Compare commits
4 Commits
06f0f87970
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0791b80f15
| Author | SHA1 | Date | |
|---|---|---|---|
| 0791b80f15 | |||
| ca6111cd28 | |||
| 0cf76d595f | |||
| 821d9aa42c |
278
.gitea/workflows/gdformat.yml
Normal file
278
.gitea/workflows/gdformat.yml
Normal file
@@ -0,0 +1,278 @@
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|||||||
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name: GDScript Auto-Formatting
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||||||
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on:
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# Trigger on pull requests to main branch
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pull_request:
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branches: ['main']
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paths:
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- '**/*.gd'
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- '.gdformatrc'
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- '.gitea/workflows/gdformat.yml'
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||||||
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# Allow manual triggering
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workflow_dispatch:
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inputs:
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target_branch:
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description: 'Target branch to format (leave empty for current branch)'
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required: false
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default: ''
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jobs:
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gdformat:
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name: Auto-Format GDScript Code
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runs-on: ubuntu-latest
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# Grant write permissions for pushing changes
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permissions:
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contents: write
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pull-requests: write
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steps:
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- name: Checkout repository
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uses: actions/checkout@v4
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with:
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# Use the PR head ref for pull requests, or current branch for manual runs
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ref: ${{ github.event.pull_request.head.ref || github.ref }}
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# Need token with write permissions to push back
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token: ${{ secrets.GITHUB_TOKEN }}
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fetch-depth: 0
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- name: Set up Python
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uses: actions/setup-python@v4
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with:
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python-version: '3.11'
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cache: 'pip'
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- name: Install dependencies
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run: |
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python -m pip install --upgrade pip
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pip install --upgrade "setuptools<81"
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pip install gdtoolkit==4
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- name: Verify gdformat installation
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run: |
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gdformat --version
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echo "✅ gdformat installed successfully"
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- name: Get target branch info
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id: branch-info
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run: |
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if [[ "${{ github.event_name }}" == "pull_request" ]]; then
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target_branch="${{ github.event.pull_request.head.ref }}"
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echo "🔄 Processing PR branch: $target_branch"
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elif [[ -n "${{ github.event.inputs.target_branch }}" ]]; then
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target_branch="${{ github.event.inputs.target_branch }}"
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echo "🎯 Manual target branch: $target_branch"
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git checkout "$target_branch" || (echo "❌ Branch not found: $target_branch" && exit 1)
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else
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target_branch="${{ github.ref_name }}"
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echo "📍 Current branch: $target_branch"
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fi
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echo "target_branch=$target_branch" >> $GITHUB_OUTPUT
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- name: Count GDScript files
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id: count-files
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run: |
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file_count=$(find . -name "*.gd" -not -path "./.git/*" | wc -l)
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echo "file_count=$file_count" >> $GITHUB_OUTPUT
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echo "📊 Found $file_count GDScript files to format"
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- name: Run GDScript formatting
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id: format-files
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run: |
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echo "🎨 Starting GDScript formatting..."
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echo "================================"
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# Initialize counters
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total_files=0
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formatted_files=0
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skipped_files=0
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failed_files=0
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# Track if any files were actually changed
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files_changed=false
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# Find all .gd files except TestHelper.gd (static var syntax incompatibility)
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while IFS= read -r -d '' file; do
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filename=$(basename "$file")
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# Skip TestHelper.gd due to static var syntax incompatibility with gdformat
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if [[ "$filename" == "TestHelper.gd" ]]; then
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echo "⚠️ Skipping $file (static var syntax not supported by gdformat)"
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((total_files++))
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((skipped_files++))
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continue
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|
fi
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echo "🎨 Formatting: $file"
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((total_files++))
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# Get file hash before formatting
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before_hash=$(sha256sum "$file" | cut -d' ' -f1)
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# Run gdformat
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if gdformat "$file" 2>/dev/null; then
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# Get file hash after formatting
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after_hash=$(sha256sum "$file" | cut -d' ' -f1)
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if [[ "$before_hash" != "$after_hash" ]]; then
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echo "✅ Formatted (changes applied)"
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files_changed=true
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else
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echo "✅ Already formatted"
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fi
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((formatted_files++))
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else
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echo "❌ Failed to format"
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((failed_files++))
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fi
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done < <(find . -name "*.gd" -not -path "./.git/*" -print0)
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||||||
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# Print summary
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echo ""
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echo "================================"
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echo "📋 Formatting Summary"
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echo "================================"
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echo "📊 Total files: $total_files"
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echo "✅ Successfully formatted: $formatted_files"
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echo "⚠️ Skipped files: $skipped_files"
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echo "❌ Failed files: $failed_files"
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echo ""
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||||||
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# Export results for next step
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echo "files_changed=$files_changed" >> $GITHUB_OUTPUT
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echo "total_files=$total_files" >> $GITHUB_OUTPUT
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echo "formatted_files=$formatted_files" >> $GITHUB_OUTPUT
|
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echo "failed_files=$failed_files" >> $GITHUB_OUTPUT
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||||||
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# Exit with error if any files failed
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if [[ $failed_files -gt 0 ]]; then
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echo "❌ Formatting FAILED - $failed_files file(s) could not be formatted"
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exit 1
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|
else
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echo "✅ All files processed successfully!"
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|
fi
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- name: Check for changes
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id: check-changes
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run: |
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|
if git diff --quiet; then
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echo "📝 No formatting changes detected"
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echo "has_changes=false" >> $GITHUB_OUTPUT
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|
else
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echo "📝 Formatting changes detected"
|
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echo "has_changes=true" >> $GITHUB_OUTPUT
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|
||||||
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# Show what changed
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echo "🔍 Changed files:"
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git diff --name-only
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echo ""
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echo "📊 Diff summary:"
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git diff --stat
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|
fi
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|
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|
- name: Commit and push changes
|
||||||
|
if: steps.check-changes.outputs.has_changes == 'true'
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run: |
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echo "💾 Committing formatting changes..."
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# Configure git
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git config user.name "Gitea Actions"
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git config user.email "actions@gitea.local"
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# Add all changed files
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git add -A
|
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# Create commit with detailed message
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commit_message="🎨 Auto-format GDScript code
|
||||||
|
|
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Automated formatting applied by gdformat workflow
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📊 Summary:
|
||||||
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- Total files processed: ${{ steps.format-files.outputs.total_files }}
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||||||
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- Successfully formatted: ${{ steps.format-files.outputs.formatted_files }}
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||||||
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- Files with changes: $(git diff --cached --name-only | wc -l)
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||||||
|
|
||||||
|
🤖 Generated by Gitea Actions
|
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Workflow: ${{ github.workflow }}
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Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}"
|
||||||
|
|
||||||
|
git commit -m "$commit_message"
|
||||||
|
|
||||||
|
# Push changes back to the branch
|
||||||
|
target_branch="${{ steps.branch-info.outputs.target_branch }}"
|
||||||
|
echo "📤 Pushing changes to branch: $target_branch"
|
||||||
|
|
||||||
|
git push origin HEAD:"$target_branch"
|
||||||
|
|
||||||
|
echo "✅ Changes pushed successfully!"
|
||||||
|
|
||||||
|
- name: Summary comment (PR only)
|
||||||
|
if: github.event_name == 'pull_request'
|
||||||
|
uses: actions/github-script@v6
|
||||||
|
with:
|
||||||
|
script: |
|
||||||
|
const hasChanges = '${{ steps.check-changes.outputs.has_changes }}' === 'true';
|
||||||
|
const totalFiles = '${{ steps.format-files.outputs.total_files }}';
|
||||||
|
const formattedFiles = '${{ steps.format-files.outputs.formatted_files }}';
|
||||||
|
const failedFiles = '${{ steps.format-files.outputs.failed_files }}';
|
||||||
|
|
||||||
|
let message;
|
||||||
|
if (hasChanges) {
|
||||||
|
message = `🎨 **GDScript Auto-Formatting Complete**
|
||||||
|
|
||||||
|
✅ Code has been automatically formatted and pushed to this branch.
|
||||||
|
|
||||||
|
📊 **Summary:**
|
||||||
|
- Total files processed: ${totalFiles}
|
||||||
|
- Successfully formatted: ${formattedFiles}
|
||||||
|
- Files with changes applied: ${hasChanges ? 'Yes' : 'No'}
|
||||||
|
|
||||||
|
🔄 **Next Steps:**
|
||||||
|
The latest commit contains the formatted code. You may need to pull the changes locally.
|
||||||
|
|
||||||
|
[View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})`;
|
||||||
|
} else {
|
||||||
|
message = `🎨 **GDScript Formatting Check**
|
||||||
|
|
||||||
|
✅ All GDScript files are already properly formatted!
|
||||||
|
|
||||||
|
📊 **Summary:**
|
||||||
|
- Total files checked: ${totalFiles}
|
||||||
|
- Files needing formatting: 0
|
||||||
|
|
||||||
|
🎉 No changes needed - code style is consistent.
|
||||||
|
|
||||||
|
[View workflow run](${{ 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: Upload formatting artifacts
|
||||||
|
if: failure()
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: gdformat-results
|
||||||
|
path: |
|
||||||
|
**/*.gd
|
||||||
|
retention-days: 7
|
||||||
|
|
||||||
|
- name: Workflow completion status
|
||||||
|
run: |
|
||||||
|
echo "🎉 GDScript formatting workflow completed!"
|
||||||
|
echo ""
|
||||||
|
echo "📋 Final Status:"
|
||||||
|
if [[ "${{ steps.format-files.outputs.failed_files }}" != "0" ]]; then
|
||||||
|
echo "❌ Some files failed to format"
|
||||||
|
exit 1
|
||||||
|
elif [[ "${{ steps.check-changes.outputs.has_changes }}" == "true" ]]; then
|
||||||
|
echo "✅ Code formatted and changes pushed"
|
||||||
|
else
|
||||||
|
echo "✅ Code already properly formatted"
|
||||||
|
fi
|
||||||
147
.gitea/workflows/gdlint.yml
Normal file
147
.gitea/workflows/gdlint.yml
Normal file
@@ -0,0 +1,147 @@
|
|||||||
|
name: GDScript Linting
|
||||||
|
|
||||||
|
on:
|
||||||
|
# Trigger on push to any branch
|
||||||
|
push:
|
||||||
|
branches: ['*']
|
||||||
|
paths:
|
||||||
|
- '**/*.gd'
|
||||||
|
- '.gdlintrc'
|
||||||
|
- '.gitea/workflows/gdlint.yml'
|
||||||
|
|
||||||
|
# Trigger on pull requests
|
||||||
|
pull_request:
|
||||||
|
branches: ['*']
|
||||||
|
paths:
|
||||||
|
- '**/*.gd'
|
||||||
|
- '.gdlintrc'
|
||||||
|
- '.gitea/workflows/gdlint.yml'
|
||||||
|
|
||||||
|
# Allow manual triggering
|
||||||
|
workflow_dispatch:
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
gdlint:
|
||||||
|
name: GDScript Code Quality Check
|
||||||
|
runs-on: ubuntu-latest
|
||||||
|
|
||||||
|
steps:
|
||||||
|
- name: Checkout repository
|
||||||
|
uses: actions/checkout@v4
|
||||||
|
with:
|
||||||
|
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: Verify gdlint installation
|
||||||
|
run: |
|
||||||
|
gdlint --version
|
||||||
|
echo "✅ gdlint installed successfully"
|
||||||
|
|
||||||
|
- name: Count GDScript files
|
||||||
|
id: count-files
|
||||||
|
run: |
|
||||||
|
file_count=$(find . -name "*.gd" -not -path "./.git/*" | wc -l)
|
||||||
|
echo "file_count=$file_count" >> $GITHUB_OUTPUT
|
||||||
|
echo "📊 Found $file_count GDScript files to lint"
|
||||||
|
|
||||||
|
- name: Run GDScript linting
|
||||||
|
run: |
|
||||||
|
echo "🔍 Starting GDScript linting..."
|
||||||
|
echo "================================"
|
||||||
|
|
||||||
|
# Initialize counters
|
||||||
|
total_files=0
|
||||||
|
clean_files=0
|
||||||
|
warning_files=0
|
||||||
|
error_files=0
|
||||||
|
|
||||||
|
# Find all .gd files except TestHelper.gd (static var syntax incompatibility)
|
||||||
|
while IFS= read -r -d '' file; do
|
||||||
|
filename=$(basename "$file")
|
||||||
|
|
||||||
|
# Skip TestHelper.gd due to static var syntax incompatibility with gdlint
|
||||||
|
if [[ "$filename" == "TestHelper.gd" ]]; then
|
||||||
|
echo "⚠️ Skipping $file (static var syntax not supported by gdlint)"
|
||||||
|
((total_files++))
|
||||||
|
((clean_files++))
|
||||||
|
continue
|
||||||
|
fi
|
||||||
|
|
||||||
|
echo "🔍 Linting: $file"
|
||||||
|
((total_files++))
|
||||||
|
|
||||||
|
# Run gdlint and capture output
|
||||||
|
if output=$(gdlint "$file" 2>&1); then
|
||||||
|
if [[ -z "$output" ]]; then
|
||||||
|
echo "✅ Clean"
|
||||||
|
((clean_files++))
|
||||||
|
else
|
||||||
|
echo "⚠️ Warnings found:"
|
||||||
|
echo "$output"
|
||||||
|
((warning_files++))
|
||||||
|
fi
|
||||||
|
else
|
||||||
|
echo "❌ Errors found:"
|
||||||
|
echo "$output"
|
||||||
|
((error_files++))
|
||||||
|
fi
|
||||||
|
echo ""
|
||||||
|
|
||||||
|
done < <(find . -name "*.gd" -not -path "./.git/*" -print0)
|
||||||
|
|
||||||
|
# Print summary
|
||||||
|
echo "================================"
|
||||||
|
echo "📋 Linting Summary"
|
||||||
|
echo "================================"
|
||||||
|
echo "📊 Total files: $total_files"
|
||||||
|
echo "✅ Clean files: $clean_files"
|
||||||
|
echo "⚠️ Files with warnings: $warning_files"
|
||||||
|
echo "❌ Files with errors: $error_files"
|
||||||
|
echo ""
|
||||||
|
|
||||||
|
# Set exit code based on results
|
||||||
|
if [[ $error_files -gt 0 ]]; then
|
||||||
|
echo "❌ Linting FAILED - $error_files file(s) have errors"
|
||||||
|
echo "Please fix the errors above before merging"
|
||||||
|
exit 1
|
||||||
|
elif [[ $warning_files -gt 0 ]]; then
|
||||||
|
echo "⚠️ Linting PASSED with warnings - Consider fixing them"
|
||||||
|
echo "✅ No blocking errors found"
|
||||||
|
exit 0
|
||||||
|
else
|
||||||
|
echo "✅ All GDScript files passed linting!"
|
||||||
|
echo "🎉 Code quality check complete - ready for merge"
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
|
|
||||||
|
- name: Upload linting results
|
||||||
|
if: failure()
|
||||||
|
uses: actions/upload-artifact@v3
|
||||||
|
with:
|
||||||
|
name: gdlint-results
|
||||||
|
path: |
|
||||||
|
**/*.gd
|
||||||
|
retention-days: 7
|
||||||
|
|
||||||
|
- name: Comment on PR (if applicable)
|
||||||
|
if: github.event_name == 'pull_request' && failure()
|
||||||
|
uses: actions/github-script@v6
|
||||||
|
with:
|
||||||
|
script: |
|
||||||
|
github.rest.issues.createComment({
|
||||||
|
issue_number: context.issue.number,
|
||||||
|
owner: context.repo.owner,
|
||||||
|
repo: context.repo.repo,
|
||||||
|
body: '❌ **GDScript Linting Failed**\n\nPlease check the workflow logs and fix the linting errors before merging.\n\n[View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})'
|
||||||
|
})
|
||||||
@@ -33,8 +33,8 @@ UIConstants="*res://src/autoloads/UIConstants.gd"
|
|||||||
|
|
||||||
[display]
|
[display]
|
||||||
|
|
||||||
window/size/viewport_width=1920
|
window/size/viewport_width=1024
|
||||||
window/size/viewport_height=1080
|
window/size/viewport_height=768
|
||||||
window/stretch/mode="canvas_items"
|
window/stretch/mode="canvas_items"
|
||||||
window/handheld/orientation=4
|
window/handheld/orientation=4
|
||||||
|
|
||||||
|
|||||||
@@ -3,7 +3,12 @@ extends Node2D
|
|||||||
signal score_changed(points: int)
|
signal score_changed(points: int)
|
||||||
signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
|
signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
|
||||||
|
|
||||||
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } # Waiting for player input # First tile selected # Animating tile swap # 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 GRID_SIZE := Vector2i(8, 8)
|
||||||
var TILE_TYPES := 5
|
var TILE_TYPES := 5
|
||||||
@@ -124,6 +129,7 @@ func _initialize_grid():
|
|||||||
|
|
||||||
|
|
||||||
func _has_match_at(pos: Vector2i) -> bool:
|
func _has_match_at(pos: Vector2i) -> bool:
|
||||||
|
"""Check if tile at position is part of a 3+ match horizontally or vertically"""
|
||||||
# Bounds and null checks
|
# Bounds and null checks
|
||||||
if not _is_valid_grid_position(pos):
|
if not _is_valid_grid_position(pos):
|
||||||
return false
|
return false
|
||||||
@@ -151,8 +157,8 @@ func _has_match_at(pos: Vector2i) -> bool:
|
|||||||
return matches_vertical.size() >= 3
|
return matches_vertical.size() >= 3
|
||||||
|
|
||||||
|
|
||||||
# Check for any matches on the board
|
|
||||||
func _check_for_matches() -> bool:
|
func _check_for_matches() -> bool:
|
||||||
|
"""Scan entire grid to detect if any matches exist (used for cascade detection)"""
|
||||||
for y in range(GRID_SIZE.y):
|
for y in range(GRID_SIZE.y):
|
||||||
for x in range(GRID_SIZE.x):
|
for x in range(GRID_SIZE.x):
|
||||||
if _has_match_at(Vector2i(x, y)):
|
if _has_match_at(Vector2i(x, y)):
|
||||||
@@ -161,6 +167,12 @@ func _check_for_matches() -> bool:
|
|||||||
|
|
||||||
|
|
||||||
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
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
|
# Validate input parameters
|
||||||
if not _is_valid_grid_position(start):
|
if not _is_valid_grid_position(start):
|
||||||
DebugManager.log_error(
|
DebugManager.log_error(
|
||||||
@@ -185,13 +197,14 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
|||||||
if not "tile_type" in start_tile:
|
if not "tile_type" in start_tile:
|
||||||
return []
|
return []
|
||||||
|
|
||||||
var line = [start_tile]
|
var line = [start_tile] # Initialize with start tile
|
||||||
var type = start_tile.tile_type
|
var type = start_tile.tile_type # Type to match against
|
||||||
|
|
||||||
# Check both directions with safety limits
|
# Check both directions from start position (bidirectional search)
|
||||||
for offset in [1, -1]:
|
for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction
|
||||||
var current = start + dir * offset
|
var current = start + dir * offset
|
||||||
var steps = 0
|
var steps = 0
|
||||||
|
# Safety limit prevents infinite loops in case of logic errors
|
||||||
while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
|
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():
|
if current.y >= grid.size() or current.x >= grid[current.y].size():
|
||||||
break
|
break
|
||||||
@@ -200,17 +213,23 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
|
|||||||
if not neighbor or not is_instance_valid(neighbor):
|
if not neighbor or not is_instance_valid(neighbor):
|
||||||
break
|
break
|
||||||
|
|
||||||
|
# Stop if tile type doesn't match (end of matching sequence)
|
||||||
if not "tile_type" in neighbor or neighbor.tile_type != type:
|
if not "tile_type" in neighbor or neighbor.tile_type != type:
|
||||||
break
|
break
|
||||||
|
|
||||||
line.append(neighbor)
|
line.append(neighbor) # Add matching tile to sequence
|
||||||
current += dir * offset
|
current += dir * offset # Move to next position
|
||||||
steps += 1
|
steps += 1 # Increment safety counter
|
||||||
|
|
||||||
return line
|
return line
|
||||||
|
|
||||||
|
|
||||||
func _clear_matches():
|
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
|
# Check grid integrity
|
||||||
if not _validate_grid_integrity():
|
if not _validate_grid_integrity():
|
||||||
DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
|
DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
|
||||||
@@ -693,6 +712,14 @@ func _select_tile_at_cursor() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _on_tile_selected(tile: Node2D) -> void:
|
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:
|
if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
|
||||||
DebugManager.log_debug(
|
DebugManager.log_debug(
|
||||||
"Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]],
|
"Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]],
|
||||||
@@ -736,7 +763,7 @@ func _on_tile_selected(tile: Node2D) -> void:
|
|||||||
func _select_tile(tile: Node2D) -> void:
|
func _select_tile(tile: Node2D) -> void:
|
||||||
selected_tile = tile
|
selected_tile = tile
|
||||||
tile.is_selected = true
|
tile.is_selected = true
|
||||||
current_state = GameState.SELECTING
|
current_state = GameState.SELECTING # State transition: WAITING -> SELECTING
|
||||||
DebugManager.log_debug(
|
DebugManager.log_debug(
|
||||||
"Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3"
|
"Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3"
|
||||||
)
|
)
|
||||||
@@ -816,8 +843,8 @@ func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void:
|
|||||||
"Match3"
|
"Match3"
|
||||||
)
|
)
|
||||||
|
|
||||||
current_state = GameState.SWAPPING
|
current_state = GameState.SWAPPING # State transition: SELECTING -> SWAPPING
|
||||||
await _swap_tiles(tile1, tile2)
|
await _swap_tiles(tile1, tile2) # Animate tile swap
|
||||||
|
|
||||||
# Check if swap creates matches
|
# Check if swap creates matches
|
||||||
if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):
|
if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):
|
||||||
|
|||||||
@@ -1,3 +1,9 @@
|
|||||||
|
## 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
|
extends Node
|
||||||
|
|
||||||
signal debug_toggled(enabled: bool)
|
signal debug_toggled(enabled: bool)
|
||||||
@@ -9,52 +15,63 @@ var debug_overlay_visible: bool = false
|
|||||||
var current_log_level: LogLevel = LogLevel.INFO
|
var current_log_level: LogLevel = LogLevel.INFO
|
||||||
|
|
||||||
|
|
||||||
func _ready():
|
func _ready() -> void:
|
||||||
|
"""Initialize the DebugManager on game startup"""
|
||||||
log_info("DebugManager loaded")
|
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_enabled = !debug_enabled
|
||||||
debug_toggled.emit(debug_enabled)
|
debug_toggled.emit(debug_enabled)
|
||||||
log_info("Debug mode: " + ("ON" if debug_enabled else "OFF"))
|
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:
|
if debug_enabled != enabled:
|
||||||
debug_enabled = enabled
|
debug_enabled = enabled
|
||||||
debug_toggled.emit(debug_enabled)
|
debug_toggled.emit(debug_enabled)
|
||||||
|
|
||||||
|
|
||||||
func is_debug_enabled() -> bool:
|
func is_debug_enabled() -> bool:
|
||||||
|
"""Check if debug mode is currently enabled"""
|
||||||
return debug_enabled
|
return debug_enabled
|
||||||
|
|
||||||
|
|
||||||
func toggle_overlay():
|
func toggle_overlay() -> void:
|
||||||
|
"""Toggle debug overlay visibility"""
|
||||||
debug_overlay_visible = !debug_overlay_visible
|
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
|
debug_overlay_visible = visible
|
||||||
|
|
||||||
|
|
||||||
func is_overlay_visible() -> bool:
|
func is_overlay_visible() -> bool:
|
||||||
|
"""Check if debug overlay is currently visible"""
|
||||||
return debug_overlay_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
|
current_log_level = level
|
||||||
log_info("Log level set to: " + _log_level_to_string(level))
|
log_info("Log level set to: " + _log_level_to_string(level))
|
||||||
|
|
||||||
|
|
||||||
func get_log_level() -> LogLevel:
|
func get_log_level() -> LogLevel:
|
||||||
|
"""Get current minimum log level"""
|
||||||
return current_log_level
|
return current_log_level
|
||||||
|
|
||||||
|
|
||||||
func _should_log(level: LogLevel) -> bool:
|
func _should_log(level: LogLevel) -> bool:
|
||||||
|
"""Determine if message should be logged based on current log level"""
|
||||||
return level >= current_log_level
|
return level >= current_log_level
|
||||||
|
|
||||||
|
|
||||||
func _log_level_to_string(level: LogLevel) -> String:
|
func _log_level_to_string(level: LogLevel) -> String:
|
||||||
|
"""Convert LogLevel enum to string representation"""
|
||||||
match level:
|
match level:
|
||||||
LogLevel.TRACE:
|
LogLevel.TRACE:
|
||||||
return "TRACE"
|
return "TRACE"
|
||||||
@@ -73,47 +90,54 @@ func _log_level_to_string(level: LogLevel) -> String:
|
|||||||
|
|
||||||
|
|
||||||
func _format_log_message(level: LogLevel, message: String, category: String = "") -> String:
|
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 timestamp = Time.get_datetime_string_from_system()
|
||||||
var level_str = _log_level_to_string(level)
|
var level_str = _log_level_to_string(level)
|
||||||
var category_str = (" [" + category + "]") if category != "" else ""
|
var category_str = (" [" + category + "]") if category != "" else ""
|
||||||
return "[%s] %s%s: %s" % [timestamp, level_str, category_str, message]
|
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):
|
if _should_log(LogLevel.TRACE):
|
||||||
var formatted = _format_log_message(LogLevel.TRACE, message, category)
|
var formatted = _format_log_message(LogLevel.TRACE, message, category)
|
||||||
if debug_enabled:
|
if debug_enabled:
|
||||||
print(formatted)
|
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):
|
if _should_log(LogLevel.DEBUG):
|
||||||
var formatted = _format_log_message(LogLevel.DEBUG, message, category)
|
var formatted = _format_log_message(LogLevel.DEBUG, message, category)
|
||||||
if debug_enabled:
|
if debug_enabled:
|
||||||
print(formatted)
|
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):
|
if _should_log(LogLevel.INFO):
|
||||||
var formatted = _format_log_message(LogLevel.INFO, message, category)
|
var formatted = _format_log_message(LogLevel.INFO, message, category)
|
||||||
print(formatted)
|
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):
|
if _should_log(LogLevel.WARN):
|
||||||
var formatted = _format_log_message(LogLevel.WARN, message, category)
|
var formatted = _format_log_message(LogLevel.WARN, message, category)
|
||||||
print(formatted)
|
print(formatted)
|
||||||
push_warning(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):
|
if _should_log(LogLevel.ERROR):
|
||||||
var formatted = _format_log_message(LogLevel.ERROR, message, category)
|
var formatted = _format_log_message(LogLevel.ERROR, message, category)
|
||||||
print(formatted)
|
print(formatted)
|
||||||
push_error(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):
|
if _should_log(LogLevel.FATAL):
|
||||||
var formatted = _format_log_message(LogLevel.FATAL, message, category)
|
var formatted = _format_log_message(LogLevel.FATAL, message, category)
|
||||||
print(formatted)
|
print(formatted)
|
||||||
|
|||||||
@@ -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
|
extends Node
|
||||||
|
|
||||||
const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
|
const GAME_SCENE_PATH := "res://scenes/game/game.tscn"
|
||||||
@@ -8,26 +14,31 @@ var is_changing_scene: bool = false
|
|||||||
|
|
||||||
|
|
||||||
func start_new_game() -> void:
|
func start_new_game() -> void:
|
||||||
|
"""Start a new match-3 game with fresh save data"""
|
||||||
SaveManager.start_new_game()
|
SaveManager.start_new_game()
|
||||||
start_game_with_mode("match3")
|
start_game_with_mode("match3")
|
||||||
|
|
||||||
|
|
||||||
func continue_game() -> void:
|
func continue_game() -> void:
|
||||||
|
"""Continue existing match-3 game with saved score intact"""
|
||||||
# Don't reset score
|
# Don't reset score
|
||||||
start_game_with_mode("match3")
|
start_game_with_mode("match3")
|
||||||
|
|
||||||
|
|
||||||
func start_match3_game() -> void:
|
func start_match3_game() -> void:
|
||||||
|
"""Start new match-3 gameplay mode"""
|
||||||
SaveManager.start_new_game()
|
SaveManager.start_new_game()
|
||||||
start_game_with_mode("match3")
|
start_game_with_mode("match3")
|
||||||
|
|
||||||
|
|
||||||
func start_clickomania_game() -> void:
|
func start_clickomania_game() -> void:
|
||||||
|
"""Start new clickomania gameplay mode"""
|
||||||
SaveManager.start_new_game()
|
SaveManager.start_new_game()
|
||||||
start_game_with_mode("clickomania")
|
start_game_with_mode("clickomania")
|
||||||
|
|
||||||
|
|
||||||
func start_game_with_mode(gameplay_mode: String) -> void:
|
func start_game_with_mode(gameplay_mode: String) -> void:
|
||||||
|
"""Load game scene with specified gameplay mode and safety validation"""
|
||||||
# Input validation
|
# Input validation
|
||||||
if not gameplay_mode or gameplay_mode.is_empty():
|
if not gameplay_mode or gameplay_mode.is_empty():
|
||||||
DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
|
DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
|
||||||
@@ -39,7 +50,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
|
|||||||
)
|
)
|
||||||
return
|
return
|
||||||
|
|
||||||
# Prevent concurrent scene changes
|
# Prevent concurrent scene changes (race condition protection)
|
||||||
if is_changing_scene:
|
if is_changing_scene:
|
||||||
DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
|
DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
|
||||||
return
|
return
|
||||||
@@ -72,7 +83,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
|
|||||||
|
|
||||||
# Wait for scene instantiation and tree addition
|
# Wait for scene instantiation and tree addition
|
||||||
await get_tree().process_frame
|
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
|
# Validate scene was loaded successfully
|
||||||
if not get_tree().current_scene:
|
if not get_tree().current_scene:
|
||||||
@@ -80,7 +91,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
|
|||||||
is_changing_scene = false
|
is_changing_scene = false
|
||||||
return
|
return
|
||||||
|
|
||||||
# Set gameplay mode with timeout protection
|
# Configure game scene with requested gameplay mode
|
||||||
if get_tree().current_scene.has_method("set_gameplay_mode"):
|
if get_tree().current_scene.has_method("set_gameplay_mode"):
|
||||||
DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager")
|
DebugManager.log_info("Setting gameplay mode to: %s" % pending_gameplay_mode, "GameManager")
|
||||||
get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
|
get_tree().current_scene.set_gameplay_mode(pending_gameplay_mode)
|
||||||
@@ -97,6 +108,7 @@ func start_game_with_mode(gameplay_mode: String) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func save_game() -> void:
|
func save_game() -> void:
|
||||||
|
"""Save current game state and score via SaveManager"""
|
||||||
# Get current score from the active game scene
|
# Get current score from the active game scene
|
||||||
var current_score = 0
|
var current_score = 0
|
||||||
if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"):
|
if get_tree().current_scene and get_tree().current_scene.has_method("get_global_score"):
|
||||||
@@ -107,6 +119,7 @@ func save_game() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func exit_to_main_menu() -> void:
|
func exit_to_main_menu() -> void:
|
||||||
|
"""Exit to main menu with race condition protection"""
|
||||||
# Prevent concurrent scene changes
|
# Prevent concurrent scene changes
|
||||||
if is_changing_scene:
|
if is_changing_scene:
|
||||||
DebugManager.log_warn(
|
DebugManager.log_warn(
|
||||||
|
|||||||
@@ -1,3 +1,9 @@
|
|||||||
|
## 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
|
extends Node
|
||||||
|
|
||||||
const SAVE_FILE_PATH: String = "user://savegame.save"
|
const SAVE_FILE_PATH: String = "user://savegame.save"
|
||||||
@@ -8,7 +14,7 @@ const MAX_SCORE: int = 999999999
|
|||||||
const MAX_GAMES_PLAYED: int = 100000
|
const MAX_GAMES_PLAYED: int = 100000
|
||||||
const MAX_FILE_SIZE: int = 1048576 # 1MB limit
|
const MAX_FILE_SIZE: int = 1048576 # 1MB limit
|
||||||
|
|
||||||
# Save operation protection
|
# Save operation protection - prevents race conditions
|
||||||
var _save_in_progress: bool = false
|
var _save_in_progress: bool = false
|
||||||
var _restore_in_progress: bool = false
|
var _restore_in_progress: bool = false
|
||||||
|
|
||||||
@@ -28,10 +34,12 @@ var game_data: Dictionary = {
|
|||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
|
"""Initialize SaveManager and load existing save data on startup"""
|
||||||
load_game()
|
load_game()
|
||||||
|
|
||||||
|
|
||||||
func save_game() -> bool:
|
func save_game() -> bool:
|
||||||
|
"""Save current game data with race condition protection and error handling"""
|
||||||
# Prevent concurrent saves
|
# Prevent concurrent saves
|
||||||
if _save_in_progress:
|
if _save_in_progress:
|
||||||
DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
|
DebugManager.log_warn("Save already in progress, skipping", "SaveManager")
|
||||||
@@ -82,6 +90,7 @@ func _perform_save() -> bool:
|
|||||||
|
|
||||||
|
|
||||||
func load_game() -> void:
|
func load_game() -> void:
|
||||||
|
"""Load game data from disk with comprehensive validation and error recovery"""
|
||||||
if not FileAccess.file_exists(SAVE_FILE_PATH):
|
if not FileAccess.file_exists(SAVE_FILE_PATH):
|
||||||
DebugManager.log_info("No save file found, using defaults", "SaveManager")
|
DebugManager.log_info("No save file found, using defaults", "SaveManager")
|
||||||
return
|
return
|
||||||
|
|||||||
Reference in New Issue
Block a user