scene loading and management
|
||||||
|
4. **Data-Driven Configuration** - JSON for settings and translations
|
||||||
|
5. **Component Architecture** - Reusable UI and game components
|
||||||
|
|
||||||
|
This structure provides a clean separation of concerns, making the codebase maintainable and extensible for future features.
|
||||||
@@ -55,4 +55,5 @@ locale/translations=PackedStringArray("res://localization/MainStrings.en.transla
|
|||||||
[rendering]
|
[rendering]
|
||||||
|
|
||||||
textures/canvas_textures/default_texture_filter=0
|
textures/canvas_textures/default_texture_filter=0
|
||||||
renderer/rendering_method="mobile"
|
renderer/rendering_method="gl_compatibility"
|
||||||
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://dmwkyeq2l7u04"]
|
[gd_scene load_steps=3 format=3 uid="uid://dmwkyeq2l7u04"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bvtr6yhlyuv4v" path="res://scenes/game/game.gd" id="1_uwrxv"]
|
[ext_resource type="Script" uid="uid://b16jnk7w22mb" path="res://scenes/game/game.gd" id="1_uwrxv"]
|
||||||
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
|
[ext_resource type="PackedScene" uid="uid://b4kv7g7kllwgb" path="res://scenes/match3/match3.tscn" id="2_yqjtg"]
|
||||||
|
|
||||||
[node name="Game" type="Node"]
|
[node name="Game" type="Node"]
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=15 format=3 uid="uid://gbe1jarrwqsi"]
|
[gd_scene load_steps=15 format=3 uid="uid://gbe1jarrwqsi"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://buak21ajgvevl" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"]
|
[ext_resource type="Script" uid="uid://cxw2fjj5onja3" path="res://scenes/main/PressAnyKeyScreen.gd" id="1_0a4p2"]
|
||||||
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
|
[ext_resource type="Texture2D" uid="uid://bcr4bokw87m5n" path="res://assets/sprites/characters/skeleton/Skeleton Idle.png" id="2_rjjcb"]
|
||||||
|
|
||||||
[sub_resource type="AtlasTexture" id="AtlasTexture_l6pue"]
|
[sub_resource type="AtlasTexture" id="AtlasTexture_l6pue"]
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=4 format=3 uid="uid://ci2gk11211n0d"]
|
[gd_scene load_steps=4 format=3 uid="uid://ci2gk11211n0d"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://cwlop1ettlqhg" path="res://scenes/main/Main.gd" id="1_0wfyh"]
|
[ext_resource type="Script" uid="uid://b0uwk2jlm6g08" path="res://scenes/main/Main.gd" id="1_0wfyh"]
|
||||||
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/PressAnyKeyScreen.tscn" id="1_o5qli"]
|
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/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="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
|
||||||
|
|
||||||
|
|||||||
@@ -1,13 +1,8 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
|
[gd_scene load_steps=2 format=3 uid="uid://b4kv7g7kllwgb"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
|
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
|
||||||
[ext_resource type="Texture2D" uid="uid://ccprr0qrj3lgm" path="res://assets/sprites/gems/rg_19.png" id="2_0fhn8"]
|
|
||||||
|
|
||||||
[node name="Match3" type="Node2D"]
|
[node name="Match3" type="Node2D"]
|
||||||
script = ExtResource("1_mvfdp")
|
script = ExtResource("1_mvfdp")
|
||||||
|
|
||||||
[node name="GridContainer" type="Node2D" parent="."]
|
[node name="GridContainer" type="Node2D" parent="."]
|
||||||
|
|
||||||
[node name="Sprite2D" type="Sprite2D" parent="."]
|
|
||||||
position = Vector2(584, 317)
|
|
||||||
texture = ExtResource("2_0fhn8")
|
|
||||||
|
|||||||
@@ -5,21 +5,32 @@ var grid_position: Vector2i
|
|||||||
|
|
||||||
@onready var sprite: Sprite2D = $Sprite2D
|
@onready var sprite: Sprite2D = $Sprite2D
|
||||||
|
|
||||||
# Target size for each tile to fit in the 64x64 grid cells
|
# Target size for each tile to fit in the 54x54 grid cells
|
||||||
const TILE_SIZE = 48 # Slightly smaller than 64 to leave some padding
|
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
|
||||||
|
|
||||||
var tile_textures = [
|
# All available gem textures
|
||||||
preload("res://assets/sprites/gems/bg_19.png"),
|
var all_gem_textures = [
|
||||||
preload("res://assets/sprites/gems/dg_19.png"),
|
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
|
||||||
preload("res://assets/sprites/gems/gg_19.png"),
|
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
|
||||||
preload("res://assets/sprites/gems/mg_19.png"),
|
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
|
||||||
]
|
]
|
||||||
|
|
||||||
|
# Currently active gem types (indices into all_gem_textures)
|
||||||
|
var active_gem_types = [0, 1, 2, 3, 4] # Start with first 5 gems
|
||||||
|
|
||||||
func _set_tile_type(value: int) -> void:
|
func _set_tile_type(value: int) -> void:
|
||||||
tile_type = value
|
tile_type = value
|
||||||
if value >= 0 and value < tile_textures.size():
|
if value >= 0 and value < active_gem_types.size():
|
||||||
sprite.texture = tile_textures[value]
|
var texture_index = active_gem_types[value]
|
||||||
|
sprite.texture = all_gem_textures[texture_index]
|
||||||
_scale_sprite_to_fit()
|
_scale_sprite_to_fit()
|
||||||
|
else:
|
||||||
|
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
|
||||||
|
|
||||||
func _scale_sprite_to_fit() -> void:
|
func _scale_sprite_to_fit() -> void:
|
||||||
if sprite.texture:
|
if sprite.texture:
|
||||||
@@ -28,6 +39,55 @@ func _scale_sprite_to_fit() -> void:
|
|||||||
var scale_factor = TILE_SIZE / max_dimension
|
var scale_factor = TILE_SIZE / max_dimension
|
||||||
sprite.scale = Vector2(scale_factor, scale_factor)
|
sprite.scale = Vector2(scale_factor, scale_factor)
|
||||||
|
|
||||||
|
# Gem pool management functions
|
||||||
|
static func set_active_gem_pool(gem_indices: Array) -> void:
|
||||||
|
# Update all tile instances to use new gem pool
|
||||||
|
var tiles = get_tree().get_nodes_in_group("tiles")
|
||||||
|
for tile in tiles:
|
||||||
|
if tile.has_method("_update_active_gems"):
|
||||||
|
tile._update_active_gems(gem_indices)
|
||||||
|
|
||||||
|
func _update_active_gems(gem_indices: Array) -> void:
|
||||||
|
active_gem_types = gem_indices.duplicate()
|
||||||
|
# Re-validate current tile type
|
||||||
|
if tile_type >= active_gem_types.size():
|
||||||
|
tile_type = 0 # Reset to first available type
|
||||||
|
_set_tile_type(tile_type)
|
||||||
|
|
||||||
|
static func get_active_gem_count() -> int:
|
||||||
|
# Get from any tile instance or default
|
||||||
|
var tiles = get_tree().get_nodes_in_group("tiles")
|
||||||
|
if tiles.size() > 0:
|
||||||
|
return tiles[0].active_gem_types.size()
|
||||||
|
return 5 # Default
|
||||||
|
|
||||||
|
static func add_gem_to_pool(gem_index: int) -> void:
|
||||||
|
var tiles = get_tree().get_nodes_in_group("tiles")
|
||||||
|
for tile in tiles:
|
||||||
|
if tile.has_method("_add_gem_type"):
|
||||||
|
tile._add_gem_type(gem_index)
|
||||||
|
|
||||||
|
func _add_gem_type(gem_index: int) -> void:
|
||||||
|
if gem_index >= 0 and gem_index < all_gem_textures.size():
|
||||||
|
if not active_gem_types.has(gem_index):
|
||||||
|
active_gem_types.append(gem_index)
|
||||||
|
|
||||||
|
static func remove_gem_from_pool(gem_index: int) -> void:
|
||||||
|
var tiles = get_tree().get_nodes_in_group("tiles")
|
||||||
|
for tile in tiles:
|
||||||
|
if tile.has_method("_remove_gem_type"):
|
||||||
|
tile._remove_gem_type(gem_index)
|
||||||
|
|
||||||
|
func _remove_gem_type(gem_index: int) -> void:
|
||||||
|
var type_index = active_gem_types.find(gem_index)
|
||||||
|
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
|
||||||
|
active_gem_types.erase(gem_index)
|
||||||
|
# Update tiles that were using removed type
|
||||||
|
if tile_type >= active_gem_types.size():
|
||||||
|
tile_type = 0
|
||||||
|
_set_tile_type(tile_type)
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
add_to_group("tiles") # Add to group for gem pool management
|
||||||
_set_tile_type(tile_type)
|
_set_tile_type(tile_type)
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://m8lf3eh3al5j"]
|
[gd_scene load_steps=2 format=3 uid="uid://m8lf3eh3al5j"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://ctu58xq7btp1n" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
|
[ext_resource type="Script" uid="uid://b2c35v0f6rymd" path="res://scenes/ui/MainMenu.gd" id="1_b00nv"]
|
||||||
|
|
||||||
[node name="MainMenu" type="Control"]
|
[node name="MainMenu" type="Control"]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://57obmcwyos2g"]
|
[gd_scene load_steps=2 format=3 uid="uid://57obmcwyos2g"]
|
||||||
|
|
||||||
[ext_resource type="Script" uid="uid://c8mlvlerv4y03" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
|
[ext_resource type="Script" uid="uid://bv56qwni68qo" path="res://scenes/ui/SettingsMenu.gd" id="1_oqkcn"]
|
||||||
|
|
||||||
[node name="SettingsMenu" type="Control" groups=["localizable"]]
|
[node name="SettingsMenu" type="Control" groups=["localizable"]]
|
||||||
layout_mode = 3
|
layout_mode = 3
|
||||||
|
|||||||
Reference in New Issue
Block a user