44 Commits

Author SHA1 Message Date
9ce5c2ef02 Merge pull request 'Delete format_results.yaml' (#13) from nett00n-patch-1 into main
Reviewed-on: #13
2025-10-01 14:25:15 +02:00
db2cad10d8 Delete format_results.yaml 2025-10-01 14:25:09 +02:00
35ee2f9a5e format
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2025-10-01 15:35:34 +04:00
Gitea Actions
1f1c394587 🎨 Auto-format GDScript code
Automated formatting applied by tools/run_development.py

🤖 Generated by Gitea Actions
Workflow: Continuous Integration
Run: http://server:3000/nett00n/skelly/actions/runs/90
2025-10-01 11:05:19 +00:00
3b8da89ad5 more lint and formatting
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2025-10-01 15:04:40 +04:00
538459f323 codemap generation
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2025-10-01 14:36:21 +04:00
550b2ac220 Fix more PascalCase inconsistencies 2025-10-01 12:07:54 +04:00
f6475f83f6 Add credits 2025-10-01 11:55:55 +04:00
35151cecf1 android sdk (2nd try) 2025-10-01 08:48:48 +04:00
dde7b98ed2 android sdk prepare 2025-09-30 23:44:06 +04:00
d1761a2464 Merge pull request 'building-adventures' (#12) from building-adventures into main
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Reviewed-on: #12
2025-09-29 22:34:53 +02:00
ffd88c02e1 claude
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2025-09-30 00:29:06 +04:00
bd9b7c009a change platforms defaults 2025-09-30 00:28:52 +04:00
e61ab94935 typo 2025-09-30 00:28:29 +04:00
9150622e74 add build cache
use checkboxes
2025-09-30 00:28:17 +04:00
501cad6175 res://scenes/game/gameplays/tile.tscn -> Tile.tscn
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2025-09-30 00:15:17 +04:00
5275c5ca94 Add and update name convention
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2025-09-30 00:09:55 +04:00
61951a047b embed_pck 2025-09-29 22:12:37 +04:00
5f6a3ae175 trying to disable zipping 2025-09-29 22:12:33 +04:00
40c06ae249 downgrade actions/upload-artifact to v3 2025-09-29 22:00:57 +04:00
1189ce0931 add export templates 2025-09-29 21:55:56 +04:00
ff04b6ee22 Merge pull request 'fix-build' (#11) from fix-build into main
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Reviewed-on: #11
2025-09-29 19:46:16 +02:00
ff0a4fefe1 requirements.txt
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2025-09-29 20:09:11 +04:00
666823c641 add async to tests 2025-09-29 20:02:47 +04:00
02f2bb2703 export presets 2025-09-29 18:17:33 +04:00
38e85c2a24 pin version 2025-09-29 12:44:15 +04:00
e31278e389 Merge pull request 'testing-script-update' (#10) from testing-script-update into main
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Reviewed-on: #10
2025-09-29 10:29:17 +02:00
024343db19 Add building pipeline
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2025-09-29 12:18:29 +04:00
ad7a2575da add silent and machine readable formats to testing tool
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2025-09-29 12:04:09 +04:00
26991ce61a add toml, yaml, json validation 2025-09-29 11:28:36 +04:00
8ded8c81ee Merge pull request 'bug/match3/add-exit-from-game-scene-using-gamepad' (#9) from bug/match3/add-exit-from-game-scene-using-gamepad into main
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Reviewed-on: #9
2025-09-28 17:21:31 +02:00
eb99c6a18e lint fixes
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2025-09-28 19:16:20 +04:00
c1f3f9f708 use own background asset 2025-09-28 18:19:56 +04:00
e2e49f89ce use skulls instead of gems
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2025-09-28 17:27:44 +04:00
7ec75a3b26 use own gems assets 2025-09-28 17:16:53 +04:00
33a25dc532 pip requirements.txt file
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2025-09-27 21:52:11 +04:00
60279542e1 gdlint fixes
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2025-09-27 21:45:55 +04:00
35bdd44649 match3: improve tile selector
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2025-09-27 21:33:32 +04:00
77971497a4 move scale factors to constraints
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2025-09-27 21:20:15 +04:00
9b83bec37d any_key > action_confirm
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2025-09-27 21:12:24 +04:00
0791b80f15 change init window size
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2025-09-27 21:02:01 +04:00
ca6111cd28 Add gdformat pipeline 2025-09-27 21:01:49 +04:00
0cf76d595f Comments and documentation update 2025-09-27 21:00:45 +04:00
821d9aa42c add lint workflow 2025-09-27 20:42:51 +04:00
212 changed files with 12598 additions and 4463 deletions

View File

@@ -4,6 +4,10 @@
"WebSearch", "WebSearch",
"Bash(find:*)", "Bash(find:*)",
"Bash(godot:*)", "Bash(godot:*)",
"Bash(python:*)",
"Bash(git mv:*)",
"Bash(dir:*)",
"Bash(yamllint:*)"
], ],
"deny": [], "deny": [],
"ask": [] "ask": []

View File

@@ -1,13 +1,19 @@
# GDFormat configuration file # GDFormat configuration file (YAML format)
# This file configures the gdformat tool for consistent GDScript formatting # This file configures the gdformat tool for consistent GDScript formatting
# Maximum line length (default is 100) # Maximum line length (default is 100)
# Godot's style guide recommends keeping lines under 100 characters # Godot's style guide recommends keeping lines under 100 characters
line_length = 100 line_length: 80
# Whether to use tabs or spaces for indentation # Use spaces instead of tabs (null = use tabs)
# Set to integer for space count, or null for tabs
# Godot uses tabs by default # Godot uses tabs by default
use_tabs = true use_spaces: null
# Number of spaces per tab (when displaying) # Safety checks (null = enabled by default)
tab_width = 4 safety_checks: null
# Directories to exclude from formatting
excluded_directories: !!set
.git: null
.godot: null

649
.gitea/workflows/build.yml Normal file
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@@ -0,0 +1,649 @@
name: Build Game
# Build pipeline for creating game executables across multiple platforms
#
# Features:
# - Manual trigger with individual platform checkboxes
# - Configurable version override (defaults to auto-generated)
# - Configurable tool versions (Godot, Java, Android API, etc.)
# - Flexible runner OS selection
# - Tag-based automatic builds for releases
# - Multi-platform builds (Windows, Linux, macOS, Android)
# - Artifact storage for one week
# - Comprehensive build configuration options
on:
# Manual trigger with platform selection
workflow_dispatch:
inputs:
build_windows:
description: 'Build for Windows'
required: false
default: true
type: boolean
build_linux:
description: 'Build for Linux'
required: false
default: false
type: boolean
build_macos:
description: 'Build for macOS'
required: false
default: false
type: boolean
build_android:
description: 'Build for Android'
required: false
default: false
type: boolean
version:
description: 'Version (leave empty for auto-generated)'
required: false
default: ''
type: string
build_type:
description: 'Build type'
required: true
default: 'release'
type: debug
options:
- release
- debug
godot_version:
description: 'Godot version (leave empty for default)'
required: false
default: ''
type: string
runner_os:
description: 'Runner OS (leave empty for default ubuntu-latest)'
required: false
default: ''
type: string
java_version:
description: 'Java version (leave empty for default)'
required: false
default: ''
type: string
android_api_level:
description: 'Android API level (leave empty for default)'
required: false
default: ''
type: string
# Automatic trigger on git tags (for releases)
push:
tags:
- 'v*' # Version tags (v1.0.0, v2.1.0, etc.)
- 'release-*' # Release tags
env:
# Core Configuration
GODOT_VERSION: "4.4.1"
PROJECT_NAME: "Skelly"
BUILD_DIR: "builds"
DEFAULT_VERSION: "1.0.0-dev"
# GitHub Actions Versions
ACTIONS_CHECKOUT_VERSION: "v4"
ACTIONS_CACHE_VERSION: "v4"
ACTIONS_UPLOAD_ARTIFACT_VERSION: "v3"
ACTIONS_SETUP_JAVA_VERSION: "v4"
# Third-party Actions Versions
CHICKENSOFT_SETUP_GODOT_VERSION: "v1"
ANDROID_ACTIONS_SETUP_ANDROID_VERSION: "v3"
# Runner Configuration
RUNNER_OS: "ubuntu-latest"
# Java Configuration
JAVA_DISTRIBUTION: "temurin"
JAVA_VERSION: "17"
# Android Configuration
ANDROID_API_LEVEL: "33"
ANDROID_BUILD_TOOLS_VERSION: "33.0.0"
ANDROID_CMDLINE_TOOLS_VERSION: "latest"
jobs:
# Preparation job - determines build configuration
prepare:
name: Prepare Build
runs-on: ${{ env.RUNNER_OS }}
outputs:
platforms: ${{ steps.config.outputs.platforms }}
build_type: ${{ steps.config.outputs.build_type }}
version: ${{ steps.config.outputs.version }}
artifact_name: ${{ steps.config.outputs.artifact_name }}
steps:
- name: Checkout repository
uses: actions/checkout@${{ env.ACTIONS_CHECKOUT_VERSION }}
with:
fetch-depth: 0
- name: Configure build parameters
id: config
run: |
# Override environment variables with user inputs if provided
if [[ -n "${{ github.event.inputs.godot_version }}" ]]; then
echo "GODOT_VERSION=${{ github.event.inputs.godot_version }}" >> $GITHUB_ENV
echo "🔧 Using custom Godot version: ${{ github.event.inputs.godot_version }}"
fi
if [[ -n "${{ github.event.inputs.runner_os }}" ]]; then
echo "RUNNER_OS=${{ github.event.inputs.runner_os }}" >> $GITHUB_ENV
echo "🔧 Using custom runner OS: ${{ github.event.inputs.runner_os }}"
fi
if [[ -n "${{ github.event.inputs.java_version }}" ]]; then
echo "JAVA_VERSION=${{ github.event.inputs.java_version }}" >> $GITHUB_ENV
echo "🔧 Using custom Java version: ${{ github.event.inputs.java_version }}"
fi
if [[ -n "${{ github.event.inputs.android_api_level }}" ]]; then
echo "ANDROID_API_LEVEL=${{ github.event.inputs.android_api_level }}" >> $GITHUB_ENV
echo "ANDROID_BUILD_TOOLS_VERSION=${{ github.event.inputs.android_api_level }}.0.0" >> $GITHUB_ENV
echo "🔧 Using custom Android API level: ${{ github.event.inputs.android_api_level }}"
fi
# Determine platforms to build
if [[ "${{ github.event_name }}" == "workflow_dispatch" ]]; then
# Build platforms array from individual checkboxes
platforms=""
if [[ "${{ github.event.inputs.build_windows }}" == "true" ]]; then
platforms="${platforms}windows,"
fi
if [[ "${{ github.event.inputs.build_linux }}" == "true" ]]; then
platforms="${platforms}linux,"
fi
if [[ "${{ github.event.inputs.build_macos }}" == "true" ]]; then
platforms="${platforms}macos,"
fi
if [[ "${{ github.event.inputs.build_android }}" == "true" ]]; then
platforms="${platforms}android,"
fi
# Remove trailing comma
platforms="${platforms%,}"
build_type="${{ github.event.inputs.build_type }}"
user_version="${{ github.event.inputs.version }}"
else
# Tag-triggered build - build all platforms
platforms="windows,linux,macos,android"
build_type="release"
user_version=""
fi
# Determine version with improved logic
if [[ -n "$user_version" ]]; then
# User provided explicit version
version="$user_version"
echo "🏷️ Using user-specified version: $version"
elif [[ "${{ github.ref_type }}" == "tag" ]]; then
# Tag-triggered build - use tag name
version="${{ github.ref_name }}"
echo "🏷️ Using git tag version: $version"
elif [[ "${{ github.event_name }}" == "workflow_dispatch" ]]; then
# Manual dispatch without version - use default + git info
commit_short=$(git rev-parse --short HEAD)
branch_name="${{ github.ref_name }}"
timestamp=$(date +%Y%m%d-%H%M)
version="${{ env.DEFAULT_VERSION }}-${branch_name}-${commit_short}-${timestamp}"
echo "🏷️ Using auto-generated version: $version"
else
# Fallback for other triggers
commit_short=$(git rev-parse --short HEAD)
branch_name="${{ github.ref_name }}"
timestamp=$(date +%Y%m%d-%H%M)
version="${{ env.DEFAULT_VERSION }}-${branch_name}-${commit_short}-${timestamp}"
echo "🏷️ Using fallback version: $version"
fi
# Create artifact name
artifact_name="${{ env.PROJECT_NAME }}-${version}-${build_type}"
echo "platforms=${platforms}" >> $GITHUB_OUTPUT
echo "build_type=${build_type}" >> $GITHUB_OUTPUT
echo "version=${version}" >> $GITHUB_OUTPUT
echo "artifact_name=${artifact_name}" >> $GITHUB_OUTPUT
echo "🔧 Build Configuration:"
echo " Platforms: ${platforms}"
echo " Build Type: ${build_type}"
echo " Version: ${version}"
echo " Artifact: ${artifact_name}"
echo ""
echo "🔧 Tool Versions:"
echo " Godot: ${GODOT_VERSION}"
echo " Runner OS: ${RUNNER_OS}"
echo " Java: ${JAVA_VERSION}"
echo " Android API: ${ANDROID_API_LEVEL}"
echo " Android Build Tools: ${ANDROID_BUILD_TOOLS_VERSION}"
# Setup export templates (shared across all platform builds)
setup-templates:
name: Setup Export Templates
runs-on: ${{ env.RUNNER_OS }}
needs: prepare
steps:
- name: Cache export templates
id: cache-templates
uses: actions/cache@${{ env.ACTIONS_CACHE_VERSION }}
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Setup Godot
if: steps.cache-templates.outputs.cache-hit != 'true'
uses: chickensoft-games/setup-godot@${{ env.CHICKENSOFT_SETUP_GODOT_VERSION }}
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Install export templates
if: steps.cache-templates.outputs.cache-hit != 'true'
run: |
echo "📦 Installing Godot export templates..."
mkdir -p ~/.local/share/godot/export_templates/${{ env.GODOT_VERSION }}.stable
wget -q https://github.com/godotengine/godot/releases/download/${{ env.GODOT_VERSION }}-stable/Godot_v${{ env.GODOT_VERSION }}-stable_export_templates.tpz
unzip -q Godot_v${{ env.GODOT_VERSION }}-stable_export_templates.tpz
mv templates/* ~/.local/share/godot/export_templates/${{ env.GODOT_VERSION }}.stable/
echo "✅ Export templates installed successfully"
ls -la ~/.local/share/godot/export_templates/${{ env.GODOT_VERSION }}.stable/
- name: Verify templates cache
run: |
echo "🔍 Verifying export templates are available:"
ls -la ~/.local/share/godot/export_templates/${{ env.GODOT_VERSION }}.stable/
# Windows build job
build-windows:
name: Build Windows
runs-on: ${{ env.RUNNER_OS }}
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'windows')
steps:
- name: Checkout repository
uses: actions/checkout@${{ env.ACTIONS_CHECKOUT_VERSION }}
- name: Setup Godot
uses: chickensoft-games/setup-godot@${{ env.CHICKENSOFT_SETUP_GODOT_VERSION }}
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@${{ env.ACTIONS_CACHE_VERSION }}
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Create build directory
run: mkdir -p ${{ env.BUILD_DIR }}
- name: Import project assets
run: |
echo "📦 Importing project assets..."
godot --headless --verbose --editor --quit || true
sleep 2
- name: Build Windows executable
run: |
echo "🏗️ Building Windows executable..."
godot --headless --verbose --export-${{ needs.prepare.outputs.build_type }} "Windows Desktop" \
${{ env.BUILD_DIR }}/skelly-windows-${{ needs.prepare.outputs.version }}.exe
# Verify build output
if [[ -f "${{ env.BUILD_DIR }}/skelly-windows-${{ needs.prepare.outputs.version }}.exe" ]]; then
echo "✅ Windows build successful"
ls -la ${{ env.BUILD_DIR }}/
else
echo "❌ Windows build failed"
exit 1
fi
- name: Upload Windows build
uses: actions/upload-artifact@${{ env.ACTIONS_UPLOAD_ARTIFACT_VERSION }}
with:
name: ${{ needs.prepare.outputs.artifact_name }}-windows
path: ${{ env.BUILD_DIR }}/skelly-windows-${{ needs.prepare.outputs.version }}.exe
retention-days: 7
compression-level: 0
# Linux build job
build-linux:
name: Build Linux
runs-on: ${{ env.RUNNER_OS }}
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'linux')
steps:
- name: Checkout repository
uses: actions/checkout@${{ env.ACTIONS_CHECKOUT_VERSION }}
- name: Setup Godot
uses: chickensoft-games/setup-godot@${{ env.CHICKENSOFT_SETUP_GODOT_VERSION }}
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@${{ env.ACTIONS_CACHE_VERSION }}
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Create build directory
run: mkdir -p ${{ env.BUILD_DIR }}
- name: Import project assets
run: |
echo "📦 Importing project assets..."
godot --headless --verbose --editor --quit || true
sleep 2
- name: Build Linux executable
run: |
echo "🏗️ Building Linux executable..."
godot --headless --verbose --export-${{ needs.prepare.outputs.build_type }} "Linux" \
${{ env.BUILD_DIR }}/skelly-linux-${{ needs.prepare.outputs.version }}.x86_64
# Make executable
chmod +x ${{ env.BUILD_DIR }}/skelly-linux-${{ needs.prepare.outputs.version }}.x86_64
# Verify build output
if [[ -f "${{ env.BUILD_DIR }}/skelly-linux-${{ needs.prepare.outputs.version }}.x86_64" ]]; then
echo "✅ Linux build successful"
ls -la ${{ env.BUILD_DIR }}/
else
echo "❌ Linux build failed"
exit 1
fi
- name: Upload Linux build
uses: actions/upload-artifact@${{ env.ACTIONS_UPLOAD_ARTIFACT_VERSION }}
with:
name: ${{ needs.prepare.outputs.artifact_name }}-linux
path: ${{ env.BUILD_DIR }}/skelly-linux-${{ needs.prepare.outputs.version }}.x86_64
retention-days: 7
compression-level: 0
# macOS build job
build-macos:
name: Build macOS
runs-on: ${{ env.RUNNER_OS }}
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'macos')
steps:
- name: Checkout repository
uses: actions/checkout@${{ env.ACTIONS_CHECKOUT_VERSION }}
- name: Setup Godot
uses: chickensoft-games/setup-godot@${{ env.CHICKENSOFT_SETUP_GODOT_VERSION }}
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@${{ env.ACTIONS_CACHE_VERSION }}
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Create build directory
run: mkdir -p ${{ env.BUILD_DIR }}
- name: Import project assets
run: |
echo "📦 Importing project assets..."
godot --headless --verbose --editor --quit || true
sleep 2
- name: Build macOS application
run: |
echo "🏗️ Building macOS application..."
godot --headless --verbose --export-${{ needs.prepare.outputs.build_type }} "macOS" \
${{ env.BUILD_DIR }}/skelly-macos-${{ needs.prepare.outputs.version }}.zip
# Verify build output
if [[ -f "${{ env.BUILD_DIR }}/skelly-macos-${{ needs.prepare.outputs.version }}.zip" ]]; then
echo "✅ macOS build successful"
ls -la ${{ env.BUILD_DIR }}/
else
echo "❌ macOS build failed"
exit 1
fi
- name: Upload macOS build
uses: actions/upload-artifact@${{ env.ACTIONS_UPLOAD_ARTIFACT_VERSION }}
with:
name: ${{ needs.prepare.outputs.artifact_name }}-macos
path: ${{ env.BUILD_DIR }}/skelly-macos-${{ needs.prepare.outputs.version }}.zip
retention-days: 7
compression-level: 0
# Android build job
build-android:
name: Build Android
runs-on: ${{ env.RUNNER_OS }}
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'android')
steps:
- name: Checkout repository
uses: actions/checkout@${{ env.ACTIONS_CHECKOUT_VERSION }}
- name: Setup Java
uses: actions/setup-java@${{ env.ACTIONS_SETUP_JAVA_VERSION }}
with:
distribution: ${{ env.JAVA_DISTRIBUTION }}
java-version: ${{ env.JAVA_VERSION }}
- name: Setup Android SDK
uses: android-actions/setup-android@${{ env.ANDROID_ACTIONS_SETUP_ANDROID_VERSION }}
with:
api-level: ${{ env.ANDROID_API_LEVEL }}
build-tools: ${{ env.ANDROID_BUILD_TOOLS_VERSION }}
- name: Install Android Build Tools
run: |
echo "🔧 Installing Android Build Tools..."
# Set Android environment variables
export ANDROID_HOME=${ANDROID_SDK_ROOT}
echo "ANDROID_HOME=${ANDROID_SDK_ROOT}" >> $GITHUB_ENV
echo "ANDROID_SDK_ROOT=${ANDROID_SDK_ROOT}" >> $GITHUB_ENV
# Install build-tools using sdkmanager
yes | ${ANDROID_SDK_ROOT}/cmdline-tools/${{ env.ANDROID_CMDLINE_TOOLS_VERSION }}/bin/sdkmanager --licenses || true
${ANDROID_SDK_ROOT}/cmdline-tools/${{ env.ANDROID_CMDLINE_TOOLS_VERSION }}/bin/sdkmanager "build-tools;${{ env.ANDROID_BUILD_TOOLS_VERSION }}"
${ANDROID_SDK_ROOT}/cmdline-tools/${{ env.ANDROID_CMDLINE_TOOLS_VERSION }}/bin/sdkmanager "platforms;android-${{ env.ANDROID_API_LEVEL }}"
- name: Verify Android SDK Configuration
run: |
echo "📱 Verifying Android SDK setup..."
echo "📱 Using API Level: ${{ env.ANDROID_API_LEVEL }}"
echo "📱 Using Build Tools: ${{ env.ANDROID_BUILD_TOOLS_VERSION }}"
# Verify SDK installation
echo "📱 Android SDK Location: ${ANDROID_SDK_ROOT}"
ls -la ${ANDROID_SDK_ROOT}/
echo "📱 Build Tools:"
ls -la ${ANDROID_SDK_ROOT}/build-tools/
echo "📱 Platforms:"
ls -la ${ANDROID_SDK_ROOT}/platforms/ || echo "No platforms directory"
# Verify apksigner exists
if [ -f "${ANDROID_SDK_ROOT}/build-tools/${{ env.ANDROID_BUILD_TOOLS_VERSION }}/apksigner" ]; then
echo "✅ apksigner found at ${ANDROID_SDK_ROOT}/build-tools/${{ env.ANDROID_BUILD_TOOLS_VERSION }}/apksigner"
else
echo "❌ apksigner not found!"
exit 1
fi
- name: Setup Godot
uses: chickensoft-games/setup-godot@${{ env.CHICKENSOFT_SETUP_GODOT_VERSION }}
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Configure Godot for Android
run: |
echo "🎮 Configuring Godot for Android builds..."
# Create Godot config directory
mkdir -p ~/.config/godot
# Configure Android SDK path in Godot settings
cat > ~/.config/godot/editor_settings-4.4.tres << EOF
[gd_resource type="EditorSettings" format=3]
[resource]
export/android/android_sdk_path = "${ANDROID_SDK_ROOT}"
export/android/debug_keystore = ""
export/android/debug_keystore_user = "androiddebugkey"
export/android/debug_keystore_pass = "android"
export/android/force_system_user = false
export/android/timestamping_authority_url = ""
export/android/shutdown_adb_on_exit = true
EOF
echo "✅ Godot Android configuration complete"
- name: Restore export templates cache
uses: actions/cache@${{ env.ACTIONS_CACHE_VERSION }}
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Create build directory
run: mkdir -p ${{ env.BUILD_DIR }}
- name: Import project assets
run: |
echo "📦 Importing project assets..."
godot --headless --verbose --editor --quit || true
sleep 2
- name: Build Android APK
run: |
echo "🏗️ Building Android APK..."
# Verify Android environment
echo "📱 Android SDK: ${ANDROID_SDK_ROOT}"
echo "📱 API Level: ${{ env.ANDROID_API_LEVEL }}"
echo "📱 Build Tools Version: ${{ env.ANDROID_BUILD_TOOLS_VERSION }}"
echo "📱 Available Build Tools: $(ls ${ANDROID_SDK_ROOT}/build-tools/)"
godot --headless --verbose --export-${{ needs.prepare.outputs.build_type }} "Android" \
${{ env.BUILD_DIR }}/skelly-android-${{ needs.prepare.outputs.version }}.apk
# Verify build output
if [[ -f "${{ env.BUILD_DIR }}/skelly-android-${{ needs.prepare.outputs.version }}.apk" ]]; then
echo "✅ Android build successful"
ls -la ${{ env.BUILD_DIR }}/
# Show APK info
echo "📱 APK Information:"
file ${{ env.BUILD_DIR }}/skelly-android-${{ needs.prepare.outputs.version }}.apk
else
echo "❌ Android build failed"
exit 1
fi
- name: Upload Android build
uses: actions/upload-artifact@${{ env.ACTIONS_UPLOAD_ARTIFACT_VERSION }}
with:
name: ${{ needs.prepare.outputs.artifact_name }}-android
path: ${{ env.BUILD_DIR }}/skelly-android-${{ needs.prepare.outputs.version }}.apk
retention-days: 7
compression-level: 0
# Summary job - creates release summary
summary:
name: Build Summary
runs-on: ${{ env.RUNNER_OS }}
needs: [prepare, setup-templates, build-windows, build-linux, build-macos, build-android]
if: always()
steps:
- name: Generate build summary
run: |
echo "🎮 Build Summary for ${{ needs.prepare.outputs.artifact_name }}"
echo "=================================="
echo ""
echo "📋 Configuration:"
echo " Version: ${{ needs.prepare.outputs.version }}"
echo " Build Type: ${{ needs.prepare.outputs.build_type }}"
echo " Platforms: ${{ needs.prepare.outputs.platforms }}"
echo ""
echo "📊 Build Results:"
platforms="${{ needs.prepare.outputs.platforms }}"
if [[ "$platforms" == *"windows"* ]]; then
windows_status="${{ needs.build-windows.result }}"
echo " 🪟 Windows: $windows_status"
fi
if [[ "$platforms" == *"linux"* ]]; then
linux_status="${{ needs.build-linux.result }}"
echo " 🐧 Linux: $linux_status"
fi
if [[ "$platforms" == *"macos"* ]]; then
macos_status="${{ needs.build-macos.result }}"
echo " 🍎 macOS: $macos_status"
fi
if [[ "$platforms" == *"android"* ]]; then
android_status="${{ needs.build-android.result }}"
echo " 🤖 Android: $android_status"
fi
echo ""
echo "📦 Artifacts are available for 7 days"
echo "🔗 Download from: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}"
- name: Check overall build status
run: |
# Check if any required builds failed
platforms="${{ needs.prepare.outputs.platforms }}"
failed_builds=()
if [[ "$platforms" == *"windows"* ]] && [[ "${{ needs.build-windows.result }}" != "success" ]]; then
failed_builds+=("Windows")
fi
if [[ "$platforms" == *"linux"* ]] && [[ "${{ needs.build-linux.result }}" != "success" ]]; then
failed_builds+=("Linux")
fi
if [[ "$platforms" == *"macos"* ]] && [[ "${{ needs.build-macos.result }}" != "success" ]]; then
failed_builds+=("macOS")
fi
if [[ "$platforms" == *"android"* ]] && [[ "${{ needs.build-android.result }}" != "success" ]]; then
failed_builds+=("Android")
fi
if [[ ${#failed_builds[@]} -gt 0 ]]; then
echo "❌ Build failed for: ${failed_builds[*]}"
exit 1
else
echo "✅ All builds completed successfully!"
fi

357
.gitea/workflows/ci.yml Normal file
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@@ -0,0 +1,357 @@
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 "🎨 Running GDScript formatting..."
python tools/run_development.py --format --silent --yaml > format_results.yaml
- name: Upload formatting results
if: always()
uses: actions/upload-artifact@v3
with:
name: format-results
path: |
format_results.yaml
retention-days: 7
compression-level: 0
- name: Check for formatting changes
id: check-changes
run: |
if git diff --quiet; then
echo "📝 No formatting changes detected"
echo "has_changes=false" >> $GITHUB_OUTPUT
else
echo "📝 Formatting changes detected"
echo "has_changes=true" >> $GITHUB_OUTPUT
echo "🔍 Changed files:"
git diff --name-only
echo ""
echo "📊 Diff summary:"
git diff --stat
fi
# - name: Commit and push formatting changes
# if: steps.check-changes.outputs.has_changes == 'true'
# run: |
# echo "💾 Committing formatting changes..."
# git config user.name "Gitea Actions"
# git config user.email "actions@gitea.local"
# git add -A
# commit_message="🎨 Auto-format GDScript code
# Automated formatting applied by tools/run_development.py
# 🤖 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 "📤 Pushing changes to branch: $target_branch"
# git push origin HEAD:"$target_branch"
# echo "✅ 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 "🔍 Running GDScript linting..."
python tools/run_development.py --lint --silent --yaml > lint_results.yaml
- name: Upload linting results
if: always()
uses: actions/upload-artifact@v3
with:
name: lint-results
path: |
lint_results.yaml
retention-days: 7
compression-level: 0
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: ${{ github.event.pull_request.head.ref || github.ref }}
fetch-depth: 0
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
cache: 'pip'
- name: Install Python dependencies
run: |
python -m pip install --upgrade pip
pip install --upgrade "setuptools<81"
pip install gdtoolkit==4
- name: Set up Godot
uses: chickensoft-games/setup-godot@v1
with:
version: 4.3.0
use-dotnet: false
- name: Run tests
id: test
continue-on-error: true
run: |
echo "🧪 Running GDScript tests..."
python tools/run_development.py --test --yaml > test_results.yaml 2>&1
TEST_EXIT_CODE=$?
# Display test results regardless of success/failure
echo ""
echo "📊 Test Results:"
cat test_results.yaml
# Exit with the original test exit code
exit $TEST_EXIT_CODE
- name: Upload test results
if: always()
uses: actions/upload-artifact@v3
with:
name: test-results
path: |
test_results.yaml
retention-days: 7
compression-level: 0
- name: Check test results and display errors
if: always()
run: |
echo ""
echo "================================================"
echo "📊 TEST RESULTS SUMMARY"
echo "================================================"
# Parse YAML to check if tests failed
if grep -q "success: false" test_results.yaml; then
echo "❌ Status: FAILED"
echo ""
echo "💥 Failed Test Details:"
echo "================================================"
# Extract and display failed test information
grep -A 2 "failed_test_details:" test_results.yaml || echo "No detailed error information available"
# Show statistics
echo ""
echo "📈 Statistics:"
grep "tests_passed:" test_results.yaml || true
grep "tests_failed:" test_results.yaml || true
grep "total_tests_run:" test_results.yaml || true
echo ""
echo "================================================"
echo "⚠️ Please review the test errors above and fix them before merging."
echo "================================================"
exit 1
elif grep -q "success: true" test_results.yaml; then
echo "✅ Status: PASSED"
echo ""
grep "total_tests_run:" test_results.yaml || true
echo "================================================"
exit 0
else
echo "⚠️ Status: UNKNOWN"
echo "Could not determine test status from YAML output"
echo "================================================"
exit 1
fi
summary:
name: CI Summary
runs-on: ubuntu-latest
needs: [format, lint, test]
if: always()
steps:
- name: Set workflow status
id: status
run: |
format_status="${{ needs.format.result }}"
lint_status="${{ needs.lint.result }}"
test_status="${{ needs.test.result }}"
echo "📊 Workflow Results:"
echo "🎨 Format: $format_status"
echo "🔍 Lint: $lint_status"
echo "🧪 Test: $test_status"
if [[ "$format_status" == "success" && "$lint_status" == "success" && ("$test_status" == "success" || "$test_status" == "skipped") ]]; then
echo "overall_status=success" >> $GITHUB_OUTPUT
echo "✅ All CI checks passed!"
else
echo "overall_status=failure" >> $GITHUB_OUTPUT
echo "❌ Some CI checks failed"
fi
- name: Comment on PR (if applicable)
if: github.event_name == 'pull_request'
uses: actions/github-script@v6
with:
script: |
const formatStatus = '${{ 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 '✅';
case 'failure': return '❌';
case 'skipped': return '⏭️';
default: return '⚠️';
}
};
const message = `## 🤖 CI Pipeline Results
| Step | Status | Result |
|------|--------|--------|
| 🎨 Formatting | ${getStatusEmoji(formatStatus)} | ${formatStatus} |
| 🔍 Linting | ${getStatusEmoji(lintStatus)} | ${lintStatus} |
| 🧪 Testing | ${getStatusEmoji(testStatus)} | ${testStatus} |
**Overall Status:** ${getStatusEmoji(overallStatus)} ${overallStatus.toUpperCase()}
${overallStatus === 'success'
? '🎉 All checks passed! This PR is ready for review.'
: '⚠️ Some checks failed. Please review the workflow logs and fix any issues.'}
[View workflow run](${{ 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 "🎉 CI Pipeline completed successfully!"
exit 0
else
echo "❌ CI Pipeline failed"
exit 1
fi

10
.gitignore vendored
View File

@@ -6,3 +6,13 @@
*.tmp *.tmp
*.import~ *.import~
test_results.txt test_results.txt
# Auto-generated code maps (regenerate with: python tools/generate_code_map.py)
.llm/
docs/generated/
# python
.venv/
*.pyc
.ruff/

32
.llm/README.md Normal file
View File

@@ -0,0 +1,32 @@
# Machine-Readable Code Maps
Auto-generated JSON files for LLM development assistance.
**⚠️ Git-ignored** - Regenerate with: `python tools/generate_code_map.py`
## Files
- `code_map_api.json` - Function signatures, parameters, return types, docstrings
- `code_map_architecture.json` - Autoloads, design patterns, system structure
- `code_map_flows.json` - Signal chains, scene transitions, call graphs
- `code_map_security.json` - Input validation, error handling patterns
- `code_map_assets.json` - Asset dependencies, licensing information
- `code_map_metadata.json` - Code quality metrics, test coverage, TODOs
## Diagrams
**Location**: `diagrams/` subdirectory (also copied to `docs/generated/diagrams/` for standalone viewing)
**Contents**:
- `*.mmd` - Mermaid source files (architecture, signal flows, scene hierarchy, dependencies)
- `*.png` - Rendered PNG diagrams
**Note**: Diagrams are automatically copied to `docs/generated/diagrams/` when generating documentation.
## Format
All JSON files are **minified** (no whitespace) for optimal LLM token efficiency.
## Usage
See root `CLAUDE.md` for integration with LLM development workflows.

233
CLAUDE.md
View File

@@ -1,9 +1,224 @@
- The documentation of the project is located in docs/ directory; # CLAUDE.md
- Get following files in context before doing anything else:
- docs\CLAUDE.md Guidance for Claude Code (claude.ai/code) when working with this repository.
- docs\CODE_OF_CONDUCT.md
- project.godot ## Required Context Files
- Use TDD methodology for development;
- Use static data types; Before doing anything else, get the following files in context:
- Keep documentation up to date; - **docs/ARCHITECTURE.md** - System design, autoloads, architectural patterns
- Always run gdlint, gdformat and run tests; - **docs/CODE_OF_CONDUCT.md** - Coding standards, naming conventions, best practices
- **project.godot** - Input actions and autoload definitions
## Auto-Generated Machine-Readable Documentation
**⚠️ IMPORTANT**: Before starting development, generate fresh code maps for current codebase context:
```bash
python tools/generate_code_map.py
```
This generates machine-readable JSON maps optimized for LLM consumption in `.llm/` directory (git-ignored).
**When to use**:
- At the start of every development session
- After major refactoring or adding new files
- When you need current codebase structure/API reference
## Core Development Rules
- **Use TDD methodology** for development
- **Use static data types** in all GDScript code
- **Keep documentation up to date** when making changes
- **Always run tests**: `./tools/run_development.py --yaml --silent`
## Code Maps (LLM Development Workflow)
Machine-readable code intelligence for LLM-assisted development.
### Quick Reference: Which Map to Load?
| Task | Load This Map | Size | Contains |
|------|---------------|------|----------|
| Adding/modifying functions | `code_map_api.json` | ~47KB | Function signatures, parameters, return types |
| System architecture work | `code_map_architecture.json` | ~32KB | Autoloads, design patterns, structure |
| Signal/scene connections | `code_map_flows.json` | ~7KB | Signal chains, scene transitions |
| Input validation/errors | `code_map_security.json` | ~12KB | Validation patterns, error handling |
| Asset/resource management | `code_map_assets.json` | ~12KB | Dependencies, preloads, licensing |
| Code metrics/statistics | `code_map_metadata.json` | ~300B | Stats, complexity metrics |
### Generated Files (Git-Ignored)
**Location**: `.llm/` directory (automatically excluded from git)
**Format**: All JSON files are minified (no whitespace) for optimal LLM token efficiency.
**Total size**: ~110KB if loading all maps (recommended: load only what you need)
### Generating Code Maps
```bash
# Generate everything (default behavior - maps + diagrams + docs + metrics)
python tools/generate_code_map.py
# Generate only specific outputs
python tools/generate_code_map.py --diagrams # Diagrams only
python tools/generate_code_map.py --docs # Documentation only
python tools/generate_code_map.py --metrics # Metrics dashboard only
# Explicitly generate all (same as no arguments)
python tools/generate_code_map.py --all
# Via development workflow tool
python tools/run_development.py --codemap
# Custom output location (single JSON file)
python tools/generate_code_map.py --output custom_map.json
# Skip PNG rendering (Mermaid source only)
python tools/generate_code_map.py --diagrams --no-render
```
**New Features**:
- **Diagrams**: Auto-generated diagrams (architecture, signal flows, scene hierarchy, dependencies) rendered to PNG using matplotlib
- **Documentation**: Human-readable markdown docs with embedded diagrams (AUTOLOADS_API.md, SIGNALS_CATALOG.md, FUNCTION_INDEX.md, etc.)
- **Metrics**: Markdown dashboard with statistics charts and complexity analysis
### When to Regenerate
Regenerate code maps when:
- **Starting an LLM-assisted development session** - Get fresh context
- **After adding new files** - Include new code in maps
- **After major refactoring** - Update structure information
- **After changing autoloads** - Capture architectural changes
- **When onboarding new developers** - Provide comprehensive context
### LLM Development Workflow
1. **Generate maps**: `python tools/generate_code_map.py`
2. **Load relevant maps**: Choose based on your task
**For API/Function development**:
```
Load: .llm/code_map_api.json (~47KB)
Contains: All function signatures, parameters, return types, docstrings
```
**For architecture/system design**:
```
Load: .llm/code_map_architecture.json (~32KB)
Contains: Autoloads, design patterns, system structure
```
**For signal/scene work**:
```
Load: .llm/code_map_flows.json (~7KB)
Contains: Signal chains, scene transitions, connections
```
**For security/validation**:
```
Load: .llm/code_map_security.json (~12KB)
Contains: Input validation patterns, error handling
```
**For assets/resources**:
```
Load: .llm/code_map_assets.json (~12KB)
Contains: Asset dependencies, preloads, licensing
```
**For metrics/stats**:
```
Load: .llm/code_map_metadata.json (~300B)
Contains: Code statistics, complexity metrics
```
3. **Use selectively**:
- Load only maps relevant to current task
- Reduces token usage and improves focus
- Can always add more context later
- Total size if loading all: ~110KB minified JSON
## Essential Coding Patterns
### Scene Management
```gdscript
# ✅ Correct - Use GameManager
GameManager.start_game_with_mode("match3")
# ❌ Wrong - Never call directly
get_tree().change_scene_to_file("res://scenes/game/Game.tscn")
```
### Logging
```gdscript
# ✅ Correct - Use DebugManager with categories
DebugManager.log_info("Scene loaded successfully", "GameManager")
DebugManager.log_error("Failed to load resource", "AssetLoader")
# ❌ Wrong - Never use plain print/push_error
print("Scene loaded") # No structure, no category
push_error("Failed") # Missing context
```
### Memory Management
```gdscript
# ✅ Correct - Use queue_free()
for child in children_to_remove:
child.queue_free()
await get_tree().process_frame # Wait for cleanup
# ❌ Wrong - Never use free()
child.free() # Immediate deletion causes crashes
```
### Input Validation
```gdscript
# ✅ Correct - Validate all inputs
func set_volume(value: float) -> bool:
if value < 0.0 or value > 1.0:
DebugManager.log_error("Invalid volume: " + str(value), "Settings")
return false
# Process validated input
# ❌ Wrong - No validation
func set_volume(value: float):
volume = value # Could be negative or > 1.0
```
See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md) for complete coding standards.
## Quick Reference
- **Development commands**: See [docs/DEVELOPMENT.md](docs/DEVELOPMENT.md)
- **Testing protocols**: See [docs/TESTING.md](docs/TESTING.md)
- **Architecture patterns**: See [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md)
- **Naming conventions**: See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md#naming-convention-quick-reference)
- **Quality checklist**: See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md#code-quality-checklist)
## Project Structure
```
skelly/
├── src/autoloads/ # Global manager singletons
├── scenes/game/gameplays/ # Gameplay mode implementations
├── scenes/ui/ # Menu scenes and components
├── assets/ # Audio, sprites, fonts (kebab-case)
├── data/ # Godot resource files (.tres)
├── docs/ # Documentation
├── tests/ # Test scripts
└── tools/ # Development tools
```
See [docs/MAP.md](docs/MAP.md) for complete file organization.
## Key Files to Understand
- `src/autoloads/GameManager.gd` - Scene transitions with race condition protection
- `src/autoloads/SaveManager.gd` - Save system with security features
- `src/autoloads/SettingsManager.gd` - Settings with input validation
- `src/autoloads/DebugManager.gd` - Unified logging and debug UI
- `scenes/game/Game.gd` - Main game scene, modular gameplay system
- `scenes/game/gameplays/Match3Gameplay.gd` - Match-3 implementation
- `project.godot` - Input actions and autoload definitions

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# 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 → linting → 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
### 🔍 Linting (`gdlint`)
- Checks GDScript code for style violations
- Enforces naming conventions
- Validates code structure and patterns
- **Fails the workflow if errors are found**
### 🎨 Formatting (`gdformat`)
- Automatically formats GDScript code
- Ensures consistent indentation and spacing
- Fixes basic style issues
- **Fails the workflow if files cannot be formatted**
### 🧪 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.

674
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@@ -0,0 +1,674 @@
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OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) 2025 Vladimir @nett00n Budylnikov
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) 2025 Vladimir @nett00n Budylnikov
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

147
README.md Normal file
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@@ -0,0 +1,147 @@
# Skelly
Godot 4.4 mobile game project with multiple gameplay modes. Features modular gameplay system with match-3 puzzle (implemented) and planned clickomania mode.
**Tech Stack**: Godot 4.4, GDScript
**Target Platform**: Mobile (Android/iOS)
**Architecture**: See [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) for detailed system design
## Quick Start
### Running the Project
1. **Open in Godot Editor**: Import `project.godot`
2. **Run**: Press `F5` or click the "Play" button
3. **Debug UI**: Press `F12` in-game to toggle debug panels
### Development Commands
```bash
# Generate code maps for LLM development
python tools/generate_code_map.py
# Run tests
godot --headless --script tests/TestLogging.gd
# Development workflow helper
python tools/run_development.py --codemap # Generate code maps
python tools/run_development.py --test # Run tests
```
See [docs/DEVELOPMENT.md](docs/DEVELOPMENT.md) for complete development workflows and commands.
## Project Structure
```
skelly/
├── src/autoloads/ # Global manager singletons (GameManager, SaveManager, etc.)
├── scenes/
│ ├── game/gameplays/ # Gameplay mode implementations (Match3, Clickomania)
│ ├── ui/components/ # Reusable UI components (ValueStepper, etc.)
│ └── ui/ # Menu scenes (MainMenu, SettingsMenu)
├── assets/ # Audio, sprites, fonts (kebab-case naming)
├── data/ # Godot resource files (.tres)
├── docs/ # Documentation (architecture, coding standards, testing)
├── tests/ # Test scripts for system validation
├── tools/ # Development tools (code map generator, etc.)
└── localization/ # Translation files (English, Russian)
```
See [docs/MAP.md](docs/MAP.md) for complete file organization details.
## Documentation
- **[docs/ARCHITECTURE.md](docs/ARCHITECTURE.md)** - System design, autoloads, architectural patterns
- **[docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md)** - Coding standards, naming conventions, best practices
- **[docs/DEVELOPMENT.md](docs/DEVELOPMENT.md)** - Development workflows and commands
- **[docs/TESTING.md](docs/TESTING.md)** - Testing procedures and protocols
- **[docs/UI_COMPONENTS.md](docs/UI_COMPONENTS.md)** - UI component API reference
- **[docs/MAP.md](docs/MAP.md)** - Complete project structure
## Features
- **Modular Gameplay System**: Easy to add new game modes
- **Match-3 Puzzle**: Fully implemented with keyboard/gamepad support
- **Settings Management**: Volume, language, difficulty with input validation
- **Save System**: Secure save/load with tamper detection and auto-repair
- **Debug System**: F12 toggle for debug panels on all major scenes
- **Localization**: Multi-language support (English, Russian)
- **Audio System**: Music and SFX with bus-based volume control
## Contributing
### Before Making Changes
1. Read [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md) for coding standards
2. Review [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) for system design
3. Check [docs/DEVELOPMENT.md](docs/DEVELOPMENT.md) for workflows
4. Follow the [quality checklist](docs/CODE_OF_CONDUCT.md#code-quality-checklist)
### Core Development Rules
- **Scene transitions**: Use `GameManager.start_game_with_mode()` - never call `get_tree().change_scene_to_file()` directly
- **Logging**: Use `DebugManager.log_*()` functions with categories - never use plain `print()` or `push_error()`
- **Memory management**: Always use `queue_free()` instead of `free()`
- **Input validation**: Validate all user inputs with type/bounds/null checking
- **TDD methodology**: Write tests for new functionality
See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md) for complete standards.
### Asset Management
- **Document every asset** in `assets/sources.yaml` before committing
- Include source URL, license, attribution, modifications, and usage
- Verify license compatibility (CC BY, CC0, Public Domain, etc.)
- Commit asset files and sources.yaml together
See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md#asset-management) for detailed workflow.
### Testing
```bash
# Manual testing
# F5 in Godot Editor - Run project
# F12 in-game - Toggle debug UI
# Automated testing
godot --headless --script tests/TestLogging.gd
godot --headless --script tests/test_checksum_issue.gd
```
See [docs/TESTING.md](docs/TESTING.md) for complete testing procedures.
## Development Highlights
### Autoload System
Global singleton services providing core functionality:
- **GameManager**: Scene transitions with race condition protection
- **SaveManager**: Secure save/load with tamper detection
- **SettingsManager**: Settings persistence with input validation
- **DebugManager**: Unified logging and debug UI
- **AudioManager**: Music and SFX playback
- **LocalizationManager**: Language switching
See [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md#autoload-system) for details.
### Code Quality Standards
- **Memory Safety**: `queue_free()` pattern for safe node cleanup
- **Error Handling**: Comprehensive error handling with fallbacks
- **Race Condition Protection**: State flags for async operations
- **Instance-Based Architecture**: No global static state
- **Input Validation**: Complete validation coverage
See [docs/CODE_OF_CONDUCT.md](docs/CODE_OF_CONDUCT.md#code-quality-checklist) for complete quality standards.
## Resources
- [Godot 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/` directory
## License
GPLv3.0
See [LICENSE](LICENSE) file for more information

View File

@@ -22,402 +22,30 @@ audio:
sprites: sprites:
characters: characters:
skeleton: skeleton:
"Skeleton Attack.png": "assets/sprites/characters/skeleton/*":
source: "https://jesse-m.itch.io/skeleton-pack" source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M" attribution: "Skeleton Pack by Jesse M"
modifications: "" modifications: ""
usage: "Skeleton character attack animation sprite" usage: "Placeholder for animation sprites"
"Skeleton Dead.png": skulls:
source: "https://jesse-m.itch.io/skeleton-pack" "assets/sprites/skulls/*":
license: "" # TODO: Verify license from itch.io page source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skelly-assests"
attribution: "Skeleton Pack by Jesse M" license: "CC"
attribution: "Skelly icons by @nett00n"
modifications: "" modifications: ""
usage: "Skeleton character death animation sprite" usage: ""
"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"
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"
Referenced in original sources.yaml but file not found: Referenced in original sources.yaml but file not found:
textures: textures:
backgrounds: backgrounds:
"beanstalk-dark.webp": "BG.pg":
source: "https://www.toptal.com/designers/subtlepatterns/beanstalk-dark-pattern/" source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skelly-assests"
license: "" # TODO: Verify license and locate file license: "CC"
attribution: "Beanstalk Dark pattern from Subtle Patterns" attribution: "Skelly icons by @nett00n"
modifications: "" modifications: ""
usage: "Background texture (file location TBD)" usage: ""
# TODO: Verify all license information by visiting source URLs # TODO: Verify all license information by visiting source URLs
# TODO: Check for any missing assets not documented here # TODO: Check for any missing assets not documented here

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@@ -1,34 +0,0 @@
[remap]
importer="texture"
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