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Author SHA1 Message Date
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
62 changed files with 3173 additions and 310 deletions

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@@ -4,8 +4,11 @@
"WebSearch",
"Bash(find:*)",
"Bash(godot:*)",
"Bash(python:*)",
"Bash(git mv:*)",
"Bash(dir:*)"
],
"deny": [],
"ask": []
}
}
}

498
.gitea/workflows/build.yml Normal file
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@@ -0,0 +1,498 @@
name: Build Game
# Build pipeline for creating game executables across multiple platforms
#
# Features:
# - Manual trigger with individual platform checkboxes
# - Tag-based automatic builds for releases
# - Multi-platform builds (Windows, Linux, macOS, Android)
# - Artifact storage for one week
# - Configurable build 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
build_type:
description: 'Build type'
required: true
default: 'release'
type: debug
options:
- release
- debug
version_override:
description: 'Override version (optional)'
required: false
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:
GODOT_VERSION: "4.4.1"
PROJECT_NAME: "Skelly"
BUILD_DIR: "builds"
jobs:
# Preparation job - determines build configuration
prepare:
name: Prepare Build
runs-on: ubuntu-latest
outputs:
platforms: ${{ steps.config.outputs.platforms }}
build_type: ${{ steps.config.outputs.build_type }}
version: ${{ steps.config.outputs.version }}
artifact_name: ${{ steps.config.outputs.artifact_name }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Configure build parameters
id: config
run: |
# Determine platforms to build
if [[ "${{ 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 }}"
version_override="${{ github.event.inputs.version_override }}"
else
# Tag-triggered build - build all platforms
platforms="windows,linux,macos,android"
build_type="release"
version_override=""
fi
# Determine version
if [[ -n "$version_override" ]]; then
version="$version_override"
elif [[ "${{ github.ref_type }}" == "tag" ]]; then
version="${{ github.ref_name }}"
else
# Generate version from git info
commit_short=$(git rev-parse --short HEAD)
branch_name="${{ github.ref_name }}"
timestamp=$(date +%Y%m%d-%H%M)
version="${branch_name}-${commit_short}-${timestamp}"
fi
# Create artifact name
artifact_name="${{ 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: ${artifact_name}"
# Setup export templates (shared across all platform builds)
setup-templates:
name: Setup Export Templates
runs-on: ubuntu-latest
needs: prepare
steps:
- name: Cache export templates
id: cache-templates
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Setup Godot
if: steps.cache-templates.outputs.cache-hit != 'true'
uses: chickensoft-games/setup-godot@v1
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: ubuntu-latest
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'windows')
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ 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@v3
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: ubuntu-latest
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'linux')
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ 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@v3
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: ubuntu-latest
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'macos')
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ 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@v3
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: ubuntu-latest
needs: [prepare, setup-templates]
if: contains(needs.prepare.outputs.platforms, 'android')
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Java
uses: actions/setup-java@v4
with:
distribution: 'temurin'
java-version: '17'
- name: Setup Android SDK
uses: android-actions/setup-android@v3
with:
api-level: 33
build-tools: 33.0.0
- name: Setup Godot
uses: chickensoft-games/setup-godot@v1
with:
version: ${{ env.GODOT_VERSION }}
use-dotnet: false
- name: Restore export templates cache
uses: actions/cache@v4
with:
path: ~/.local/share/godot/export_templates
key: godot-templates-${{ env.GODOT_VERSION }}
restore-keys: |
godot-templates-
- name: Create build directory
run: mkdir -p ${{ env.BUILD_DIR }}
- name: Import project assets
run: |
echo "📦 Importing project assets..."
godot --headless --verbose --editor --quit || true
sleep 2
- name: Build Android APK
run: |
echo "🏗️ Building Android APK..."
# Set ANDROID_HOME if not already set
export ANDROID_HOME=${ANDROID_HOME:-$ANDROID_SDK_ROOT}
godot --headless --verbose --export-${{ 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@v3
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: ubuntu-latest
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

View File

@@ -84,7 +84,17 @@ jobs:
id: format
run: |
echo "🎨 Running GDScript formatting..."
python tools/run_development.py --format
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
@@ -156,16 +166,17 @@ jobs:
id: lint
run: |
echo "🔍 Running GDScript linting..."
python tools/run_development.py --lint
python tools/run_development.py --lint --silent --yaml > lint_results.yaml
- name: Upload linting results
if: failure()
if: always()
uses: actions/upload-artifact@v3
with:
name: lint-results
path: |
**/*.gd
lint_results.yaml
retention-days: 7
compression-level: 0
test:
name: Test Execution
@@ -201,16 +212,17 @@ jobs:
id: test
run: |
echo "🧪 Running GDScript tests..."
python tools/run_development.py --test
python tools/run_development.py --test --silent --yaml > test_results.yaml
- name: Upload test results
if: failure()
if: always()
uses: actions/upload-artifact@v3
with:
name: test-results
path: |
tests/**/*.gd
test_results.yaml
retention-days: 7
compression-level: 0
summary:
name: CI Summary

5
.gitignore vendored
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@@ -6,3 +6,8 @@
*.tmp
*.import~
test_results.txt
# python
.venv
*.pyc

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@@ -6,4 +6,4 @@
- Use TDD methodology for development;
- Use static data types;
- Keep documentation up to date;
- Always run gdlint, gdformat and run tests;
- Always run tests `./tools/run_development.py --yaml --silent`;

View File

@@ -28,7 +28,7 @@ Guidance for Claude Code (claude.ai/code) when working with this repository.
- Invalid swaps automatically revert after animation
- State machine: WAITING → SELECTING → SWAPPING → PROCESSING
- Test scripts located in `tests/` directory for system validation
- Use `test_logging.gd` to validate the logging system functionality
- Use `TestLogging.gd` to validate the logging system functionality
### Audio Configuration
- Music: Located in `assets/audio/music/` directory with loop configuration in AudioManager
@@ -111,7 +111,7 @@ Guidance for Claude Code (claude.ai/code) when working with this repository.
- `src/autoloads/SettingsManager.gd` - Settings management with input validation and security
- `src/autoloads/DebugManager.gd` - Debug system integration
- `scenes/game/game.gd` - Main game scene with modular gameplay system
- `scenes/game/gameplays/match3_gameplay.gd` - Match-3 implementation with input validation
- `scenes/game/gameplays/Match3Gameplay.gd` - Match-3 implementation with input validation
- `scenes/game/gameplays/tile.gd` - Instance-based tile behavior without global state
- `scenes/ui/DebugMenuBase.gd` - Unified debug menu base class
- `scenes/ui/SettingsMenu.gd` - Settings UI with input validation
@@ -123,8 +123,9 @@ Guidance for Claude Code (claude.ai/code) when working with this repository.
### Before Making Changes
1. Check `docs/MAP.md` for architecture
2. Review `docs/CODE_OF_CONDUCT.md` for coding standards
3. Understand existing patterns before implementing features
4. If adding assets, prepare `assets/sources.yaml` documentation
3. **Review naming conventions**: See [Naming Convention Quick Reference](CODE_OF_CONDUCT.md#naming-convention-quick-reference) for all file and code naming standards
4. Understand existing patterns before implementing features
5. If adding assets, prepare `assets/sources.yaml` documentation following [asset naming conventions](CODE_OF_CONDUCT.md#5-asset-file-naming)
### Testing Changes
- Run project with F5 in Godot Editor
@@ -132,10 +133,10 @@ Guidance for Claude Code (claude.ai/code) when working with this repository.
- Verify scene transitions work
- Check mobile compatibility if UI changes made
- Use test scripts from `tests/` directory to validate functionality
- Run `test_logging.gd` after logging system changes
- Run `TestLogging.gd` after logging system changes
- **Save system testing**: Run save/load test suites after SaveManager changes
- **Checksum validation**: Test `test_checksum_issue.gd` to verify deterministic checksums
- **Migration compatibility**: Run `test_migration_compatibility.gd` for version upgrades
- **Migration compatibility**: Run `TestMigrationCompatibility.gd` for version upgrades
### Common Implementation Patterns
- **Scene transitions**: Use `GameManager.start_game_with_mode()` with built-in validation

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@@ -27,6 +27,9 @@ Coding standards and development practices for the Skelly project. These guideli
## GDScript Coding Standards
### Naming Conventions
> 📋 **Quick Reference**: For complete naming convention details, see the **[Naming Convention Quick Reference](#naming-convention-quick-reference)** section below.
```gdscript
# Variables and functions: snake_case
var player_health: int = 100
@@ -39,6 +42,11 @@ const TILE_SPACING := 54
# Classes: PascalCase
class_name PlayerController
# Scene files (.tscn) and Script files (.gd): PascalCase
# MainMenu.tscn, MainMenu.gd
# Match3Gameplay.tscn, Match3Gameplay.gd
# TestAudioManager.gd (test files)
# Signals: past_tense
signal health_changed
signal game_started
@@ -100,7 +108,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
GameManager.start_match3_game()
# ❌ Wrong
get_tree().change_scene_to_file("res://scenes/game.tscn")
get_tree().change_scene_to_file("res://scenes/game/Game.tscn")
```
### Autoload Usage
@@ -263,6 +271,207 @@ wip
- Verify debug state persists across scene changes
- Check debug code doesn't affect release builds
## Naming Convention Quick Reference
> 🎯 **Single Source of Truth**: This section contains all naming conventions for the Skelly project. All other documentation files reference this section to avoid duplication and ensure consistency.
### 1. GDScript Code Elements
```gdscript
# Variables and functions: snake_case
var player_health: int = 100
func calculate_damage() -> int:
# Constants: SCREAMING_SNAKE_CASE
const MAX_HEALTH := 100
const TILE_SPACING := 54
# Classes: PascalCase
class_name PlayerController
# Signals: past_tense_with_underscores
signal health_changed
signal game_started
signal match_found
# Private functions: prefix with underscore
func _ready():
func _initialize_grid():
```
### 2. File Naming Standards
#### Script and Scene Files
```gdscript
# ✅ Correct: All .gd and .tscn files use PascalCase
MainMenu.tscn / MainMenu.gd
Match3Gameplay.tscn / Match3Gameplay.gd
ClickomaniaGameplay.tscn / ClickomaniaGameplay.gd
ValueStepper.tscn / ValueStepper.gd
# Test files: PascalCase with "Test" prefix
TestAudioManager.gd
TestGameManager.gd
TestMatch3Gameplay.gd
# ❌ Wrong: Old snake_case style (being migrated)
main_menu.tscn / main_menu.gd
TestAudioManager.gd
```
**Rules:**
- Scene files (.tscn) must match their script file name exactly
- All new files must use PascalCase
- Test files use "Test" prefix + PascalCase
- Autoload scripts follow PascalCase (GameManager.gd, AudioManager.gd)
### 3. Directory Naming Conventions
#### Source Code Directories
```
# Source directories: snake_case
src/autoloads/
scenes/game/gameplays/
scenes/ui/components/
tests/helpers/
# Root directories: lowercase
docs/
tests/
tools/
data/
```
#### Asset Directories
```
# Asset directories: kebab-case
assets/audio-files/
assets/ui-sprites/
assets/game-textures/
assets/fonts/
localization/
```
### 4. Resource and Configuration Files
```bash
# Configuration files: lowercase with dots
project.godot
gdlintrc
.gdformatrc
.editorconfig
export_presets.cfg
# Godot resource files (.tres): PascalCase
data/DefaultBusLayout.tres
data/PlayerSaveData.tres
scenes/ui/DefaultTheme.tres
# Asset metadata: kebab-case
assets/asset-sources.yaml
assets/audio-files/audio-sources.yaml
assets/ui-sprites/sprite-sources.yaml
# Development files: kebab-case
requirements.txt
development-tools.md
```
### 5. Asset File Naming
```bash
# Audio files: kebab-case in kebab-case directories
assets/audio-files/background-music.ogg
assets/audio-files/ui-sounds/button-click.wav
assets/audio-files/game-sounds/match-sound.wav
# Visual assets: kebab-case
assets/ui-sprites/main-menu-background.png
assets/game-textures/gem-blue.png
assets/fonts/main-ui-font.ttf
# Import settings: match the original file
background-music.ogg.import
button-click.wav.import
```
**Asset Rules:**
- All asset files use kebab-case
- Organized in kebab-case directories
- Import files automatically match asset names
- Document all assets in `asset-sources.yaml`
### 6. Git Workflow Conventions
#### Branch Naming
```bash
# Feature branches: feature/description-with-hyphens
feature/new-gameplay-mode
feature/settings-ui-improvement
feature/audio-system-upgrade
# Bug fixes: fix/description-with-hyphens
fix/tile-positioning-bug
fix/save-data-corruption
fix/debug-menu-visibility
# Refactoring: refactor/component-name
refactor/match3-input-system
refactor/autoload-structure
# Documentation: docs/section-name
docs/code-of-conduct-update
docs/api-documentation
```
#### Commit Message Format
```bash
# Format: <type>: <description>
# Examples:
feat: add dark mode toggle to settings menu
fix: resolve tile swap animation timing issue
docs: update naming conventions in code of conduct
refactor: migrate print statements to DebugManager
test: add comprehensive match3 validation tests
```
### 7. Quick Reference Summary
| File Type | Convention | Example |
|-----------|------------|---------|
| **GDScript Files** | PascalCase | `MainMenu.gd`, `AudioManager.gd` |
| **Scene Files** | PascalCase | `MainMenu.tscn`, `Match3Gameplay.tscn` |
| **Test Files** | Test + PascalCase | `TestAudioManager.gd` |
| **Variables/Functions** | snake_case | `player_health`, `calculate_damage()` |
| **Constants** | SCREAMING_SNAKE_CASE | `MAX_HEALTH`, `TILE_SPACING` |
| **Classes** | PascalCase | `class_name PlayerController` |
| **Signals** | past_tense | `health_changed`, `game_started` |
| **Directories** | snake_case (src) / kebab-case (assets) | `src/autoloads/`, `assets/audio-files/` |
| **Assets** | kebab-case | `background-music.ogg`, `gem-blue.png` |
| **Config Files** | lowercase.extension | `project.godot`, `.gdformatrc` |
| **Branches** | type/kebab-case | `feature/new-gameplay`, `fix/tile-bug` |
> ✅ **Status**: All major file naming inconsistencies have been resolved. The project now follows consistent PascalCase naming for all .gd and .tscn files.
### 8. File Renaming Migration Guide
When renaming files to follow conventions:
**Step-by-step procedure:**
1. **Use Git rename**: `git mv old_file.gd NewFile.gd` (preserves history)
2. **Update .tscn references**: Modify script path in scene files
3. **Update code references**: Search and replace all `preload()` and `load()` statements
4. **Update project.godot**: If file is referenced in autoloads or project settings
5. **Update documentation**: Search all .md files for old references
6. **Update test files**: Modify any test files that reference the renamed file
7. **Run validation**: Execute `gdlint`, `gdformat`, and project tests
8. **Verify in editor**: Load scenes in Godot editor to confirm everything works
**Tools for validation:**
- `python tools/run_development.py --test` - Run all tests
- `python tools/run_development.py --lint` - Check code quality
- `python tools/run_development.py --format` - Ensure consistent formatting
## Common Mistakes to Avoid
### Architecture Violations
@@ -271,7 +480,7 @@ wip
get_tree().change_scene_to_file("some_scene.tscn")
# Don't hardcode paths
var tile = load("res://scenes/game/gameplays/tile.tscn")
var tile = load("res://scenes/game/gameplays/Tile.tscn")
# Don't ignore null checks
var node = get_node("SomeNode")

View File

@@ -2,6 +2,8 @@
This document outlines the code quality standards implemented in the Skelly project and provides guidelines for maintaining high-quality, reliable code.
> 📋 **Naming Standards**: All code follows the [Naming Convention Quick Reference](CODE_OF_CONDUCT.md#naming-convention-quick-reference) for consistent file, class, and variable naming.
## Overview of Improvements
A comprehensive code quality improvement was conducted to eliminate critical flaws, improve maintainability, and ensure production-ready reliability. The improvements focus on memory safety, error handling, architecture quality, and input validation.
@@ -28,7 +30,7 @@ for child in children_to_remove:
```
**Files Improved:**
- `scenes/game/gameplays/match3_gameplay.gd`
- `scenes/game/gameplays/Match3Gameplay.gd`
- `scenes/game/gameplays/tile.gd`
### 2. Error Handling & Recovery
@@ -111,7 +113,7 @@ static func set_active_gem_pool(gem_indices: Array) -> void:
**Files Improved:**
- `scenes/game/gameplays/tile.gd`
- `scenes/game/gameplays/match3_gameplay.gd`
- `scenes/game/gameplays/Match3Gameplay.gd`
## 🟡 Code Quality Improvements
@@ -173,7 +175,7 @@ func _move_cursor(direction: Vector2i) -> void:
**Files Improved:**
- `scenes/ui/SettingsMenu.gd`
- `scenes/game/gameplays/match3_gameplay.gd`
- `scenes/game/gameplays/Match3Gameplay.gd`
- `src/autoloads/GameManager.gd`
## Development Standards

View File

@@ -3,6 +3,8 @@
## Overview
Skelly is a Godot 4.4 game project featuring multiple gameplay modes. The project supports match-3 puzzle gameplay with planned clickomania gameplay through a modular gameplay architecture. It follows a modular structure with clear separation between scenes, autoloads, assets, and data.
> 📋 **Naming Conventions**: All file and directory naming follows the standards defined in [Naming Convention Quick Reference](CODE_OF_CONDUCT.md#naming-convention-quick-reference).
## Project Root Structure
```
@@ -150,8 +152,8 @@ The game now uses a modular gameplay architecture where different game modes can
### Current Gameplay Modes
#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`)
#### Match-3 Mode (`scenes/game/gameplays/Match3Gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/Match3Gameplay.gd`)
- Grid management (8x8 default) with memory-safe node cleanup
- Match detection algorithms with bounds checking and validation
- Tile dropping and refilling with signal connections
@@ -178,7 +180,7 @@ The game now uses a modular gameplay architecture where different game modes can
- Smooth animations with Tween system
- **Memory Safety**: Resource management and cleanup
#### Clickomania Mode (`scenes/game/gameplays/clickomania_gameplay.tscn`)
#### Clickomania Mode (`scenes/game/gameplays/ClickomaniaGameplay.tscn`)
- Planned implementation for clickomania-style gameplay
- Will integrate with same scoring and UI systems as match-3
@@ -262,9 +264,9 @@ sprites:
- `MainStrings.ru.translation` - Russian translations
### Testing & Validation (`tests/`)
- `test_logging.gd` - DebugManager logging system validation
- `TestLogging.gd` - DebugManager logging system validation
- **`test_checksum_issue.gd`** - SaveManager checksum validation and deterministic hashing
- **`test_migration_compatibility.gd`** - SaveManager version migration and backward compatibility
- **`TestMigrationCompatibility.gd`** - SaveManager version migration and backward compatibility
- **`test_save_system_integration.gd`** - Complete save/load workflow integration testing
- **`test_checksum_fix_verification.gd`** - JSON serialization checksum fix verification
- `README.md` - Brief directory overview (see docs/TESTING.md for full guidelines)
@@ -296,7 +298,7 @@ GameManager --> main.tscn, game.tscn
GameManager --> scenes/game/gameplays/*.tscn (via GAMEPLAY_SCENES constant)
Main --> MainMenu.tscn, SettingsMenu.tscn
Game --> GameplayContainer (dynamic loading of gameplay scenes)
Game --> scenes/game/gameplays/match3_gameplay.tscn, clickomania_gameplay.tscn
Game --> scenes/game/gameplays/Match3Gameplay.tscn, ClickomaniaGameplay.tscn
```
### Asset Dependencies

View File

@@ -11,9 +11,11 @@ The `tests/` directory contains:
- Performance benchmarks
- Debugging tools
> 📋 **File Naming**: All test files follow the [naming conventions](CODE_OF_CONDUCT.md#2-file-naming-standards) with PascalCase and "Test" prefix (e.g., `TestAudioManager.gd`).
## Current Test Files
### `test_logging.gd`
### `TestLogging.gd`
Test script for DebugManager logging system.
**Features:**
@@ -26,10 +28,10 @@ Test script for DebugManager logging system.
**Usage:**
```gdscript
# Option 1: Add as temporary autoload
# In project.godot, add: tests/test_logging.gd
# In project.godot, add: tests/TestLogging.gd
# Option 2: Instantiate in a scene
var test_script = preload("res://tests/test_logging.gd").new()
var test_script = preload("res://tests/TestLogging.gd").new()
add_child(test_script)
# Option 3: Run directly from editor
@@ -49,7 +51,7 @@ Follow these conventions for new test files:
### File Naming
- Use descriptive names starting with `test_`
- Example: `test_audio_manager.gd`, `test_scene_transitions.gd`
- Example: `TestAudioManager.gd`, `test_scene_transitions.gd`
### File Structure
```gdscript
@@ -104,20 +106,20 @@ func test_error_conditions():
### System Tests
Test core autoload managers and global systems:
- `test_logging.gd` - DebugManager logging system
- `TestLogging.gd` - DebugManager logging system
- `test_checksum_issue.gd` - SaveManager checksum validation and deterministic hashing
- `test_migration_compatibility.gd` - SaveManager version migration and backward compatibility
- `TestMigrationCompatibility.gd` - SaveManager version migration and backward compatibility
- `test_save_system_integration.gd` - Complete save/load workflow integration testing
- `test_checksum_fix_verification.gd` - Verification of JSON serialization checksum fixes
- `test_settings_manager.gd` - SettingsManager security validation, input validation, and error handling
- `test_game_manager.gd` - GameManager scene transitions, race condition protection, and input validation
- `test_audio_manager.gd` - AudioManager functionality, resource loading, and volume management
- `TestSettingsManager.gd` - SettingsManager security validation, input validation, and error handling
- `TestGameManager.gd` - GameManager scene transitions, race condition protection, and input validation
- `TestAudioManager.gd` - AudioManager functionality, resource loading, and volume management
### Component Tests
Test individual game components:
- `test_match3_gameplay.gd` - Match-3 gameplay mechanics, grid management, and match detection
- `test_tile.gd` - Tile component behavior, visual feedback, and memory safety
- `test_value_stepper.gd` - ValueStepper UI component functionality and settings integration
- `TestMatch3Gameplay.gd` - Match-3 gameplay mechanics, grid management, and match detection
- `TestTile.gd` - Tile component behavior, visual feedback, and memory safety
- `TestValueStepper.gd` - ValueStepper UI component functionality and settings integration
### Integration Tests
Test system interactions and workflows:
@@ -135,7 +137,7 @@ SaveManager implements security features requiring testing for modifications.
**Tests**: Checksum generation, JSON serialization consistency, save/load cycles
**Usage**: Run after checksum algorithm changes
#### **`test_migration_compatibility.gd`** - Version Migration
#### **`TestMigrationCompatibility.gd`** - Version Migration
**Tests**: Backward compatibility, missing field addition, data structure normalization
**Usage**: Test save format upgrades
@@ -164,7 +166,7 @@ SaveManager implements security features requiring testing for modifications.
#### **Test Sequence After Modifications**
1. `test_checksum_issue.gd` - Verify checksum consistency
2. `test_migration_compatibility.gd` - Check version upgrades
2. `TestMigrationCompatibility.gd` - Check version upgrades
3. `test_save_system_integration.gd` - Validate workflow
4. Manual testing with corrupted files
5. Performance validation
@@ -182,7 +184,7 @@ godot --headless --script tests/test_checksum_issue.gd
# Run all save system tests
godot --headless --script tests/test_checksum_issue.gd
godot --headless --script tests/test_migration_compatibility.gd
godot --headless --script tests/TestMigrationCompatibility.gd
godot --headless --script tests/test_save_system_integration.gd
```
@@ -200,7 +202,7 @@ For CI/CD integration:
- name: Run Test Suite
run: |
godot --headless --script tests/test_checksum_issue.gd
godot --headless --script tests/test_migration_compatibility.gd
godot --headless --script tests/TestMigrationCompatibility.gd
# Add other tests as needed
```

394
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View File

@@ -0,0 +1,394 @@
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permissions/manage_app_tokens=false
permissions/manage_documents=false
permissions/manage_external_storage=false
permissions/master_clear=false
permissions/media_content_control=false
permissions/modify_audio_settings=false
permissions/modify_phone_state=false
permissions/mount_format_filesystems=false
permissions/mount_unmount_filesystems=false
permissions/nfc=false
permissions/persistent_activity=false
permissions/process_outgoing_calls=false
permissions/read_calendar=false
permissions/read_call_log=false
permissions/read_contacts=false
permissions/read_external_storage=false
permissions/read_frame_buffer=false
permissions/read_history_bookmarks=false
permissions/read_input_state=false
permissions/read_logs=false
permissions/read_phone_state=false
permissions/read_profile=false
permissions/read_sms=false
permissions/read_social_stream=false
permissions/read_sync_settings=false
permissions/read_sync_stats=false
permissions/read_user_dictionary=false
permissions/reboot=false
permissions/receive_boot_completed=false
permissions/receive_mms=false
permissions/receive_sms=false
permissions/receive_wap_push=false
permissions/record_audio=false
permissions/reorder_tasks=false
permissions/restart_packages=false
permissions/send_respond_via_message=false
permissions/send_sms=false
permissions/set_activity_watcher=false
permissions/set_alarm=false
permissions/set_always_finish=false
permissions/set_animation_scale=false
permissions/set_debug_app=false
permissions/set_orientation=false
permissions/set_pointer_speed=false
permissions/set_preferred_applications=false
permissions/set_process_limit=false
permissions/set_time=false
permissions/set_time_zone=false
permissions/set_wallpaper=false
permissions/set_wallpaper_hints=false
permissions/signal_persistent_processes=false
permissions/status_bar=false
permissions/subscribed_feeds_read=false
permissions/subscribed_feeds_write=false
permissions/system_alert_window=false
permissions/transmit_ir=false
permissions/uninstall_shortcut=false
permissions/update_device_stats=false
permissions/use_credentials=false
permissions/use_sip=false
permissions/vibrate=false
permissions/wake_lock=false
permissions/write_apn_settings=false
permissions/write_calendar=false
permissions/write_call_log=false
permissions/write_contacts=false
permissions/write_external_storage=false
permissions/write_gservices=false
permissions/write_history_bookmarks=false
permissions/write_profile=false
permissions/write_secure_settings=false
permissions/write_settings=false
permissions/write_sms=false
permissions/write_social_stream=false
permissions/write_sync_settings=false
permissions/write_user_dictionary=false

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@@ -1,2 +1,4 @@
setuptools<81
gdtoolkit==4
aiofiles>=23.0.0
ruff>=0.1.0

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@@ -1,8 +1,8 @@
extends Control
const GAMEPLAY_SCENES = {
"match3": "res://scenes/game/gameplays/match3_gameplay.tscn",
"clickomania": "res://scenes/game/gameplays/clickomania_gameplay.tscn"
"match3": "res://scenes/game/gameplays/Match3Gameplay.tscn",
"clickomania": "res://scenes/game/gameplays/ClickomaniaGameplay.tscn"
}
var current_gameplay_mode: String

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@@ -1,4 +1,4 @@
[gd_scene load_steps=4 format=3 uid="uid://dmwkyeq2l7u04"]
[gd_scene load_steps=4 format=3 uid="uid://8c2w55brpwmm"]
[ext_resource type="Script" uid="uid://bs4veuda3h358" path="res://scenes/game/game.gd" id="1_uwrxv"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]

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@@ -0,0 +1 @@
uid://bkheckv0upd82

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@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cl7g8v0eh3mam"]
[ext_resource type="Script" path="res://scenes/game/gameplays/clickomania_gameplay.gd" id="1_script"]
[ext_resource type="Script" path="res://scenes/game/gameplays/ClickomaniaGameplay.gd" id="1_script"]
[node name="Clickomania" type="Node2D"]
script = ExtResource("1_script")

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@@ -4,7 +4,7 @@ extends DebugMenuBase
func _ready():
# Set specific configuration for Match3DebugMenu
log_category = "Match3"
target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
target_script_path = "res://scenes/game/gameplays/Match3Gameplay.gd"
# Call parent's _ready
super()

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@@ -10,7 +10,7 @@ signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
const TILE_SCENE := preload("res://scenes/game/gameplays/Tile.tscn")
# Safety constants
const MAX_GRID_SIZE := 15

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@@ -0,0 +1 @@
uid://dbbi8ooysxp7f

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@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
[ext_resource type="Script" uid="uid://o8crf6688lan" path="res://scenes/game/gameplays/match3_gameplay.gd" id="1_mvfdp"]
[ext_resource type="Script" uid="uid://o8crf6688lan" path="res://scenes/game/gameplays/Match3Gameplay.gd" id="1_mvfdp"]
[ext_resource type="PackedScene" uid="uid://b76oiwlifikl3" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"]
[node name="Match3" type="Node2D"]

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@@ -0,0 +1 @@
uid://ogm8w7l6bhif

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@@ -0,0 +1 @@
uid://duheejfr6de6x

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@@ -0,0 +1 @@
uid://dy3aym6riijct

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

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@@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://ci2gk11211n0d"]
[gd_scene load_steps=5 format=3 uid="uid://bwvq7u0mv5dku"]
[ext_resource type="Script" uid="uid://rvuchiy0guv3" path="res://scenes/main/Main.gd" id="1_0wfyh"]
[ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/SplashScreen.tscn" id="1_o5qli"]

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@@ -8,7 +8,7 @@ const MIN_GRID_SIZE := 3
const MIN_TILE_TYPES := 3
const SCENE_SEARCH_COOLDOWN := 0.5
@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd"
@export var target_script_path: String = "res://scenes/game/gameplays/Match3Gameplay.gd"
@export var log_category: String = "DebugMenu"
var match3_scene: Node2D

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@@ -9,13 +9,13 @@ For complete testing guidelines, conventions, and usage instructions, see:
## Current Files
- `test_logging.gd` - Comprehensive logging system validation script
- `TestLogging.gd` - Comprehensive logging system validation script
## Quick Usage
```gdscript
# Add as temporary autoload or run in scene
var test_script = preload("res://tests/test_logging.gd").new()
var test_script = preload("res://tests/TestLogging.gd").new()
add_child(test_script)
```

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@@ -0,0 +1 @@
uid://bloix8dfixjem

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@@ -0,0 +1 @@
uid://b0ua34ofjdirr

1
tests/TestLogging.gd.uid Normal file
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@@ -0,0 +1 @@
uid://brqb7heh3g0ja

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@@ -50,7 +50,7 @@ func setup_test_environment():
TestHelperClass.print_step("Test Environment Setup")
# Load Match3 scene
match3_scene = load("res://scenes/game/gameplays/match3_gameplay.tscn")
match3_scene = load("res://scenes/game/gameplays/Match3Gameplay.tscn")
TestHelperClass.assert_not_null(match3_scene, "Match3 scene loads successfully")
# Create test viewport for isolated testing

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@@ -0,0 +1 @@
uid://cmv4qyq0x0bvv

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@@ -0,0 +1 @@
uid://graevpkmrau4

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@@ -4,8 +4,8 @@ extends SceneTree
## This test verifies that mouse input, hover events, and tile selection work correctly
# Preloaded scenes to avoid duplication
const MATCH3_SCENE = preload("res://scenes/game/gameplays/match3_gameplay.tscn")
const TILE_SCENE = preload("res://scenes/game/gameplays/tile.tscn")
const MATCH3_SCENE = preload("res://scenes/game/gameplays/Match3Gameplay.tscn")
const TILE_SCENE = preload("res://scenes/game/gameplays/Tile.tscn")
func _initialize():
@@ -34,12 +34,12 @@ func test_match3_scene_loading():
print("Testing Match3 scene loading...")
if not MATCH3_SCENE:
print("❌ FAILED: Could not load match3_gameplay.tscn")
print("❌ FAILED: Could not load Match3Gameplay.tscn")
return
var match3_instance = MATCH3_SCENE.instantiate()
if not match3_instance:
print("❌ FAILED: Could not instantiate match3_gameplay scene")
print("❌ FAILED: Could not instantiate Match3Gameplay scene")
return
root.add_child(match3_instance)

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@@ -0,0 +1 @@
uid://kdrhd734kdel

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@@ -151,7 +151,7 @@ func test_critical_scenes():
"res://scenes/main/main.tscn",
"res://scenes/game/game.tscn",
"res://scenes/ui/MainMenu.tscn",
"res://scenes/game/gameplays/match3_gameplay.tscn"
"res://scenes/game/gameplays/Match3Gameplay.tscn"
]
for scene_path in critical_scenes:

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@@ -0,0 +1 @@
uid://dco5ddmpe5o74

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@@ -0,0 +1 @@
uid://btqloxgb5460v

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@@ -50,7 +50,7 @@ func setup_test_environment():
TestHelperClass.print_step("Test Environment Setup")
# Load Tile scene
tile_scene = load("res://scenes/game/gameplays/tile.tscn")
tile_scene = load("res://scenes/game/gameplays/Tile.tscn")
TestHelperClass.assert_not_null(tile_scene, "Tile scene loads successfully")
# Create test viewport for isolated testing

1
tests/TestTile.gd.uid Normal file
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@@ -0,0 +1 @@
uid://cf6uxd4ewd7n8

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@@ -0,0 +1 @@
uid://copuu5lcw562s

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@@ -1 +0,0 @@
uid://bo0vdi2uhl8bm

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@@ -1 +0,0 @@
uid://cxoh80im7pak

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@@ -1 +0,0 @@
uid://bwygfhgn60iw3

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@@ -1 +0,0 @@
uid://b0jpu50jmbt7t

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@@ -1 +0,0 @@
uid://cnhiygvadc13

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@@ -1 +0,0 @@
uid://gnepq3ww2d0a

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@@ -1 +0,0 @@
uid://b6kwoodf4xtfg

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@@ -1 +0,0 @@
uid://dopm8ivgucbgd

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@@ -1 +0,0 @@
uid://bdn1rf14bqwv4

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@@ -1 +0,0 @@
uid://cfofaihfhmh8q

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