22 Commits

Author SHA1 Message Date
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
90 changed files with 5542 additions and 1466 deletions

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@@ -4,6 +4,9 @@
"WebSearch", "WebSearch",
"Bash(find:*)", "Bash(find:*)",
"Bash(godot:*)", "Bash(godot:*)",
"Bash(python:*)",
"Bash(git mv:*)",
"Bash(dir:*)"
], ],
"deny": [], "deny": [],
"ask": [] "ask": []

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@@ -3,7 +3,7 @@
# 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 # Whether to use tabs or spaces for indentation
# Godot uses tabs by default # Godot uses tabs by default

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

304
.gitea/workflows/ci.yml Normal file
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@@ -0,0 +1,304 @@
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: ${{ github.event.pull_request.head.ref || github.ref }}
fetch-depth: 0
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
cache: 'pip'
- name: Install Python dependencies
run: |
python -m pip install --upgrade pip
pip install --upgrade "setuptools<81"
pip install gdtoolkit==4
- name: Set up Godot
uses: chickensoft-games/setup-godot@v1
with:
version: 4.3.0
use-dotnet: false
- name: Run tests
id: test
run: |
echo "🧪 Running GDScript tests..."
python tools/run_development.py --test --silent --yaml > test_results.yaml
- name: Upload test results
if: always()
uses: actions/upload-artifact@v3
with:
name: test-results
path: |
test_results.yaml
retention-days: 7
compression-level: 0
summary:
name: CI Summary
runs-on: ubuntu-latest
needs: [format, lint, test]
if: always()
steps:
- name: Set workflow status
id: status
run: |
format_status="${{ 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

View File

@@ -1,278 +0,0 @@
name: GDScript Auto-Formatting
on:
# Trigger on pull requests to main branch
pull_request:
branches: ['main']
paths:
- '**/*.gd'
- '.gdformatrc'
- '.gitea/workflows/gdformat.yml'
# Allow manual triggering
workflow_dispatch:
inputs:
target_branch:
description: 'Target branch to format (leave empty for current branch)'
required: false
default: ''
jobs:
gdformat:
name: Auto-Format GDScript Code
runs-on: ubuntu-latest
# Grant write permissions for pushing changes
permissions:
contents: write
pull-requests: write
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
# Use the PR head ref for pull requests, or current branch for manual runs
ref: ${{ github.event.pull_request.head.ref || github.ref }}
# Need token with write permissions to push back
token: ${{ secrets.GITHUB_TOKEN }}
fetch-depth: 0
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
cache: 'pip'
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install --upgrade "setuptools<81"
pip install gdtoolkit==4
- name: Verify gdformat installation
run: |
gdformat --version
echo "✅ gdformat installed successfully"
- name: Get target branch info
id: branch-info
run: |
if [[ "${{ github.event_name }}" == "pull_request" ]]; then
target_branch="${{ github.event.pull_request.head.ref }}"
echo "🔄 Processing PR branch: $target_branch"
elif [[ -n "${{ github.event.inputs.target_branch }}" ]]; then
target_branch="${{ github.event.inputs.target_branch }}"
echo "🎯 Manual target branch: $target_branch"
git checkout "$target_branch" || (echo "❌ Branch not found: $target_branch" && exit 1)
else
target_branch="${{ github.ref_name }}"
echo "📍 Current branch: $target_branch"
fi
echo "target_branch=$target_branch" >> $GITHUB_OUTPUT
- name: Count GDScript files
id: count-files
run: |
file_count=$(find . -name "*.gd" -not -path "./.git/*" | wc -l)
echo "file_count=$file_count" >> $GITHUB_OUTPUT
echo "📊 Found $file_count GDScript files to format"
- name: Run GDScript formatting
id: format-files
run: |
echo "🎨 Starting GDScript formatting..."
echo "================================"
# Initialize counters
total_files=0
formatted_files=0
skipped_files=0
failed_files=0
# Track if any files were actually changed
files_changed=false
# Find all .gd files except TestHelper.gd (static var syntax incompatibility)
while IFS= read -r -d '' file; do
filename=$(basename "$file")
# Skip TestHelper.gd due to static var syntax incompatibility with gdformat
if [[ "$filename" == "TestHelper.gd" ]]; then
echo "⚠️ Skipping $file (static var syntax not supported by gdformat)"
((total_files++))
((skipped_files++))
continue
fi
echo "🎨 Formatting: $file"
((total_files++))
# Get file hash before formatting
before_hash=$(sha256sum "$file" | cut -d' ' -f1)
# Run gdformat
if gdformat "$file" 2>/dev/null; then
# Get file hash after formatting
after_hash=$(sha256sum "$file" | cut -d' ' -f1)
if [[ "$before_hash" != "$after_hash" ]]; then
echo "✅ Formatted (changes applied)"
files_changed=true
else
echo "✅ Already formatted"
fi
((formatted_files++))
else
echo "❌ Failed to format"
((failed_files++))
fi
done < <(find . -name "*.gd" -not -path "./.git/*" -print0)
# Print summary
echo ""
echo "================================"
echo "📋 Formatting Summary"
echo "================================"
echo "📊 Total files: $total_files"
echo "✅ Successfully formatted: $formatted_files"
echo "⚠️ Skipped files: $skipped_files"
echo "❌ Failed files: $failed_files"
echo ""
# Export results for next step
echo "files_changed=$files_changed" >> $GITHUB_OUTPUT
echo "total_files=$total_files" >> $GITHUB_OUTPUT
echo "formatted_files=$formatted_files" >> $GITHUB_OUTPUT
echo "failed_files=$failed_files" >> $GITHUB_OUTPUT
# Exit with error if any files failed
if [[ $failed_files -gt 0 ]]; then
echo "❌ Formatting FAILED - $failed_files file(s) could not be formatted"
exit 1
else
echo "✅ All files processed successfully!"
fi
- name: Check for 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
# Show what changed
echo "🔍 Changed files:"
git diff --name-only
echo ""
echo "📊 Diff summary:"
git diff --stat
fi
- name: Commit and push changes
if: steps.check-changes.outputs.has_changes == 'true'
run: |
echo "💾 Committing formatting changes..."
# Configure git
git config user.name "Gitea Actions"
git config user.email "actions@gitea.local"
# Add all changed files
git add -A
# Create commit with detailed message
commit_message="🎨 Auto-format GDScript code
Automated formatting applied by gdformat workflow
📊 Summary:
- Total files processed: ${{ steps.format-files.outputs.total_files }}
- Successfully formatted: ${{ steps.format-files.outputs.formatted_files }}
- Files with changes: $(git diff --cached --name-only | wc -l)
🤖 Generated by Gitea Actions
Workflow: ${{ github.workflow }}
Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}"
git commit -m "$commit_message"
# Push changes back to the branch
target_branch="${{ steps.branch-info.outputs.target_branch }}"
echo "📤 Pushing changes to branch: $target_branch"
git push origin HEAD:"$target_branch"
echo "✅ Changes pushed successfully!"
- name: Summary comment (PR only)
if: github.event_name == 'pull_request'
uses: actions/github-script@v6
with:
script: |
const hasChanges = '${{ steps.check-changes.outputs.has_changes }}' === 'true';
const totalFiles = '${{ steps.format-files.outputs.total_files }}';
const formattedFiles = '${{ steps.format-files.outputs.formatted_files }}';
const failedFiles = '${{ steps.format-files.outputs.failed_files }}';
let message;
if (hasChanges) {
message = `🎨 **GDScript Auto-Formatting Complete**
✅ Code has been automatically formatted and pushed to this branch.
📊 **Summary:**
- Total files processed: ${totalFiles}
- Successfully formatted: ${formattedFiles}
- Files with changes applied: ${hasChanges ? 'Yes' : 'No'}
🔄 **Next Steps:**
The latest commit contains the formatted code. You may need to pull the changes locally.
[View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})`;
} else {
message = `🎨 **GDScript Formatting Check**
✅ All GDScript files are already properly formatted!
📊 **Summary:**
- Total files checked: ${totalFiles}
- Files needing formatting: 0
🎉 No changes needed - code style is consistent.
[View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})`;
}
github.rest.issues.createComment({
issue_number: context.issue.number,
owner: context.repo.owner,
repo: context.repo.repo,
body: message
});
- name: Upload formatting artifacts
if: failure()
uses: actions/upload-artifact@v3
with:
name: gdformat-results
path: |
**/*.gd
retention-days: 7
- name: Workflow completion status
run: |
echo "🎉 GDScript formatting workflow completed!"
echo ""
echo "📋 Final Status:"
if [[ "${{ steps.format-files.outputs.failed_files }}" != "0" ]]; then
echo "❌ Some files failed to format"
exit 1
elif [[ "${{ steps.check-changes.outputs.has_changes }}" == "true" ]]; then
echo "✅ Code formatted and changes pushed"
else
echo "✅ Code already properly formatted"
fi

View File

@@ -1,147 +0,0 @@
name: GDScript Linting
on:
# Trigger on push to any branch
push:
branches: ['*']
paths:
- '**/*.gd'
- '.gdlintrc'
- '.gitea/workflows/gdlint.yml'
# Trigger on pull requests
pull_request:
branches: ['*']
paths:
- '**/*.gd'
- '.gdlintrc'
- '.gitea/workflows/gdlint.yml'
# Allow manual triggering
workflow_dispatch:
jobs:
gdlint:
name: GDScript Code Quality Check
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Set up Python
uses: actions/setup-python@v4
with:
python-version: '3.11'
cache: 'pip'
- name: Install dependencies
run: |
python -m pip install --upgrade pip
pip install --upgrade "setuptools<81"
pip install gdtoolkit==4
- name: Verify gdlint installation
run: |
gdlint --version
echo "✅ gdlint installed successfully"
- name: Count GDScript files
id: count-files
run: |
file_count=$(find . -name "*.gd" -not -path "./.git/*" | wc -l)
echo "file_count=$file_count" >> $GITHUB_OUTPUT
echo "📊 Found $file_count GDScript files to lint"
- name: Run GDScript linting
run: |
echo "🔍 Starting GDScript linting..."
echo "================================"
# Initialize counters
total_files=0
clean_files=0
warning_files=0
error_files=0
# Find all .gd files except TestHelper.gd (static var syntax incompatibility)
while IFS= read -r -d '' file; do
filename=$(basename "$file")
# Skip TestHelper.gd due to static var syntax incompatibility with gdlint
if [[ "$filename" == "TestHelper.gd" ]]; then
echo "⚠️ Skipping $file (static var syntax not supported by gdlint)"
((total_files++))
((clean_files++))
continue
fi
echo "🔍 Linting: $file"
((total_files++))
# Run gdlint and capture output
if output=$(gdlint "$file" 2>&1); then
if [[ -z "$output" ]]; then
echo "✅ Clean"
((clean_files++))
else
echo "⚠️ Warnings found:"
echo "$output"
((warning_files++))
fi
else
echo "❌ Errors found:"
echo "$output"
((error_files++))
fi
echo ""
done < <(find . -name "*.gd" -not -path "./.git/*" -print0)
# Print summary
echo "================================"
echo "📋 Linting Summary"
echo "================================"
echo "📊 Total files: $total_files"
echo "✅ Clean files: $clean_files"
echo "⚠️ Files with warnings: $warning_files"
echo "❌ Files with errors: $error_files"
echo ""
# Set exit code based on results
if [[ $error_files -gt 0 ]]; then
echo "❌ Linting FAILED - $error_files file(s) have errors"
echo "Please fix the errors above before merging"
exit 1
elif [[ $warning_files -gt 0 ]]; then
echo "⚠️ Linting PASSED with warnings - Consider fixing them"
echo "✅ No blocking errors found"
exit 0
else
echo "✅ All GDScript files passed linting!"
echo "🎉 Code quality check complete - ready for merge"
exit 0
fi
- name: Upload linting results
if: failure()
uses: actions/upload-artifact@v3
with:
name: gdlint-results
path: |
**/*.gd
retention-days: 7
- name: Comment on PR (if applicable)
if: github.event_name == 'pull_request' && failure()
uses: actions/github-script@v6
with:
script: |
github.rest.issues.createComment({
issue_number: context.issue.number,
owner: context.repo.owner,
repo: context.repo.repo,
body: '❌ **GDScript Linting Failed**\n\nPlease check the workflow logs and fix the linting errors before merging.\n\n[View workflow run](${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }})'
})

5
.gitignore vendored
View File

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

View File

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

97
DEVELOPMENT_TOOLS.md Normal file
View File

@@ -0,0 +1,97 @@
# Development Tools
Development workflow tools for the Skelly Godot project.
Python script that handles code formatting, linting, and testing.
## Quick Start
Run all development checks (recommended for pre-commit):
```bash
run_dev.bat
```
Runs code formatting → 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.

View File

@@ -22,121 +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":
source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M"
modifications: ""
usage: "Skeleton character death animation sprite"
"Skeleton Hit.png":
source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M"
modifications: ""
usage: "Skeleton character hit reaction animation sprite"
"Skeleton Idle.png":
source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M"
modifications: ""
usage: "Skeleton character idle animation sprite"
"Skeleton React.png":
source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M"
modifications: ""
usage: "Skeleton character reaction animation sprite"
"Skeleton Walk.png":
source: "https://jesse-m.itch.io/skeleton-pack"
license: "" # TODO: Verify license from itch.io page
attribution: "Skeleton Pack by Jesse M"
modifications: ""
usage: "Skeleton character walking animation sprite"
skulls: skulls:
"blue.png": "assets/sprites/skulls/*":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons" source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skelly-assests"
license: "CC" license: "CC"
attribution: "Skull icons by @nett00n" attribution: "Skelly icons by @nett00n"
modifications: ""
usage: ""
"green.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"grey.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"orange.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"pink.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"purple.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: CC""
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"red.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"dark-blue.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: ""
usage: ""
"yellow.png":
source: "https://gitea.nett00n.org/nett00n/pixelart/src/branch/main/pixelorama/2025-skulls-icons"
license: "CC"
attribution: "Skull icons by @nett00n"
modifications: "" modifications: ""
usage: "" usage: ""
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

Binary file not shown.

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@@ -2,16 +2,16 @@
importer="texture" importer="texture"
type="CompressedTexture2D" type="CompressedTexture2D"
uid="uid://c8y6tlvcgh2gn" uid="uid://bengv32u1jeym"
path="res://.godot/imported/beanstalk-dark.webp-cdfce4b5eb60c993469ff7fa805e2a15.ctex" path="res://.godot/imported/BGx3.png-7878045c31a8f7297b620b7e42c1a5bf.ctex"
metadata={ metadata={
"vram_texture": false "vram_texture": false
} }
[deps] [deps]
source_file="res://assets/textures/backgrounds/beanstalk-dark.webp" source_file="res://assets/textures/backgrounds/BGx3.png"
dest_files=["res://.godot/imported/beanstalk-dark.webp-cdfce4b5eb60c993469ff7fa805e2a15.ctex"] dest_files=["res://.godot/imported/BGx3.png-7878045c31a8f7297b620b7e42c1a5bf.ctex"]
[params] [params]

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View File

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

View File

@@ -27,6 +27,9 @@ Coding standards and development practices for the Skelly project. These guideli
## GDScript Coding Standards ## GDScript Coding Standards
### Naming Conventions ### Naming Conventions
> 📋 **Quick Reference**: For complete naming convention details, see the **[Naming Convention Quick Reference](#naming-convention-quick-reference)** section below.
```gdscript ```gdscript
# Variables and functions: snake_case # Variables and functions: snake_case
var player_health: int = 100 var player_health: int = 100
@@ -39,6 +42,11 @@ const TILE_SPACING := 54
# Classes: PascalCase # Classes: PascalCase
class_name PlayerController 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 # Signals: past_tense
signal health_changed signal health_changed
signal game_started signal game_started
@@ -100,7 +108,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
GameManager.start_match3_game() GameManager.start_match3_game()
# ❌ Wrong # ❌ Wrong
get_tree().change_scene_to_file("res://scenes/game.tscn") get_tree().change_scene_to_file("res://scenes/game/Game.tscn")
``` ```
### Autoload Usage ### Autoload Usage
@@ -263,6 +271,207 @@ wip
- Verify debug state persists across scene changes - Verify debug state persists across scene changes
- Check debug code doesn't affect release builds - 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 ## Common Mistakes to Avoid
### Architecture Violations ### Architecture Violations
@@ -271,7 +480,7 @@ wip
get_tree().change_scene_to_file("some_scene.tscn") get_tree().change_scene_to_file("some_scene.tscn")
# Don't hardcode paths # 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 # Don't ignore null checks
var node = get_node("SomeNode") 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. 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 ## 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. 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:** **Files Improved:**
- `scenes/game/gameplays/match3_gameplay.gd` - `scenes/game/gameplays/Match3Gameplay.gd`
- `scenes/game/gameplays/tile.gd` - `scenes/game/gameplays/tile.gd`
### 2. Error Handling & Recovery ### 2. Error Handling & Recovery
@@ -111,7 +113,7 @@ static func set_active_gem_pool(gem_indices: Array) -> void:
**Files Improved:** **Files Improved:**
- `scenes/game/gameplays/tile.gd` - `scenes/game/gameplays/tile.gd`
- `scenes/game/gameplays/match3_gameplay.gd` - `scenes/game/gameplays/Match3Gameplay.gd`
## 🟡 Code Quality Improvements ## 🟡 Code Quality Improvements
@@ -173,7 +175,7 @@ func _move_cursor(direction: Vector2i) -> void:
**Files Improved:** **Files Improved:**
- `scenes/ui/SettingsMenu.gd` - `scenes/ui/SettingsMenu.gd`
- `scenes/game/gameplays/match3_gameplay.gd` - `scenes/game/gameplays/Match3Gameplay.gd`
- `src/autoloads/GameManager.gd` - `src/autoloads/GameManager.gd`
## Development Standards ## Development Standards

View File

@@ -3,6 +3,8 @@
## Overview ## 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. 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 ## Project Root Structure
``` ```
@@ -150,8 +152,8 @@ The game now uses a modular gameplay architecture where different game modes can
### Current Gameplay Modes ### Current Gameplay Modes
#### Match-3 Mode (`scenes/game/gameplays/match3_gameplay.tscn`) #### Match-3 Mode (`scenes/game/gameplays/Match3Gameplay.tscn`)
1. **Match3 Controller** (`scenes/game/gameplays/match3_gameplay.gd`) 1. **Match3 Controller** (`scenes/game/gameplays/Match3Gameplay.gd`)
- Grid management (8x8 default) with memory-safe node cleanup - Grid management (8x8 default) with memory-safe node cleanup
- Match detection algorithms with bounds checking and validation - Match detection algorithms with bounds checking and validation
- Tile dropping and refilling with signal connections - 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 - Smooth animations with Tween system
- **Memory Safety**: Resource management and cleanup - **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 - Planned implementation for clickomania-style gameplay
- Will integrate with same scoring and UI systems as match-3 - Will integrate with same scoring and UI systems as match-3
@@ -262,9 +264,9 @@ sprites:
- `MainStrings.ru.translation` - Russian translations - `MainStrings.ru.translation` - Russian translations
### Testing & Validation (`tests/`) ### 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_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_save_system_integration.gd`** - Complete save/load workflow integration testing
- **`test_checksum_fix_verification.gd`** - JSON serialization checksum fix verification - **`test_checksum_fix_verification.gd`** - JSON serialization checksum fix verification
- `README.md` - Brief directory overview (see docs/TESTING.md for full guidelines) - `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) GameManager --> scenes/game/gameplays/*.tscn (via GAMEPLAY_SCENES constant)
Main --> MainMenu.tscn, SettingsMenu.tscn Main --> MainMenu.tscn, SettingsMenu.tscn
Game --> GameplayContainer (dynamic loading of gameplay scenes) 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 ### Asset Dependencies

View File

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

View File

@@ -1,6 +1,10 @@
# Example of how to use the ValueStepper component in any scene # Example of how to use the ValueStepper component in any scene
extends Control extends Control
# Example of setting up custom navigation
var navigable_steppers: Array[ValueStepper] = []
var current_stepper_index: int = 0
@onready @onready
var language_stepper: ValueStepper = $VBoxContainer/Examples/LanguageContainer/LanguageStepper var language_stepper: ValueStepper = $VBoxContainer/Examples/LanguageContainer/LanguageStepper
@onready @onready
@@ -9,10 +13,6 @@ var difficulty_stepper: ValueStepper = $VBoxContainer/Examples/DifficultyContain
var resolution_stepper: ValueStepper = $VBoxContainer/Examples/ResolutionContainer/ResolutionStepper var resolution_stepper: ValueStepper = $VBoxContainer/Examples/ResolutionContainer/ResolutionStepper
@onready var custom_stepper: ValueStepper = $VBoxContainer/Examples/CustomContainer/CustomStepper @onready var custom_stepper: ValueStepper = $VBoxContainer/Examples/CustomContainer/CustomStepper
# Example of setting up custom navigation
var navigable_steppers: Array[ValueStepper] = []
var current_stepper_index: int = 0
func _ready(): func _ready():
DebugManager.log_info("ValueStepper example ready", "Example") DebugManager.log_info("ValueStepper example ready", "Example")

394
export_presets.cfg Normal file
View File

@@ -0,0 +1,394 @@
[preset.0]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
export_files=PackedStringArray()
include_filter=""
exclude_filter=""
export_path="builds/skelly-windows.exe"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
codesign/enable=false
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PackedStringArray()
application/modify_resources=true
application/icon=""
application/console_wrapper_icon=""
application/icon_interpolation=4
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name="Skelly"
application/file_description=""
application/copyright=""
application/trademarks=""
application/export_angle=0
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script=""
ssh_remote_deploy/cleanup_script=""
[preset.1]
name="Linux"
platform="Linux/X11"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
export_files=PackedStringArray()
include_filter=""
exclude_filter=""
export_path="builds/skelly-linux.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.1.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script=""
ssh_remote_deploy/cleanup_script=""
[preset.2]
name="macOS"
platform="macOS"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
export_files=PackedStringArray()
include_filter=""
exclude_filter=""
export_path="builds/skelly-macos.zip"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.2.options]
binary_format/architecture="universal"
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
application/icon=""
application/icon_interpolation=4
application/bundle_identifier="com.skelly.game"
application/signature=""
application/app_category="Games"
application/short_version="1.0"
application/version="1.0"
application/copyright=""
application/copyright_localized={}
application/min_macos_version="10.12"
display/high_res=false
xcode/platform_build="14C18"
xcode/sdk_version="13.1"
xcode/sdk_name="macosx13.1"
xcode/sdk_build="22C55"
xcode/xcode_version="1420"
xcode/xcode_build="14C18"
codesign/codesign=1
codesign/installer_identity=""
codesign/apple_team_id=""
codesign/identity=""
codesign/entitlements/custom_file=""
codesign/entitlements/allow_jit_code_execution=false
codesign/entitlements/allow_unsigned_executable_memory=false
codesign/entitlements/allow_dyld_environment_variables=false
codesign/entitlements/disable_library_validation=false
codesign/entitlements/audio_input=false
codesign/entitlements/camera=false
codesign/entitlements/location=false
codesign/entitlements/address_book=false
codesign/entitlements/calendars=false
codesign/entitlements/photos_library=false
codesign/entitlements/apple_events=false
codesign/entitlements/debugging=false
codesign/entitlements/app_sandbox/enabled=false
codesign/entitlements/app_sandbox/network_server=false
codesign/entitlements/app_sandbox/network_client=false
codesign/entitlements/app_sandbox/device_usb=false
codesign/entitlements/app_sandbox/device_bluetooth=false
codesign/entitlements/app_sandbox/files_downloads=0
codesign/entitlements/app_sandbox/files_pictures=0
codesign/entitlements/app_sandbox/files_music=0
codesign/entitlements/app_sandbox/files_movies=0
codesign/entitlements/app_sandbox/helper_executables=[]
notarization/notarization=0
privacy/microphone_usage_description=""
privacy/microphone_usage_description_localized={}
privacy/camera_usage_description=""
privacy/camera_usage_description_localized={}
privacy/location_usage_description=""
privacy/location_usage_description_localized={}
privacy/address_book_usage_description=""
privacy/address_book_usage_description_localized={}
privacy/calendar_usage_description=""
privacy/calendar_usage_description_localized={}
privacy/photos_library_usage_description=""
privacy/photos_library_usage_description_localized={}
privacy/desktop_folder_usage_description=""
privacy/desktop_folder_usage_description_localized={}
privacy/documents_folder_usage_description=""
privacy/documents_folder_usage_description_localized={}
privacy/downloads_folder_usage_description=""
privacy/downloads_folder_usage_description_localized={}
privacy/network_volumes_usage_description=""
privacy/network_volumes_usage_description_localized={}
privacy/removable_volumes_usage_description=""
privacy/removable_volumes_usage_description_localized={}
ssh_remote_deploy/enabled=false
ssh_remote_deploy/host="user@host_ip"
ssh_remote_deploy/port="22"
ssh_remote_deploy/extra_args_ssh=""
ssh_remote_deploy/extra_args_scp=""
ssh_remote_deploy/run_script=""
ssh_remote_deploy/cleanup_script=""
[preset.3]
name="Android"
platform="Android"
runnable=true
dedicated_server=false
custom_features=""
export_filter="all_resources"
export_files=PackedStringArray()
include_filter=""
exclude_filter=""
export_path="builds/skelly-android.apk"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
[preset.3.options]
custom_template/debug=""
custom_template/release=""
gradle_build/use_gradle_build=false
gradle_build/export_format=0
gradle_build/min_sdk=""
gradle_build/target_sdk=""
architectures/armeabi-v7a=false
architectures/arm64-v8a=true
architectures/x86=false
architectures/x86_64=false
version/code=1
version/name="1.0"
package/unique_name="com.skelly.game"
package/name="Skelly"
package/signed=true
package/app_category=2
package/retain_data_on_uninstall=false
package/exclude_from_recents=false
launcher_icons/main_192x192=""
launcher_icons/adaptive_foreground_432x432=""
launcher_icons/adaptive_background_432x432=""
graphics/32_bits_framebuffer=true
graphics/opengl_debug=false
xr_features/xr_mode=0
xr_features/hand_tracking=0
xr_features/hand_tracking_frequency=0
xr_features/passthrough=0
screen/immersive_mode=true
screen/orientation=0
screen/support_small=true
screen/support_normal=true
screen/support_large=true
screen/support_xlarge=true
user_data_backup/allow=false
command_line/extra_args=""
apk_expansion/enable=false
apk_expansion/SALT=""
apk_expansion/public_key=""
permissions/custom_permissions=PackedStringArray()
permissions/access_checkin_properties=false
permissions/access_coarse_location=false
permissions/access_fine_location=false
permissions/access_location_extra_commands=false
permissions/access_mock_location=false
permissions/access_network_state=false
permissions/access_surface_flinger=false
permissions/access_wifi_state=false
permissions/account_manager=false
permissions/add_voicemail=false
permissions/authenticate_accounts=false
permissions/battery_stats=false
permissions/bind_accessibility_service=false
permissions/bind_appwidget=false
permissions/bind_device_admin=false
permissions/bind_input_method=false
permissions/bind_nfc_service=false
permissions/bind_notification_listener_service=false
permissions/bind_print_service=false
permissions/bind_remoteviews=false
permissions/bind_text_service=false
permissions/bind_vpn_service=false
permissions/bind_wallpaper=false
permissions/bluetooth=false
permissions/bluetooth_admin=false
permissions/bluetooth_privileged=false
permissions/brick=false
permissions/broadcast_package_removed=false
permissions/broadcast_sms=false
permissions/broadcast_sticky=false
permissions/broadcast_wap_push=false
permissions/call_phone=false
permissions/call_privileged=false
permissions/camera=false
permissions/capture_audio_output=false
permissions/capture_secure_video_output=false
permissions/capture_video_output=false
permissions/change_component_enabled_state=false
permissions/change_configuration=false
permissions/change_network_state=false
permissions/change_wifi_multicast_state=false
permissions/change_wifi_state=false
permissions/clear_app_cache=false
permissions/clear_app_user_data=false
permissions/control_location_updates=false
permissions/delete_cache_files=false
permissions/delete_packages=false
permissions/device_power=false
permissions/diagnostic=false
permissions/disable_keyguard=false
permissions/dump=false
permissions/expand_status_bar=false
permissions/factory_test=false
permissions/flashlight=false
permissions/force_back=false
permissions/get_accounts=false
permissions/get_package_size=false
permissions/get_tasks=false
permissions/get_top_activity_info=false
permissions/global_search=false
permissions/hardware_test=false
permissions/inject_events=false
permissions/install_location_provider=false
permissions/install_packages=false
permissions/install_shortcut=false
permissions/internal_system_window=false
permissions/internet=false
permissions/kill_background_processes=false
permissions/location_hardware=false
permissions/manage_accounts=false
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

View File

@@ -30,8 +30,8 @@ function-preload-variable-name: ([A-Z][a-z0-9]*)+
function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*' function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
load-constant-name: (([A-Z][a-z0-9]*)+|[A-Z][A-Z0-9]*(_[A-Z0-9]+)*) load-constant-name: (([A-Z][a-z0-9]*)+|[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)* loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
max-file-lines: 1000 max-file-lines: 1500
max-line-length: 100 max-line-length: 120
max-public-methods: 20 max-public-methods: 20
max-returns: 6 max-returns: 6
mixed-tabs-and-spaces: null mixed-tabs-and-spaces: null

View File

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

View File

@@ -1,89 +0,0 @@
@echo off
setlocal enabledelayedexpansion
echo ================================
echo Development Workflow Runner
echo ================================
echo.
echo This script will run the complete development workflow:
echo 1. Code linting (gdlint)
echo 2. Code formatting (gdformat)
echo 3. Test execution (godot tests)
echo.
set start_time=%time%
REM Step 1: Run Linters
echo --------------------------------
echo Step 1: Running Linters
echo --------------------------------
call run_lint.bat
set lint_result=!errorlevel!
if !lint_result! neq 0 (
echo.
echo ❌ LINTING FAILED - Workflow aborted
echo Please fix linting errors before continuing
pause
exit /b 1
)
echo ✅ Linting completed successfully
echo.
REM Step 2: Run Formatters
echo --------------------------------
echo Step 2: Running Formatters
echo --------------------------------
call run_format.bat
set format_result=!errorlevel!
if !format_result! neq 0 (
echo.
echo ❌ FORMATTING FAILED - Workflow aborted
echo Please fix formatting errors before continuing
pause
exit /b 1
)
echo ✅ Formatting completed successfully
echo.
REM Step 3: Run Tests
echo --------------------------------
echo Step 3: Running Tests
echo --------------------------------
call run_tests.bat
set test_result=!errorlevel!
if !test_result! neq 0 (
echo.
echo ❌ TESTS FAILED - Workflow completed with errors
set workflow_failed=1
) else (
echo ✅ Tests completed successfully
set workflow_failed=0
)
echo.
REM Calculate elapsed time
set end_time=%time%
echo ================================
echo Workflow Summary
echo ================================
echo Linting: ✅ PASSED
echo Formatting: ✅ PASSED
if !workflow_failed! equ 0 (
echo Testing: ✅ PASSED
echo.
echo ✅ ALL WORKFLOW STEPS COMPLETED SUCCESSFULLY!
echo Your code is ready for commit.
) else (
echo Testing: ❌ FAILED
echo.
echo ❌ WORKFLOW COMPLETED WITH TEST FAILURES
echo Please review and fix failing tests before committing.
)
echo.
echo Start time: %start_time%
echo End time: %end_time%
pause
exit /b !workflow_failed!

232
run_dev.bat Normal file
View File

@@ -0,0 +1,232 @@
@echo off
setlocal enabledelayedexpansion
REM =============================================================================
REM Skelly Development Tools Runner
REM =============================================================================
REM
REM This script runs development tools for the Skelly Godot project.
REM By default, it runs all checks: linting, formatting, and testing.
REM
REM Usage:
REM run_dev.bat - Run all checks (lint + format + test)
REM run_dev.bat --lint - Run only linting
REM run_dev.bat --format - Run only formatting
REM run_dev.bat --test - Run only tests
REM run_dev.bat --help - Show this help message
REM run_dev.bat --steps lint test - Run specific steps in order
REM
REM =============================================================================
REM Initialize variables
set "ARG_LINT_ONLY="
set "ARG_FORMAT_ONLY="
set "ARG_TEST_ONLY="
set "ARG_HELP="
set "ARG_STEPS="
set "CUSTOM_STEPS="
REM Parse command line arguments
:parse_args
if "%~1"=="" goto :args_parsed
if /i "%~1"=="--lint" (
set "ARG_LINT_ONLY=1"
shift
goto :parse_args
)
if /i "%~1"=="--format" (
set "ARG_FORMAT_ONLY=1"
shift
goto :parse_args
)
if /i "%~1"=="--test" (
set "ARG_TEST_ONLY=1"
shift
goto :parse_args
)
if /i "%~1"=="--help" (
set "ARG_HELP=1"
shift
goto :parse_args
)
if /i "%~1"=="--steps" (
set "ARG_STEPS=1"
shift
REM Collect remaining arguments as custom steps
:collect_steps
if "%~1"=="" goto :args_parsed
if "!CUSTOM_STEPS!"=="" (
set "CUSTOM_STEPS=%~1"
) else (
set "CUSTOM_STEPS=!CUSTOM_STEPS! %~1"
)
shift
goto :collect_steps
)
REM Unknown argument
echo ❌ Unknown argument: %~1
echo Use --help for usage information
exit /b 1
:args_parsed
REM Show help if requested
if defined ARG_HELP (
echo.
echo 🔧 Skelly Development Tools Runner
echo.
echo Usage:
echo run_dev.bat - Run all checks ^(lint + format + test^)
echo run_dev.bat --lint - Run only linting
echo run_dev.bat --format - Run only formatting
echo run_dev.bat --test - Run only tests
echo run_dev.bat --help - Show this help message
echo run_dev.bat --steps lint test - Run specific steps in order
echo.
echo Available steps for --steps:
echo lint - Run GDScript linting ^(gdlint^)
echo format - Run GDScript formatting ^(gdformat^)
echo test - Run Godot tests
echo.
echo Examples:
echo run_dev.bat ^(runs lint, format, test^)
echo run_dev.bat --lint ^(runs only linting^)
echo run_dev.bat --steps format lint ^(runs format then lint^)
echo.
exit /b 0
)
echo ================================
echo 🚀 Development Tools Runner
echo ================================
echo.
REM Check if Python is available
python --version >nul 2>&1
if !errorlevel! neq 0 (
echo ❌ ERROR: Python is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. Install Python: winget install Python.Python.3.13
echo 2. Restart your command prompt
echo 3. Run this script again
echo.
pause
exit /b 1
)
REM Check if pip is available
pip --version >nul 2>&1
if !errorlevel! neq 0 (
echo ❌ ERROR: pip is not installed or not in PATH
echo Please ensure Python was installed correctly with pip
pause
exit /b 1
)
REM Check if Godot is available (only if test step will be run)
set "NEED_GODOT="
if defined ARG_TEST_ONLY set "NEED_GODOT=1"
if defined ARG_STEPS (
echo !CUSTOM_STEPS! | findstr /i "test" >nul && set "NEED_GODOT=1"
)
if not defined ARG_LINT_ONLY if not defined ARG_FORMAT_ONLY if not defined ARG_STEPS set "NEED_GODOT=1"
if defined NEED_GODOT (
godot --version >nul 2>&1
if !errorlevel! neq 0 (
echo ❌ ERROR: Godot is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. Download Godot from https://godotengine.org/download
echo 2. Add Godot executable to your PATH environment variable
echo 3. Or place godot.exe in this project directory
echo 4. Restart your command prompt
echo 5. Run this script again
echo.
pause
exit /b 1
)
)
REM Check if gdlint and gdformat are available (only if needed)
set "NEED_GDTOOLS="
if defined ARG_LINT_ONLY set "NEED_GDTOOLS=1"
if defined ARG_FORMAT_ONLY set "NEED_GDTOOLS=1"
if defined ARG_STEPS (
echo !CUSTOM_STEPS! | findstr /i /c:"lint" >nul && set "NEED_GDTOOLS=1"
echo !CUSTOM_STEPS! | findstr /i /c:"format" >nul && set "NEED_GDTOOLS=1"
)
if not defined ARG_TEST_ONLY if not defined ARG_STEPS set "NEED_GDTOOLS=1"
if defined NEED_GDTOOLS (
gdlint --version >nul 2>&1
if !errorlevel! neq 0 (
echo ❌ ERROR: gdlint is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. pip install --upgrade "setuptools<81"
echo 2. pip install gdtoolkit==4
echo 3. Restart your command prompt
echo 4. Run this script again
echo.
pause
exit /b 1
)
gdformat --version >nul 2>&1
if !errorlevel! neq 0 (
echo ❌ ERROR: gdformat is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. pip install --upgrade "setuptools<81"
echo 2. pip install gdtoolkit==4
echo 3. Restart your command prompt
echo 4. Run this script again
echo.
pause
exit /b 1
)
)
echo ✅ All dependencies are available. Running development workflow...
echo.
REM Build Python command based on arguments
set "PYTHON_CMD=python tools\run_development.py"
if defined ARG_LINT_ONLY (
set "PYTHON_CMD=!PYTHON_CMD! --lint"
echo 🔍 Running linting only...
) else if defined ARG_FORMAT_ONLY (
set "PYTHON_CMD=!PYTHON_CMD! --format"
echo 🎨 Running formatting only...
) else if defined ARG_TEST_ONLY (
set "PYTHON_CMD=!PYTHON_CMD! --test"
echo 🧪 Running tests only...
) else if defined ARG_STEPS (
set "PYTHON_CMD=!PYTHON_CMD! --steps !CUSTOM_STEPS!"
echo 🔄 Running custom workflow: !CUSTOM_STEPS!...
) else (
echo 🚀 Running complete development workflow: format + lint + test...
)
echo.
REM Run the Python development workflow script
!PYTHON_CMD!
REM Capture exit code and display result
set WORKFLOW_RESULT=!errorlevel!
echo.
if !WORKFLOW_RESULT! equ 0 (
echo 🎉 Development workflow completed successfully!
) else (
echo ⚠️ Development workflow completed with issues.
echo Please review the output above and fix any problems.
)
echo.
pause
exit /b !WORKFLOW_RESULT!

240
run_dev.sh Normal file
View File

@@ -0,0 +1,240 @@
#!/usr/bin/env bash
set -e
# =============================================================================
# Skelly Development Tools Runner
# =============================================================================
#
# This script runs development tools for the Skelly Godot project.
# By default, it runs all checks: linting, formatting, and testing.
#
# Usage:
# ./run_dev.sh - Run all checks (lint + format + test)
# ./run_dev.sh --lint - Run only linting
# ./run_dev.sh --format - Run only formatting
# ./run_dev.sh --test - Run only tests
# ./run_dev.sh --help - Show this help message
# ./run_dev.sh --steps lint test - Run specific steps in order
#
# =============================================================================
# Initialize variables
ARG_LINT_ONLY=""
ARG_FORMAT_ONLY=""
ARG_TEST_ONLY=""
ARG_HELP=""
ARG_STEPS=""
CUSTOM_STEPS=""
# Parse command line arguments
while [[ $# -gt 0 ]]; do
case $1 in
--lint)
ARG_LINT_ONLY=1
shift
;;
--format)
ARG_FORMAT_ONLY=1
shift
;;
--test)
ARG_TEST_ONLY=1
shift
;;
--help)
ARG_HELP=1
shift
;;
--steps)
ARG_STEPS=1
shift
# Collect remaining arguments as custom steps
while [[ $# -gt 0 ]]; do
if [[ -z "$CUSTOM_STEPS" ]]; then
CUSTOM_STEPS="$1"
else
CUSTOM_STEPS="$CUSTOM_STEPS $1"
fi
shift
done
;;
*)
echo "❌ Unknown argument: $1"
echo "Use --help for usage information"
exit 1
;;
esac
done
# Show help if requested
if [[ -n "$ARG_HELP" ]]; then
echo
echo "🔧 Skelly Development Tools Runner"
echo
echo "Usage:"
echo " ./run_dev.sh - Run all checks (lint + format + test)"
echo " ./run_dev.sh --lint - Run only linting"
echo " ./run_dev.sh --format - Run only formatting"
echo " ./run_dev.sh --test - Run only tests"
echo " ./run_dev.sh --help - Show this help message"
echo " ./run_dev.sh --steps lint test - Run specific steps in order"
echo
echo "Available steps for --steps:"
echo " lint - Run GDScript linting (gdlint)"
echo " format - Run GDScript formatting (gdformat)"
echo " test - Run Godot tests"
echo
echo "Examples:"
echo " ./run_dev.sh (runs lint, format, test)"
echo " ./run_dev.sh --lint (runs only linting)"
echo " ./run_dev.sh --steps format lint (runs format then lint)"
echo
exit 0
fi
echo "================================"
echo "🚀 Development Tools Runner"
echo "================================"
echo
# Check if Python is available
if ! command -v python3 &> /dev/null && ! command -v python &> /dev/null; then
echo "❌ ERROR: Python is not installed or not in PATH"
echo
echo "Installation instructions:"
echo "1. Ubuntu/Debian: sudo apt update && sudo apt install python3 python3-pip"
echo "2. macOS: brew install python"
echo "3. Or download from: https://python.org/downloads"
echo "4. Restart your terminal"
echo "5. Run this script again"
echo
exit 1
fi
# Use python3 if available, otherwise python
PYTHON_CMD="python3"
if ! command -v python3 &> /dev/null; then
PYTHON_CMD="python"
fi
# Check if pip is available
if ! command -v pip3 &> /dev/null && ! command -v pip &> /dev/null; then
echo "❌ ERROR: pip is not installed or not in PATH"
echo "Please ensure Python was installed correctly with pip"
exit 1
fi
# Use pip3 if available, otherwise pip
PIP_CMD="pip3"
if ! command -v pip3 &> /dev/null; then
PIP_CMD="pip"
fi
# Check if Godot is available (only if test step will be run)
NEED_GODOT=""
if [[ -n "$ARG_TEST_ONLY" ]]; then
NEED_GODOT=1
fi
if [[ -n "$ARG_STEPS" ]] && [[ "$CUSTOM_STEPS" == *"test"* ]]; then
NEED_GODOT=1
fi
if [[ -z "$ARG_LINT_ONLY" && -z "$ARG_FORMAT_ONLY" && -z "$ARG_STEPS" ]]; then
NEED_GODOT=1
fi
if [[ -n "$NEED_GODOT" ]]; then
if ! command -v godot &> /dev/null; then
echo "❌ ERROR: Godot is not installed or not in PATH"
echo
echo "Installation instructions:"
echo "1. Download Godot from https://godotengine.org/download"
echo "2. Add Godot executable to your PATH environment variable"
echo "3. Or place godot executable in this project directory"
echo "4. Restart your terminal"
echo "5. Run this script again"
echo
exit 1
fi
fi
# Check if gdlint and gdformat are available (only if needed)
NEED_GDTOOLS=""
if [[ -n "$ARG_LINT_ONLY" ]]; then
NEED_GDTOOLS=1
fi
if [[ -n "$ARG_FORMAT_ONLY" ]]; then
NEED_GDTOOLS=1
fi
if [[ -n "$ARG_STEPS" ]] && ([[ "$CUSTOM_STEPS" == *"lint"* ]] || [[ "$CUSTOM_STEPS" == *"format"* ]]); then
NEED_GDTOOLS=1
fi
if [[ -z "$ARG_TEST_ONLY" && -z "$ARG_STEPS" ]]; then
NEED_GDTOOLS=1
fi
if [[ -n "$NEED_GDTOOLS" ]]; then
if ! command -v gdlint &> /dev/null; then
echo "❌ ERROR: gdlint is not installed or not in PATH"
echo
echo "Installation instructions:"
echo "1. $PIP_CMD install --upgrade \"setuptools<81\""
echo "2. $PIP_CMD install gdtoolkit==4"
echo "3. Restart your terminal"
echo "4. Run this script again"
echo
exit 1
fi
if ! command -v gdformat &> /dev/null; then
echo "❌ ERROR: gdformat is not installed or not in PATH"
echo
echo "Installation instructions:"
echo "1. $PIP_CMD install --upgrade \"setuptools<81\""
echo "2. $PIP_CMD install gdtoolkit==4"
echo "3. Restart your terminal"
echo "4. Run this script again"
echo
exit 1
fi
fi
echo "✅ All dependencies are available. Running development workflow..."
echo
# Build Python command based on arguments
PYTHON_FULL_CMD="$PYTHON_CMD tools/run_development.py"
if [[ -n "$ARG_LINT_ONLY" ]]; then
PYTHON_FULL_CMD="$PYTHON_FULL_CMD --lint"
echo "🔍 Running linting only..."
elif [[ -n "$ARG_FORMAT_ONLY" ]]; then
PYTHON_FULL_CMD="$PYTHON_FULL_CMD --format"
echo "🎨 Running formatting only..."
elif [[ -n "$ARG_TEST_ONLY" ]]; then
PYTHON_FULL_CMD="$PYTHON_FULL_CMD --test"
echo "🧪 Running tests only..."
elif [[ -n "$ARG_STEPS" ]]; then
PYTHON_FULL_CMD="$PYTHON_FULL_CMD --steps $CUSTOM_STEPS"
echo "🔄 Running custom workflow: $CUSTOM_STEPS..."
else
echo "🚀 Running complete development workflow: format + lint + test..."
fi
echo
# Run the Python development workflow script
$PYTHON_FULL_CMD
# Capture exit code and display result
WORKFLOW_RESULT=$?
echo
if [[ $WORKFLOW_RESULT -eq 0 ]]; then
echo "🎉 Development workflow completed successfully!"
else
echo "⚠️ Development workflow completed with issues."
echo "Please review the output above and fix any problems."
fi
echo
exit $WORKFLOW_RESULT

View File

@@ -1,103 +0,0 @@
@echo off
setlocal enabledelayedexpansion
echo ================================
echo GDScript Formatter
echo ================================
echo.
REM Check if Python is available
python --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: Python is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. Install Python: winget install Python.Python.3.13
echo 2. Restart your command prompt
echo 3. Run this script again
echo.
pause
exit /b 1
)
REM Check if pip is available
pip --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: pip is not installed or not in PATH
echo Please ensure Python was installed correctly with pip
pause
exit /b 1
)
REM Check if gdformat is available
gdformat --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: gdformat is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. pip install --upgrade "setuptools<81"
echo 2. pip install gdtoolkit==4
echo 3. Restart your command prompt
echo 4. Run this script again
echo.
pause
exit /b 1
)
echo Formatting GDScript files...
echo.
REM Count total .gd files
set total_files=0
for /r %%f in (*.gd) do (
set /a total_files+=1
)
echo Found !total_files! GDScript files to format.
echo.
REM Format all .gd files recursively
set formatted_files=0
set failed_files=0
for /r %%f in (*.gd) do (
echo Formatting: %%~nxf
REM Skip TestHelper.gd due to static var syntax incompatibility with gdformat
if "%%~nxf"=="TestHelper.gd" (
echo ⚠️ Skipped (static var syntax not supported by gdformat)
set /a formatted_files+=1
echo.
goto :continue_format_loop
)
gdformat "%%f"
if !errorlevel! equ 0 (
echo ✅ Success
set /a formatted_files+=1
) else (
echo ❌ FAILED: %%f
set /a failed_files+=1
)
echo.
:continue_format_loop
)
echo.
echo ================================
echo Formatting Summary
echo ================================
echo Total files: !total_files!
echo Successfully formatted: !formatted_files!
echo Failed: !failed_files!
if !failed_files! gtr 0 (
echo.
echo ⚠️ WARNING: Some files failed to format
exit /b 1
) else (
echo.
echo ✅ All GDScript files formatted successfully!
exit /b 0
)

View File

@@ -1,122 +0,0 @@
@echo off
setlocal enabledelayedexpansion
echo ================================
echo GDScript Linter
echo ================================
echo.
REM Check if Python is available
python --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: Python is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. Install Python: winget install Python.Python.3.13
echo 2. Restart your command prompt
echo 3. Run this script again
echo.
pause
exit /b 1
)
REM Check if pip is available
pip --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: pip is not installed or not in PATH
echo Please ensure Python was installed correctly with pip
pause
exit /b 1
)
REM Check if gdlint is available
gdlint --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: gdlint is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. pip install --upgrade "setuptools<81"
echo 2. pip install gdtoolkit==4
echo 3. Restart your command prompt
echo 4. Run this script again
echo.
pause
exit /b 1
)
echo Linting GDScript files...
echo.
REM Count total .gd files
set total_files=0
for /r %%f in (*.gd) do (
set /a total_files+=1
)
echo Found !total_files! GDScript files to lint.
echo.
REM Lint all .gd files recursively
set linted_files=0
set failed_files=0
set warning_files=0
for /r %%f in (*.gd) do (
echo Linting: %%~nxf
REM Skip TestHelper.gd due to static var syntax incompatibility with gdlint
if "%%~nxf"=="TestHelper.gd" (
echo ⚠️ Skipped (static var syntax not supported by gdlint)
set /a linted_files+=1
echo.
goto :continue_loop
)
gdlint "%%f" >temp_lint_output.txt 2>&1
set lint_exit_code=!errorlevel!
REM Check if there's output (warnings/errors)
for %%A in (temp_lint_output.txt) do set size=%%~zA
if !lint_exit_code! equ 0 (
if !size! gtr 0 (
echo WARNINGS found:
type temp_lint_output.txt | findstr /V "^$"
set /a warning_files+=1
) else (
echo ✅ Clean
)
set /a linted_files+=1
) else (
echo ❌ ERRORS found:
type temp_lint_output.txt | findstr /V "^$"
set /a failed_files+=1
)
del temp_lint_output.txt >nul 2>&1
echo.
:continue_loop
)
echo ================================
echo Linting Summary
echo ================================
echo Total files: !total_files!
echo Clean files: !linted_files!
echo Files with warnings: !warning_files!
echo Files with errors: !failed_files!
if !failed_files! gtr 0 (
echo.
echo ❌ Linting FAILED - Please fix the errors above
exit /b 1
) else if !warning_files! gtr 0 (
echo.
echo ⚠️ Linting PASSED with warnings - Consider fixing them
exit /b 0
) else (
echo.
echo ✅ All GDScript files passed linting!
exit /b 0
)

View File

@@ -1,116 +0,0 @@
@echo off
setlocal enabledelayedexpansion
echo ================================
echo GDScript Test Runner
echo ================================
echo.
REM Check if Godot is available
godot --version >nul 2>&1
if !errorlevel! neq 0 (
echo ERROR: Godot is not installed or not in PATH
echo.
echo Installation instructions:
echo 1. Download Godot from https://godotengine.org/download
echo 2. Add Godot executable to your PATH environment variable
echo 3. Or place godot.exe in this project directory
echo 4. Restart your command prompt
echo 5. Run this script again
echo.
pause
exit /b 1
)
echo Scanning for test files in tests\ directory...
set total_tests=0
set failed_tests=0
echo.
echo Discovered test files:
call :discover_tests "tests" ""
call :discover_tests "tests\unit" "Unit: "
call :discover_tests "tests\integration" "Integration: "
echo.
echo Starting test execution...
echo.
call :run_tests "tests" ""
call :run_tests "tests\unit" "Unit: "
call :run_tests "tests\integration" "Integration: "
set /a passed_tests=total_tests-failed_tests
echo ================================
echo Test Execution Summary
echo ================================
echo Total Tests Run: !total_tests!
echo Tests Passed: !passed_tests!
echo Tests Failed: !failed_tests!
if !failed_tests! equ 0 (
echo ✅ ALL TESTS PASSED!
) else (
echo!failed_tests! TEST(S) FAILED
)
pause
goto :eof
:discover_tests
set "test_dir=%~1"
set "prefix=%~2"
if exist "%test_dir%\" (
for %%f in ("%test_dir%\test_*.gd") do (
call :format_test_name "%%~nf" test_name
echo %prefix%!test_name!: %%f
)
)
goto :eof
:run_tests
set "test_dir=%~1"
set "prefix=%~2"
if exist "%test_dir%\" (
for %%f in ("%test_dir%\test_*.gd") do (
call :format_test_name "%%~nf" test_name
call :run_single_test "%%f" "%prefix%!test_name!"
)
)
goto :eof
:format_test_name
set "filename=%~1"
set "result=%filename:test_=%"
set "%~2=%result:_= %"
goto :eof
:run_single_test
set "test_file=%~1"
set "test_name=%~2"
echo.
echo === %test_name% ===
echo Running: %test_file%
REM Run the test and capture the exit code
godot --headless --script "%test_file%" >temp_test_output.txt 2>&1
set test_exit_code=!errorlevel!
REM Display results based on exit code
if !test_exit_code! equ 0 (
echo PASSED: %test_name%
) else (
echo FAILED: %test_name%
set /a failed_tests+=1
)
set /a total_tests+=1
REM Clean up temporary file
if exist temp_test_output.txt del temp_test_output.txt
echo.
goto :eof

View File

@@ -1,18 +1,18 @@
extends Control extends Control
const GAMEPLAY_SCENES = { const GAMEPLAY_SCENES = {
"match3": "res://scenes/game/gameplays/match3_gameplay.tscn", "match3": "res://scenes/game/gameplays/Match3Gameplay.tscn",
"clickomania": "res://scenes/game/gameplays/clickomania_gameplay.tscn" "clickomania": "res://scenes/game/gameplays/ClickomaniaGameplay.tscn"
} }
@onready var back_button: Button = $BackButtonContainer/BackButton
@onready var gameplay_container: Control = $GameplayContainer
@onready var score_display: Label = $UI/ScoreDisplay
var current_gameplay_mode: String var current_gameplay_mode: String
var global_score: int = 0: var global_score: int = 0:
set = set_global_score set = set_global_score
@onready var back_button: Button = $BackButtonContainer/BackButton
@onready var gameplay_container: Control = $GameplayContainer
@onready var score_display: Label = $UI/ScoreDisplay
func _ready() -> void: func _ready() -> void:
if not back_button.pressed.is_connected(_on_back_button_pressed): if not back_button.pressed.is_connected(_on_back_button_pressed):

View File

@@ -1,8 +1,8 @@
[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="Script" uid="uid://bs4veuda3h358" path="res://scenes/game/game.gd" id="1_uwrxv"]
[ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"] [ext_resource type="PackedScene" path="res://scenes/ui/DebugToggle.tscn" id="3_debug"]
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="5_background"] [ext_resource type="Texture2D" uid="uid://bengv32u1jeym" path="res://assets/textures/backgrounds/BGx3.png" id="GlobalBackground"]
[node name="Game" type="Control"] [node name="Game" type="Control"]
layout_mode = 3 layout_mode = 3
@@ -20,7 +20,7 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
texture = ExtResource("5_background") texture = ExtResource("GlobalBackground")
expand_mode = 1 expand_mode = 1
stretch_mode = 1 stretch_mode = 1

View File

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

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://cl7g8v0eh3mam"] [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"] [node name="Clickomania" type="Node2D"]
script = ExtResource("1_script") script = ExtResource("1_script")

View File

@@ -4,10 +4,10 @@ extends DebugMenuBase
func _ready(): func _ready():
# Set specific configuration for Match3DebugMenu # Set specific configuration for Match3DebugMenu
log_category = "Match3" 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 # Call parent's _ready
super._ready() super()
DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category) DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)

View File

@@ -10,9 +10,7 @@ signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades ## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
var GRID_SIZE := Vector2i(8, 8) const TILE_SCENE := preload("res://scenes/game/gameplays/Tile.tscn")
var TILE_TYPES := 5
const TILE_SCENE := preload("res://scenes/game/gameplays/tile.tscn")
# Safety constants # Safety constants
const MAX_GRID_SIZE := 15 const MAX_GRID_SIZE := 15
@@ -32,6 +30,9 @@ const CASCADE_WAIT_TIME := 0.1
const SWAP_ANIMATION_TIME := 0.3 const SWAP_ANIMATION_TIME := 0.3
const TILE_DROP_WAIT_TIME := 0.2 const TILE_DROP_WAIT_TIME := 0.2
var grid_size := Vector2i(8, 8)
var tile_types := 5
var grid: Array[Array] = [] var grid: Array[Array] = []
var tile_size: float = 48.0 var tile_size: float = 48.0
var grid_offset: Vector2 = Vector2.ZERO var grid_offset: Vector2 = Vector2.ZERO
@@ -71,7 +72,7 @@ func _ready() -> void:
DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3") DebugManager.log_debug("Match3 _ready() completed, calling debug structure check", "Match3")
# Notify UI that grid state is loaded # Notify UI that grid state is loaded
grid_state_loaded.emit(GRID_SIZE, TILE_TYPES) grid_state_loaded.emit(grid_size, tile_types)
# Debug: Check scene tree structure # Debug: Check scene tree structure
call_deferred("_debug_scene_structure") call_deferred("_debug_scene_structure")
@@ -83,12 +84,12 @@ func _calculate_grid_layout():
var available_height = viewport_size.y * SCREEN_HEIGHT_USAGE var available_height = viewport_size.y * SCREEN_HEIGHT_USAGE
# Calculate tile size based on available space # Calculate tile size based on available space
var max_tile_width = available_width / GRID_SIZE.x var max_tile_width = available_width / grid_size.x
var max_tile_height = available_height / GRID_SIZE.y var max_tile_height = available_height / grid_size.y
tile_size = min(max_tile_width, max_tile_height) tile_size = min(max_tile_width, max_tile_height)
# Align grid to left side with margins # Align grid to left side with margins
var total_grid_height = tile_size * GRID_SIZE.y var total_grid_height = tile_size * grid_size.y
grid_offset = Vector2( grid_offset = Vector2(
GRID_LEFT_MARGIN, (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN GRID_LEFT_MARGIN, (viewport_size.y - total_grid_height) / 2 + GRID_TOP_MARGIN
) )
@@ -97,12 +98,12 @@ func _calculate_grid_layout():
func _initialize_grid(): func _initialize_grid():
# Create gem pool for current tile types # Create gem pool for current tile types
var gem_indices: Array[int] = [] var gem_indices: Array[int] = []
for i in range(TILE_TYPES): for i in range(tile_types):
gem_indices.append(i) gem_indices.append(i)
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
grid.append([]) grid.append([])
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
var tile = TILE_SCENE.instantiate() var tile = TILE_SCENE.instantiate()
var tile_position = grid_offset + Vector2(x, y) * tile_size var tile_position = grid_offset + Vector2(x, y) * tile_size
tile.position = tile_position tile.position = tile_position
@@ -113,7 +114,7 @@ func _initialize_grid():
tile.set_active_gem_types(gem_indices) tile.set_active_gem_types(gem_indices)
# Set tile type after adding to scene tree # Set tile type after adding to scene tree
var new_type = randi() % TILE_TYPES var new_type = randi() % tile_types
tile.tile_type = new_type tile.tile_type = new_type
# Connect tile signals # Connect tile signals
@@ -159,8 +160,8 @@ func _has_match_at(pos: Vector2i) -> bool:
func _check_for_matches() -> bool: func _check_for_matches() -> bool:
"""Scan entire grid to detect if any matches exist (used for cascade detection)""" """Scan entire grid to detect if any matches exist (used for cascade detection)"""
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if _has_match_at(Vector2i(x, y)): if _has_match_at(Vector2i(x, y)):
return true return true
return false return false
@@ -205,7 +206,7 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
var current = start + dir * offset var current = start + dir * offset
var steps = 0 var steps = 0
# Safety limit prevents infinite loops in case of logic errors # Safety limit prevents infinite loops in case of logic errors
while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current): while steps < grid_size.x + grid_size.y and _is_valid_grid_position(current):
if current.y >= grid.size() or current.x >= grid[current.y].size(): if current.y >= grid.size() or current.x >= grid[current.y].size():
break break
@@ -238,11 +239,11 @@ func _clear_matches() -> void:
var match_groups := [] var match_groups := []
var processed_tiles := {} var processed_tiles := {}
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
if y >= grid.size(): if y >= grid.size():
continue continue
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if x >= grid[y].size(): if x >= grid[y].size():
continue continue
@@ -338,17 +339,18 @@ func _drop_tiles():
var moved = true var moved = true
while moved: while moved:
moved = false moved = false
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds # Fixed: Start from grid_size.y - 1 to avoid out of bounds
for y in range(GRID_SIZE.y - 1, -1, -1): for y in range(grid_size.y - 1, -1, -1):
var tile = grid[y][x] var tile = grid[y][x]
# Fixed: Check bounds before accessing y + 1 # Fixed: Check bounds before accessing y + 1
if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]: if tile and y + 1 < grid_size.y and not grid[y + 1][x]:
grid[y + 1][x] = tile grid[y + 1][x] = tile
grid[y][x] = null grid[y][x] = null
tile.grid_position = Vector2i(x, y + 1) tile.grid_position = Vector2i(x, y + 1)
# You can animate position here using Tween for smooth drop: # You can animate position here using Tween for smooth drop:
# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2) # tween.interpolate_property(tile, "position", tile.position,
# grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
tile.position = grid_offset + Vector2(x, y + 1) * tile_size tile.position = grid_offset + Vector2(x, y + 1) * tile_size
moved = true moved = true
@@ -361,16 +363,16 @@ func _fill_empty_cells():
# Create gem pool for current tile types # Create gem pool for current tile types
var gem_indices: Array[int] = [] var gem_indices: Array[int] = []
for i in range(TILE_TYPES): for i in range(tile_types):
gem_indices.append(i) gem_indices.append(i)
var tiles_created = 0 var tiles_created = 0
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
if y >= grid.size(): if y >= grid.size():
DebugManager.log_error("Grid row %d does not exist" % y, "Match3") DebugManager.log_error("Grid row %d does not exist" % y, "Match3")
continue continue
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if x >= grid[y].size(): if x >= grid[y].size():
DebugManager.log_error("Grid column %d does not exist in row %d" % [x, y], "Match3") DebugManager.log_error("Grid column %d does not exist in row %d" % [x, y], "Match3")
continue continue
@@ -394,10 +396,10 @@ func _fill_empty_cells():
DebugManager.log_warn("Tile missing set_active_gem_types method", "Match3") DebugManager.log_warn("Tile missing set_active_gem_types method", "Match3")
# Set random tile type with bounds checking # Set random tile type with bounds checking
if TILE_TYPES > 0: if tile_types > 0:
tile.tile_type = randi() % TILE_TYPES tile.tile_type = randi() % tile_types
else: else:
DebugManager.log_error("TILE_TYPES is 0, cannot set tile type", "Match3") DebugManager.log_error("tile_types is 0, cannot set tile type", "Match3")
tile.queue_free() tile.queue_free()
continue continue
@@ -436,19 +438,19 @@ func _fill_empty_cells():
func regenerate_grid(): func regenerate_grid():
# Validate grid size before regeneration # Validate grid size before regeneration
if ( if (
GRID_SIZE.x < MIN_GRID_SIZE grid_size.x < MIN_GRID_SIZE
or GRID_SIZE.y < MIN_GRID_SIZE or grid_size.y < MIN_GRID_SIZE
or GRID_SIZE.x > MAX_GRID_SIZE or grid_size.x > MAX_GRID_SIZE
or GRID_SIZE.y > MAX_GRID_SIZE or grid_size.y > MAX_GRID_SIZE
): ):
DebugManager.log_error( DebugManager.log_error(
"Invalid grid size for regeneration: %dx%d" % [GRID_SIZE.x, GRID_SIZE.y], "Match3" "Invalid grid size for regeneration: %dx%d" % [grid_size.x, grid_size.y], "Match3"
) )
return return
if TILE_TYPES < 3 or TILE_TYPES > MAX_TILE_TYPES: if tile_types < 3 or tile_types > MAX_TILE_TYPES:
DebugManager.log_error( DebugManager.log_error(
"Invalid tile types count for regeneration: %d" % TILE_TYPES, "Match3" "Invalid tile types count for regeneration: %d" % tile_types, "Match3"
) )
return return
@@ -515,12 +517,12 @@ func set_tile_types(new_count: int):
) )
return return
if new_count == TILE_TYPES: if new_count == tile_types:
DebugManager.log_debug("Tile types count unchanged, skipping regeneration", "Match3") DebugManager.log_debug("Tile types count unchanged, skipping regeneration", "Match3")
return return
DebugManager.log_debug("Changing tile types from %d to %d" % [TILE_TYPES, new_count], "Match3") DebugManager.log_debug("Changing tile types from %d to %d" % [tile_types, new_count], "Match3")
TILE_TYPES = new_count tile_types = new_count
# Regenerate grid with new tile types (gem pool is updated in regenerate_grid) # Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
await regenerate_grid() await regenerate_grid()
@@ -548,12 +550,12 @@ func set_grid_size(new_size: Vector2i):
) )
return return
if new_size == GRID_SIZE: if new_size == grid_size:
DebugManager.log_debug("Grid size unchanged, skipping regeneration", "Match3") DebugManager.log_debug("Grid size unchanged, skipping regeneration", "Match3")
return return
DebugManager.log_debug("Changing grid size from %s to %s" % [GRID_SIZE, new_size], "Match3") DebugManager.log_debug("Changing grid size from %s to %s" % [grid_size, new_size], "Match3")
GRID_SIZE = new_size grid_size = new_size
# Regenerate grid with new size # Regenerate grid with new size
await regenerate_grid() await regenerate_grid()
@@ -562,8 +564,8 @@ func set_grid_size(new_size: Vector2i):
func reset_all_visual_states() -> void: func reset_all_visual_states() -> void:
# Debug function to reset all tile visual states # Debug function to reset all tile visual states
DebugManager.log_debug("Resetting all tile visual states", "Match3") DebugManager.log_debug("Resetting all tile visual states", "Match3")
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if grid[y][x] and grid[y][x].has_method("force_reset_visual_state"): if grid[y][x] and grid[y][x].has_method("force_reset_visual_state"):
grid[y][x].force_reset_visual_state() grid[y][x].force_reset_visual_state()
@@ -586,12 +588,12 @@ func _debug_scene_structure() -> void:
# Check tiles # Check tiles
var tile_count = 0 var tile_count = 0
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if y < grid.size() and x < grid[y].size() and grid[y][x]: if y < grid.size() and x < grid[y].size() and grid[y][x]:
tile_count += 1 tile_count += 1
DebugManager.log_debug( DebugManager.log_debug(
"Created %d tiles out of %d expected" % [tile_count, GRID_SIZE.x * GRID_SIZE.y], "Match3" "Created %d tiles out of %d expected" % [tile_count, grid_size.x * grid_size.y], "Match3"
) )
# Check first tile in detail # Check first tile in detail
@@ -668,8 +670,8 @@ func _move_cursor(direction: Vector2i) -> void:
var new_pos = cursor_position + direction var new_pos = cursor_position + direction
# Bounds checking # Bounds checking
new_pos.x = clamp(new_pos.x, 0, GRID_SIZE.x - 1) new_pos.x = clamp(new_pos.x, 0, grid_size.x - 1)
new_pos.y = clamp(new_pos.y, 0, GRID_SIZE.y - 1) new_pos.y = clamp(new_pos.y, 0, grid_size.y - 1)
if new_pos != cursor_position: if new_pos != cursor_position:
# Safe access to old tile # Safe access to old tile
@@ -925,8 +927,8 @@ func serialize_grid_state() -> Array:
# Convert the current grid to a serializable 2D array # Convert the current grid to a serializable 2D array
DebugManager.log_info( DebugManager.log_info(
( (
"Starting serialization: grid.size()=%d, GRID_SIZE=(%d,%d)" "Starting serialization: grid.size()=%d, grid_size=(%d,%d)"
% [grid.size(), GRID_SIZE.x, GRID_SIZE.y] % [grid.size(), grid_size.x, grid_size.y]
), ),
"Match3" "Match3"
) )
@@ -939,9 +941,9 @@ func serialize_grid_state() -> Array:
var valid_tiles = 0 var valid_tiles = 0
var null_tiles = 0 var null_tiles = 0
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
var row = [] var row = []
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
if y < grid.size() and x < grid[y].size() and grid[y][x]: if y < grid.size() and x < grid[y].size() and grid[y][x]:
row.append(grid[y][x].tile_type) row.append(grid[y][x].tile_type)
valid_tiles += 1 valid_tiles += 1
@@ -963,7 +965,7 @@ func serialize_grid_state() -> Array:
DebugManager.log_info( DebugManager.log_info(
( (
"Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles" "Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles"
% [GRID_SIZE.x, GRID_SIZE.y, valid_tiles, null_tiles] % [grid_size.x, grid_size.y, valid_tiles, null_tiles]
), ),
"Match3" "Match3"
) )
@@ -974,12 +976,11 @@ func get_active_gem_types() -> Array:
# Get active gem types from the first available tile # Get active gem types from the first available tile
if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]: if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]:
return grid[0][0].active_gem_types.duplicate() return grid[0][0].active_gem_types.duplicate()
else: # Fallback to default
# Fallback to default var default_types = []
var default_types = [] for i in range(tile_types):
for i in range(TILE_TYPES): default_types.append(i)
default_types.append(i) return default_types
return default_types
func save_current_state(): func save_current_state():
@@ -990,12 +991,12 @@ func save_current_state():
DebugManager.log_info( DebugManager.log_info(
( (
"Saving match3 state: size(%d,%d), %d tile types, %d active gems" "Saving match3 state: size(%d,%d), %d tile types, %d active gems"
% [GRID_SIZE.x, GRID_SIZE.y, TILE_TYPES, active_gems.size()] % [grid_size.x, grid_size.y, tile_types, active_gems.size()]
), ),
"Match3" "Match3"
) )
SaveManager.save_grid_state(GRID_SIZE, TILE_TYPES, active_gems, grid_layout) SaveManager.save_grid_state(grid_size, tile_types, active_gems, grid_layout)
func load_saved_state() -> bool: func load_saved_state() -> bool:
@@ -1008,7 +1009,7 @@ func load_saved_state() -> bool:
# Restore grid settings # Restore grid settings
var saved_size = Vector2i(saved_state.grid_size.x, saved_state.grid_size.y) var saved_size = Vector2i(saved_state.grid_size.x, saved_state.grid_size.y)
TILE_TYPES = saved_state.tile_types_count tile_types = saved_state.tile_types_count
var saved_gems: Array[int] = [] var saved_gems: Array[int] = []
for gem in saved_state.active_gem_types: for gem in saved_state.active_gem_types:
saved_gems.append(int(gem)) saved_gems.append(int(gem))
@@ -1017,7 +1018,7 @@ func load_saved_state() -> bool:
DebugManager.log_info( DebugManager.log_info(
( (
"[%s] Loading saved grid state: size(%d,%d), %d tile types, layout_size=%d" "[%s] Loading saved grid state: size(%d,%d), %d tile types, layout_size=%d"
% [instance_id, saved_size.x, saved_size.y, TILE_TYPES, saved_layout.size()] % [instance_id, saved_size.x, saved_size.y, tile_types, saved_layout.size()]
), ),
"Match3" "Match3"
) )
@@ -1051,8 +1052,8 @@ func load_saved_state() -> bool:
return false return false
# Apply the saved settings # Apply the saved settings
var old_size = GRID_SIZE var old_size = grid_size
GRID_SIZE = saved_size grid_size = saved_size
# Recalculate layout if size changed # Recalculate layout if size changed
if old_size != saved_size: if old_size != saved_size:
@@ -1107,9 +1108,9 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array[int]) -> v
await get_tree().process_frame await get_tree().process_frame
# Restore grid from saved layout # Restore grid from saved layout
for y in range(GRID_SIZE.y): for y in range(grid_size.y):
grid.append([]) grid.append([])
for x in range(GRID_SIZE.x): for x in range(grid_size.x):
var tile = TILE_SCENE.instantiate() var tile = TILE_SCENE.instantiate()
var tile_position = grid_offset + Vector2(x, y) * tile_size var tile_position = grid_offset + Vector2(x, y) * tile_size
tile.position = tile_position tile.position = tile_position
@@ -1123,20 +1124,20 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array[int]) -> v
var saved_tile_type = grid_layout[y][x] var saved_tile_type = grid_layout[y][x]
DebugManager.log_debug( DebugManager.log_debug(
( (
"Setting tile (%d,%d): saved_type=%d, TILE_TYPES=%d" "Setting tile (%d,%d): saved_type=%d, tile_types=%d"
% [x, y, saved_tile_type, TILE_TYPES] % [x, y, saved_tile_type, tile_types]
), ),
"Match3" "Match3"
) )
if saved_tile_type >= 0 and saved_tile_type < TILE_TYPES: if saved_tile_type >= 0 and saved_tile_type < tile_types:
tile.tile_type = saved_tile_type tile.tile_type = saved_tile_type
DebugManager.log_debug( DebugManager.log_debug(
"✓ Restored tile (%d,%d) with saved type %d" % [x, y, saved_tile_type], "Match3" "✓ Restored tile (%d,%d) with saved type %d" % [x, y, saved_tile_type], "Match3"
) )
else: else:
# Fallback for invalid tile types # Fallback for invalid tile types
tile.tile_type = randi() % TILE_TYPES tile.tile_type = randi() % tile_types
DebugManager.log_error( DebugManager.log_error(
( (
"✗ Invalid saved tile type %d at (%d,%d), using random %d" "✗ Invalid saved tile type %d at (%d,%d), using random %d"
@@ -1150,13 +1151,13 @@ func _restore_grid_from_layout(grid_layout: Array, active_gems: Array[int]) -> v
grid[y].append(tile) grid[y].append(tile)
DebugManager.log_info( DebugManager.log_info(
"Completed grid restoration: %d tiles restored" % [GRID_SIZE.x * GRID_SIZE.y], "Match3" "Completed grid restoration: %d tiles restored" % [grid_size.x * grid_size.y], "Match3"
) )
# Safety and validation helper functions # Safety and validation helper functions
func _is_valid_grid_position(pos: Vector2i) -> bool: func _is_valid_grid_position(pos: Vector2i) -> bool:
return pos.x >= 0 and pos.y >= 0 and pos.x < GRID_SIZE.x and pos.y < GRID_SIZE.y return pos.x >= 0 and pos.y >= 0 and pos.x < grid_size.x and pos.y < grid_size.y
func _validate_grid_integrity() -> bool: func _validate_grid_integrity() -> bool:
@@ -1165,9 +1166,9 @@ func _validate_grid_integrity() -> bool:
DebugManager.log_error("Grid is not an array", "Match3") DebugManager.log_error("Grid is not an array", "Match3")
return false return false
if grid.size() != GRID_SIZE.y: if grid.size() != grid_size.y:
DebugManager.log_error( DebugManager.log_error(
"Grid height mismatch: %d vs %d" % [grid.size(), GRID_SIZE.y], "Match3" "Grid height mismatch: %d vs %d" % [grid.size(), grid_size.y], "Match3"
) )
return false return false
@@ -1176,9 +1177,9 @@ func _validate_grid_integrity() -> bool:
DebugManager.log_error("Grid row %d is not an array" % y, "Match3") DebugManager.log_error("Grid row %d is not an array" % y, "Match3")
return false return false
if grid[y].size() != GRID_SIZE.x: if grid[y].size() != grid_size.x:
DebugManager.log_error( DebugManager.log_error(
"Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), GRID_SIZE.x], "Match3" "Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), grid_size.x], "Match3"
) )
return false return false

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

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@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"] [gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
[ext_resource type="Script" path="res://scenes/game/gameplays/match3_gameplay.gd" id="1_mvfdp"] [ext_resource type="Script" uid="uid://o8crf6688lan" path="res://scenes/game/gameplays/Match3Gameplay.gd" id="1_mvfdp"]
[ext_resource type="PackedScene" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"] [ext_resource type="PackedScene" uid="uid://b76oiwlifikl3" path="res://scenes/game/gameplays/Match3DebugMenu.tscn" id="2_debug_menu"]
[node name="Match3" type="Node2D"] [node name="Match3" type="Node2D"]
script = ExtResource("1_mvfdp") script = ExtResource("1_mvfdp")

View File

@@ -0,0 +1,83 @@
class_name Match3InputHandler
extends RefCounted
## Mouse input handler for Match3 gameplay
##
## Static methods for handling mouse interactions in Match3 games.
## Converts between world coordinates and grid positions, performs hit detection on tiles.
##
## Usage:
## var tile = Match3InputHandler.find_tile_at_position(grid, grid_size, mouse_pos)
## var grid_pos = Match3InputHandler.get_grid_position_from_world(node, world_pos, offset, size)
static func find_tile_at_position(grid: Array, grid_size: Vector2i, world_pos: Vector2) -> Node2D:
## Find the tile that contains the world position.
##
## Iterates through all tiles and checks if the world position falls within
## any tile's sprite boundaries.
##
## Args:
## grid: 2D array of tile nodes arranged in [y][x] format
## grid_size: Dimensions of the grid (width x height)
## world_pos: World coordinates to test
##
## Returns:
## The first tile node that contains the position, or null if no tile found
for y in range(grid_size.y):
for x in range(grid_size.x):
if y < grid.size() and x < grid[y].size():
var tile = grid[y][x]
if tile and tile.has_node("Sprite2D"):
var sprite = tile.get_node("Sprite2D")
if sprite and sprite.texture:
var sprite_bounds = get_sprite_world_bounds(tile, sprite)
if is_point_inside_rect(world_pos, sprite_bounds):
return tile
return null
static func get_sprite_world_bounds(tile: Node2D, sprite: Sprite2D) -> Rect2:
## Calculate the world space bounding rectangle of a sprite.
##
## Args:
## tile: The tile node containing the sprite
## sprite: The Sprite2D node to calculate bounds for
##
## Returns:
## Rect2 representing the sprite's bounds in world coordinates
var texture_size = sprite.texture.get_size()
var actual_size = texture_size * sprite.scale
var half_size = actual_size * 0.5
var top_left = tile.position - half_size
return Rect2(top_left, actual_size)
static func is_point_inside_rect(point: Vector2, rect: Rect2) -> bool:
# Check if a point is inside a rectangle
return (
point.x >= rect.position.x
and point.x <= rect.position.x + rect.size.x
and point.y >= rect.position.y
and point.y <= rect.position.y + rect.size.y
)
static func get_grid_position_from_world(
node: Node2D, world_pos: Vector2, grid_offset: Vector2, tile_size: float
) -> Vector2i:
## Convert world coordinates to grid array indices.
##
## Args:
## node: Reference node for coordinate space conversion
## world_pos: Position in world coordinates to convert
## grid_offset: Offset of the grid's origin from the node's position
## tile_size: Size of each tile in world units
##
## Returns:
## Vector2i containing the grid coordinates (x, y) for array indexing
var local_pos = node.to_local(world_pos)
var relative_pos = local_pos - grid_offset
var grid_x = int(relative_pos.x / tile_size)
var grid_y = int(relative_pos.y / tile_size)
return Vector2i(grid_x, grid_y)

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

View File

@@ -0,0 +1,143 @@
class_name Match3SaveManager
extends RefCounted
## Save/Load manager for Match3 gameplay state
##
## Handles serialization and deserialization of Match3 game state.
## Converts game objects to data structures for storage and restoration.
##
## Usage:
## # Save current state
## var grid_data = Match3SaveManager.serialize_grid_state(game_grid, grid_size)
##
## # Restore previous state
## var success = Match3SaveManager.deserialize_grid_state(grid_data, game_grid, grid_size)
static func serialize_grid_state(grid: Array, grid_size: Vector2i) -> Array:
## Convert the current game grid to a serializable 2D array of tile types.
##
## Extracts the tile_type property from each tile node and creates a 2D array
## that can be saved to disk. Invalid or missing tiles are represented as -1.
##
## Args:
## grid: The current game grid (2D array of tile nodes)
## grid_size: Dimensions of the grid to serialize
##
## Returns:
## Array: 2D array where each element is either a tile type (int) or -1 for empty
var serialized_grid = []
var valid_tiles = 0
var null_tiles = 0
for y in range(grid_size.y):
var row = []
for x in range(grid_size.x):
if y < grid.size() and x < grid[y].size() and grid[y][x]:
row.append(grid[y][x].tile_type)
valid_tiles += 1
else:
row.append(-1) # Invalid/empty tile
null_tiles += 1
serialized_grid.append(row)
DebugManager.log_info(
(
"Serialized grid state: %dx%d grid, %d valid tiles, %d null tiles"
% [grid_size.x, grid_size.y, valid_tiles, null_tiles]
),
"Match3"
)
return serialized_grid
static func get_active_gem_types_from_grid(grid: Array, tile_types: int) -> Array:
# Get active gem types from the first available tile
if grid.size() > 0 and grid[0].size() > 0 and grid[0][0]:
return grid[0][0].active_gem_types.duplicate()
# Fallback to default
var default_types = []
for i in range(tile_types):
default_types.append(i)
return default_types
static func save_game_state(grid: Array, grid_size: Vector2i, tile_types: int):
# Save complete game state
var grid_layout = serialize_grid_state(grid, grid_size)
var active_gems = get_active_gem_types_from_grid(grid, tile_types)
DebugManager.log_info(
(
"Saving match3 state: size(%d,%d), %d tile types, %d active gems"
% [grid_size.x, grid_size.y, tile_types, active_gems.size()]
),
"Match3"
)
SaveManager.save_grid_state(grid_size, tile_types, active_gems, grid_layout)
static func restore_grid_from_layout(
match3_node: Node2D,
grid_layout: Array,
active_gems: Array[int],
grid_size: Vector2i,
tile_scene: PackedScene,
grid_offset: Vector2,
tile_size: float,
tile_types: int
) -> Array[Array]:
# Clear ALL existing tile children
var all_tile_children = []
for child in match3_node.get_children():
if child.has_method("get_script") and child.get_script():
var script_path = child.get_script().resource_path
if script_path == "res://scenes/game/gameplays/tile.gd":
all_tile_children.append(child)
# Remove all found tile children
for child in all_tile_children:
child.queue_free()
# Wait for nodes to be freed
await match3_node.get_tree().process_frame
# Create new grid
var new_grid: Array[Array] = []
for y in range(grid_size.y):
new_grid.append(Array([]))
for x in range(grid_size.x):
var tile = tile_scene.instantiate()
var tile_position = grid_offset + Vector2(x, y) * tile_size
tile.position = tile_position
tile.grid_position = Vector2i(x, y)
match3_node.add_child(tile)
# Configure Area2D
tile.monitoring = true
tile.monitorable = true
tile.input_pickable = true
tile.set_tile_size(tile_size)
tile.set_active_gem_types(active_gems)
# Set the saved tile type
var saved_tile_type = grid_layout[y][x]
if saved_tile_type >= 0 and saved_tile_type < tile_types:
tile.tile_type = saved_tile_type
else:
tile.tile_type = randi() % tile_types
# Connect tile signals
if tile.has_signal("tile_selected") and match3_node.has_method("_on_tile_selected"):
tile.tile_selected.connect(match3_node._on_tile_selected)
if tile.has_signal("tile_hovered") and match3_node.has_method("_on_tile_hovered"):
tile.tile_hovered.connect(match3_node._on_tile_hovered)
tile.tile_unhovered.connect(match3_node._on_tile_unhovered)
new_grid[y].append(tile)
return new_grid

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

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@@ -0,0 +1,102 @@
class_name Match3Validator
extends RefCounted
## Validation utilities for Match3 gameplay
##
## Static methods for validating Match3 game state and data integrity.
## Prevents crashes by checking bounds, data structures, and game logic constraints.
##
## Usage:
## if Match3Validator.is_valid_grid_position(pos, grid_size):
## # Safe to access grid[pos.y][pos.x]
##
## if Match3Validator.validate_grid_integrity(grid, grid_size):
## # Grid structure is valid for game operations
static func is_valid_grid_position(pos: Vector2i, grid_size: Vector2i) -> bool:
## Check if the position is within the grid boundaries.
##
## Performs bounds checking to prevent index out of bounds errors.
##
## Args:
## pos: Grid position to validate (x, y coordinates)
## grid_size: Dimensions of the grid (width, height)
##
## Returns:
## bool: True if position is valid, False if out of bounds
return pos.x >= 0 and pos.y >= 0 and pos.x < grid_size.x and pos.y < grid_size.y
static func validate_grid_integrity(grid: Array, grid_size: Vector2i) -> bool:
## Verify that the grid array structure matches expected dimensions.
##
## Validates the grid's 2D array structure for safe game operations.
## Checks array types, dimensions, and structural consistency.
##
## Args:
## grid: The 2D array representing the game grid
## grid_size: Expected dimensions (width x height)
##
## Returns:
## bool: True if grid structure is valid, False if corrupted or malformed
if not grid is Array:
DebugManager.log_error("Grid is not an array", "Match3")
return false
if grid.size() != grid_size.y:
DebugManager.log_error(
"Grid height mismatch: %d vs %d" % [grid.size(), grid_size.y], "Match3"
)
return false
for y in range(grid.size()):
if not grid[y] is Array:
DebugManager.log_error("Grid row %d is not an array" % y, "Match3")
return false
if grid[y].size() != grid_size.x:
DebugManager.log_error(
"Grid row %d width mismatch: %d vs %d" % [y, grid[y].size(), grid_size.x], "Match3"
)
return false
return true
static func safe_grid_access(grid: Array, pos: Vector2i, grid_size: Vector2i) -> Node2D:
# Safe grid access with comprehensive bounds checking
if not is_valid_grid_position(pos, grid_size):
return null
if pos.y >= grid.size() or pos.x >= grid[pos.y].size():
DebugManager.log_warn("Grid bounds exceeded: (%d,%d)" % [pos.x, pos.y], "Match3")
return null
var tile = grid[pos.y][pos.x]
if not tile or not is_instance_valid(tile):
return null
return tile
static func safe_tile_access(tile: Node2D, property: String):
# Safe property access on tiles
if not tile or not is_instance_valid(tile):
return null
if not property in tile:
DebugManager.log_warn("Tile missing property: %s" % property, "Match3")
return null
return tile.get(property)
static func are_tiles_adjacent(tile1: Node2D, tile2: Node2D) -> bool:
if not tile1 or not tile2:
return false
var pos1 = tile1.grid_position
var pos2 = tile2.grid_position
var diff = abs(pos1.x - pos2.x) + abs(pos1.y - pos2.y)
return diff == 1

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

View File

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

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@@ -0,0 +1 @@
uid://bgygx6iofwqwc

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@@ -0,0 +1 @@
uid://balbki1cnwdn1

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@@ -0,0 +1 @@
uid://cjav8g5js6umr

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@@ -2,8 +2,12 @@ extends Node2D
signal tile_selected(tile: Node2D) signal tile_selected(tile: Node2D)
# Target size for each tile to fit in the 54x54 grid cells
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
@export var tile_type: int = 0: @export var tile_type: int = 0:
set = _set_tile_type set = _set_tile_type
var grid_position: Vector2i var grid_position: Vector2i
var is_selected: bool = false: var is_selected: bool = false:
set = _set_selected set = _set_selected
@@ -11,26 +15,24 @@ var is_highlighted: bool = false:
set = _set_highlighted set = _set_highlighted
var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board var original_scale: Vector2 = Vector2.ONE # Store the original scale for the board
@onready var sprite: Sprite2D = $Sprite2D
# Target size for each tile to fit in the 54x54 grid cells
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
# All available gem textures # All available gem textures
var all_gem_textures: Array[Texture2D] = [ var all_gem_textures: Array[Texture2D] = [
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem preload("res://assets/sprites/skulls/red.png"),
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem preload("res://assets/sprites/skulls/blue.png"),
preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem preload("res://assets/sprites/skulls/green.png"),
preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem preload("res://assets/sprites/skulls/pink.png"),
preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem preload("res://assets/sprites/skulls/purple.png"),
preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem preload("res://assets/sprites/skulls/dark-blue.png"),
preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem preload("res://assets/sprites/skulls/grey.png"),
preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem preload("res://assets/sprites/skulls/orange.png"),
preload("res://assets/sprites/skulls/yellow.png"),
] ]
# Currently active gem types (indices into all_gem_textures) # Currently active gem types (indices into all_gem_textures)
var active_gem_types: Array[int] = [] # Will be set from TileManager var active_gem_types: Array[int] = [] # Will be set from TileManager
@onready var sprite: Sprite2D = $Sprite2D
func _set_tile_type(value: int) -> void: func _set_tile_type(value: int) -> void:
tile_type = value tile_type = value

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@@ -1,11 +1,12 @@
extends Control extends Control
@onready var splash_screen: Node = $SplashScreen
var current_menu: Control = null
const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn") const MAIN_MENU_SCENE = preload("res://scenes/ui/MainMenu.tscn")
const SETTINGS_MENU_SCENE = preload("res://scenes/ui/SettingsMenu.tscn") const SETTINGS_MENU_SCENE = preload("res://scenes/ui/SettingsMenu.tscn")
var current_menu: Control = null
@onready var splash_screen: Node = $SplashScreen
func _ready() -> void: func _ready() -> void:
DebugManager.log_debug("Main scene ready", "Main") DebugManager.log_debug("Main scene ready", "Main")

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@@ -1,9 +1,9 @@
[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="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"] [ext_resource type="PackedScene" uid="uid://gbe1jarrwqsi" path="res://scenes/main/SplashScreen.tscn" id="1_o5qli"]
[ext_resource type="Texture2D" uid="uid://c8y6tlvcgh2gn" path="res://assets/textures/backgrounds/beanstalk-dark.webp" id="2_sugp2"]
[ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"] [ext_resource type="PackedScene" uid="uid://df2b4wn8j6cxl" path="res://scenes/ui/DebugToggle.tscn" id="4_v7g8d"]
[ext_resource type="Texture2D" uid="uid://bengv32u1jeym" path="res://assets/textures/backgrounds/BGx3.png" id="GlobalBackground"]
[node name="main" type="Control"] [node name="main" type="Control"]
layout_mode = 3 layout_mode = 3
@@ -21,8 +21,7 @@ anchor_right = 1.0
anchor_bottom = 1.0 anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
texture = ExtResource("2_sugp2") texture = ExtResource("GlobalBackground")
expand_mode = 1
stretch_mode = 1 stretch_mode = 1
[node name="SplashScreen" parent="." instance=ExtResource("1_o5qli")] [node name="SplashScreen" parent="." instance=ExtResource("1_o5qli")]

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@@ -1,6 +1,20 @@
class_name DebugMenuBase class_name DebugMenuBase
extends Control extends Control
# Safety constants matching match3_gameplay.gd
const MAX_GRID_SIZE := 15
const MAX_TILE_TYPES := 10
const MIN_GRID_SIZE := 3
const MIN_TILE_TYPES := 3
const SCENE_SEARCH_COOLDOWN := 0.5
@export var target_script_path: String = "res://scenes/game/gameplays/Match3Gameplay.gd"
@export var log_category: String = "DebugMenu"
var match3_scene: Node2D
var search_timer: Timer
var last_scene_search_time: float = 0.0
@onready var regenerate_button: Button = $VBoxContainer/RegenerateButton @onready var regenerate_button: Button = $VBoxContainer/RegenerateButton
@onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox @onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox
@onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel @onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel
@@ -13,20 +27,6 @@ var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContaine
@onready @onready
var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel
@export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd"
@export var log_category: String = "DebugMenu"
# Safety constants matching match3_gameplay.gd
const MAX_GRID_SIZE := 15
const MAX_TILE_TYPES := 10
const MIN_GRID_SIZE := 3
const MIN_TILE_TYPES := 3
var match3_scene: Node2D
var search_timer: Timer
var last_scene_search_time: float = 0.0
const SCENE_SEARCH_COOLDOWN := 0.5 # Prevent excessive scene searching
func _exit_tree() -> void: func _exit_tree() -> void:
if search_timer: if search_timer:

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@@ -2,10 +2,11 @@ extends Control
signal open_settings signal open_settings
@onready var menu_buttons: Array[Button] = []
var current_menu_index: int = 0 var current_menu_index: int = 0
var original_button_scales: Array[Vector2] = [] var original_button_scales: Array[Vector2] = []
@onready var menu_buttons: Array[Button] = []
func _ready() -> void: func _ready() -> void:
DebugManager.log_info("MainMenu ready", "MainMenu") DebugManager.log_info("MainMenu ready", "MainMenu")

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@@ -2,12 +2,6 @@ extends Control
signal back_to_main_menu signal back_to_main_menu
@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper
@onready var reset_progress_button = $ResetSettingsContainer/ResetProgressButton
@export var settings_manager: Node = SettingsManager @export var settings_manager: Node = SettingsManager
@export var localization_manager: Node = LocalizationManager @export var localization_manager: Node = LocalizationManager
@@ -20,6 +14,12 @@ var current_control_index: int = 0
var original_control_scales: Array[Vector2] = [] var original_control_scales: Array[Vector2] = []
var original_control_modulates: Array[Color] = [] var original_control_modulates: Array[Color] = []
@onready var master_slider = $SettingsContainer/MasterVolumeContainer/MasterVolumeSlider
@onready var music_slider = $SettingsContainer/MusicVolumeContainer/MusicVolumeSlider
@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
@onready var language_stepper = $SettingsContainer/LanguageContainer/LanguageStepper
@onready var reset_progress_button = $ResetSettingsContainer/ResetProgressButton
func _ready() -> void: func _ready() -> void:
add_to_group("localizable") add_to_group("localizable")
@@ -226,14 +226,13 @@ func _update_visual_selection() -> void:
func _get_control_name(control: Control) -> String: func _get_control_name(control: Control) -> String:
if control == master_slider: if control == master_slider:
return "master_volume" return "master_volume"
elif control == music_slider: if control == music_slider:
return "music_volume" return "music_volume"
elif control == sfx_slider: if control == sfx_slider:
return "sfx_volume" return "sfx_volume"
elif control == language_stepper: if control == language_stepper:
return language_stepper.get_control_name() return language_stepper.get_control_name()
else: return "button"
return "button"
func _on_language_stepper_value_changed(new_value: String, new_index: float) -> void: func _on_language_stepper_value_changed(new_value: String, new_index: float) -> void:

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@@ -1,6 +1,5 @@
@tool
extends Control
class_name ValueStepper class_name ValueStepper
extends Control
## A reusable UI control for stepping through discrete values with arrow buttons ## A reusable UI control for stepping through discrete values with arrow buttons
## ##
@@ -12,10 +11,6 @@ class_name ValueStepper
signal value_changed(new_value: String, new_index: int) signal value_changed(new_value: String, new_index: int)
@onready var left_button: Button = $LeftButton
@onready var right_button: Button = $RightButton
@onready var value_display: Label = $ValueDisplay
## The data source for values. ## The data source for values.
@export var data_source: String = "language" @export var data_source: String = "language"
## Custom display format function. Leave empty to use default. ## Custom display format function. Leave empty to use default.
@@ -29,6 +24,10 @@ var original_scale: Vector2
var original_modulate: Color var original_modulate: Color
var is_highlighted: bool = false var is_highlighted: bool = false
@onready var left_button: Button = $LeftButton
@onready var right_button: Button = $RightButton
@onready var value_display: Label = $ValueDisplay
func _ready() -> void: func _ready() -> void:
DebugManager.log_info("ValueStepper ready for: " + data_source, "ValueStepper") DebugManager.log_info("ValueStepper ready for: " + data_source, "ValueStepper")

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@@ -1,6 +1,8 @@
extends Node extends Node
const MUSIC_PATH := "res://assets/audio/music/Space Horror InGame Music (Exploration) _Clement Panchout.wav" const MUSIC_BASE := "res://assets/audio/music/"
const MUSIC_FILE := "Space Horror InGame Music (Exploration) _Clement Panchout.wav"
const MUSIC_PATH := MUSIC_BASE + MUSIC_FILE
const UI_CLICK_SOUND_PATH := "res://assets/audio/sfx/817587__silverdubloons__tick06.wav" const UI_CLICK_SOUND_PATH := "res://assets/audio/sfx/817587__silverdubloons__tick06.wav"
var music_player: AudioStreamPlayer var music_player: AudioStreamPlayer

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@@ -72,21 +72,15 @@ func _should_log(level: LogLevel) -> bool:
func _log_level_to_string(level: LogLevel) -> String: func _log_level_to_string(level: LogLevel) -> String:
"""Convert LogLevel enum to string representation""" """Convert LogLevel enum to string representation"""
match level: var level_strings := {
LogLevel.TRACE: LogLevel.TRACE: "TRACE",
return "TRACE" LogLevel.DEBUG: "DEBUG",
LogLevel.DEBUG: LogLevel.INFO: "INFO",
return "DEBUG" LogLevel.WARN: "WARN",
LogLevel.INFO: LogLevel.ERROR: "ERROR",
return "INFO" LogLevel.FATAL: "FATAL"
LogLevel.WARN: }
return "WARN" return level_strings.get(level, "UNKNOWN")
LogLevel.ERROR:
return "ERROR"
LogLevel.FATAL:
return "FATAL"
_:
return "UNKNOWN"
func _format_log_message(level: LogLevel, message: String, category: String = "") -> String: func _format_log_message(level: LogLevel, message: String, category: String = "") -> String:

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@@ -39,29 +39,8 @@ func start_clickomania_game() -> void:
func start_game_with_mode(gameplay_mode: String) -> void: func start_game_with_mode(gameplay_mode: String) -> void:
"""Load game scene with specified gameplay mode and safety validation""" """Load game scene with specified gameplay mode and safety validation"""
# Input validation # Combined input validation
if not gameplay_mode or gameplay_mode.is_empty(): if not _validate_game_mode_request(gameplay_mode):
DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
return
if not gameplay_mode is String:
DebugManager.log_error(
"Invalid gameplay mode type: " + str(typeof(gameplay_mode)), "GameManager"
)
return
# Prevent concurrent scene changes (race condition protection)
if is_changing_scene:
DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
return
# Validate gameplay mode
var valid_modes = ["match3", "clickomania"]
if not gameplay_mode in valid_modes:
DebugManager.log_error(
"Invalid gameplay mode: '%s'. Valid modes: %s" % [gameplay_mode, str(valid_modes)],
"GameManager"
)
return return
is_changing_scene = true is_changing_scene = true
@@ -149,3 +128,33 @@ func exit_to_main_menu() -> void:
# Wait for scene to be ready, then mark scene change as complete # Wait for scene to be ready, then mark scene change as complete
await get_tree().process_frame await get_tree().process_frame
is_changing_scene = false is_changing_scene = false
func _validate_game_mode_request(gameplay_mode: String) -> bool:
"""Validate gameplay mode request with combined checks"""
# Input validation
if not gameplay_mode or gameplay_mode.is_empty():
DebugManager.log_error("Empty or null gameplay mode provided", "GameManager")
return false
if not gameplay_mode is String:
DebugManager.log_error(
"Invalid gameplay mode type: " + str(typeof(gameplay_mode)), "GameManager"
)
return false
# Prevent concurrent scene changes (race condition protection)
if is_changing_scene:
DebugManager.log_warn("Scene change already in progress, ignoring request", "GameManager")
return false
# Validate gameplay mode
var valid_modes = ["match3", "clickomania"]
if not gameplay_mode in valid_modes:
DebugManager.log_error(
"Invalid gameplay mode: '%s'. Valid modes: %s" % [gameplay_mode, str(valid_modes)],
"GameManager"
)
return false
return true

View File

@@ -14,10 +14,6 @@ const MAX_SCORE: int = 999999999
const MAX_GAMES_PLAYED: int = 100000 const MAX_GAMES_PLAYED: int = 100000
const MAX_FILE_SIZE: int = 1048576 # 1MB limit const MAX_FILE_SIZE: int = 1048576 # 1MB limit
# Save operation protection - prevents race conditions
var _save_in_progress: bool = false
var _restore_in_progress: bool = false
var game_data: Dictionary = { var game_data: Dictionary = {
"high_score": 0, "high_score": 0,
"current_score": 0, "current_score": 0,
@@ -32,6 +28,10 @@ var game_data: Dictionary = {
} }
} }
# Save operation protection - prevents race conditions
var _save_in_progress: bool = false
var _restore_in_progress: bool = false
func _ready() -> void: func _ready() -> void:
"""Initialize SaveManager and load existing save data on startup""" """Initialize SaveManager and load existing save data on startup"""
@@ -98,12 +98,22 @@ func load_game() -> void:
# Reset restore flag # Reset restore flag
_restore_in_progress = false _restore_in_progress = false
var loaded_data = _load_and_parse_save_file()
if loaded_data == null:
return
# Process the loaded data
_process_loaded_data(loaded_data)
func _load_and_parse_save_file() -> Variant:
"""Load and parse the save file, returning null on failure"""
var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ) var save_file: FileAccess = FileAccess.open(SAVE_FILE_PATH, FileAccess.READ)
if save_file == null: if save_file == null:
DebugManager.log_error( DebugManager.log_error(
"Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager" "Failed to open save file for reading: %s" % SAVE_FILE_PATH, "SaveManager"
) )
return return null
# Check file size # Check file size
var file_size: int = save_file.get_length() var file_size: int = save_file.get_length()
@@ -112,14 +122,14 @@ func load_game() -> void:
"Save file too large: %d bytes (max %d)" % [file_size, MAX_FILE_SIZE], "SaveManager" "Save file too large: %d bytes (max %d)" % [file_size, MAX_FILE_SIZE], "SaveManager"
) )
save_file.close() save_file.close()
return return null
var json_string: Variant = save_file.get_var() var json_string: Variant = save_file.get_var()
save_file.close() save_file.close()
if not json_string is String: if not json_string is String:
DebugManager.log_error("Save file contains invalid data type", "SaveManager") DebugManager.log_error("Save file contains invalid data type", "SaveManager")
return return null
var json: JSON = JSON.new() var json: JSON = JSON.new()
var parse_result: Error = json.parse(json_string) var parse_result: Error = json.parse(json_string)
@@ -127,48 +137,33 @@ func load_game() -> void:
DebugManager.log_error( DebugManager.log_error(
"Failed to parse save file JSON: %s" % json.error_string, "SaveManager" "Failed to parse save file JSON: %s" % json.error_string, "SaveManager"
) )
if not _restore_in_progress: _handle_load_failure("JSON parse failed")
var backup_restored = _restore_backup_if_exists() return null
if not backup_restored:
DebugManager.log_warn(
"JSON parse failed and backup restore failed, using defaults", "SaveManager"
)
return
var loaded_data: Variant = json.data var loaded_data: Variant = json.data
if not loaded_data is Dictionary: if not loaded_data is Dictionary:
DebugManager.log_error("Save file root is not a dictionary", "SaveManager") DebugManager.log_error("Save file root is not a dictionary", "SaveManager")
if not _restore_in_progress: _handle_load_failure("Invalid data format")
var backup_restored = _restore_backup_if_exists() return null
if not backup_restored:
DebugManager.log_warn(
"Invalid data format and backup restore failed, using defaults", "SaveManager"
)
return
return loaded_data
func _process_loaded_data(loaded_data: Variant) -> void:
"""Process and validate the loaded data"""
# Validate checksum first # Validate checksum first
if not _validate_checksum(loaded_data): if not _validate_checksum(loaded_data):
DebugManager.log_error( DebugManager.log_error(
"Save file checksum validation failed - possible tampering", "SaveManager" "Save file checksum validation failed - possible tampering", "SaveManager"
) )
if not _restore_in_progress: _handle_load_failure("Checksum validation failed")
var backup_restored = _restore_backup_if_exists()
if not backup_restored:
DebugManager.log_warn(
"Backup restore failed, using default game data", "SaveManager"
)
return return
# Handle version migration # Handle version migration
var migrated_data: Variant = _handle_version_migration(loaded_data) var migrated_data: Variant = _handle_version_migration(loaded_data)
if migrated_data == null: if migrated_data == null:
DebugManager.log_error("Save file version migration failed", "SaveManager") DebugManager.log_error("Save file version migration failed", "SaveManager")
if not _restore_in_progress: _handle_load_failure("Migration failed")
var backup_restored = _restore_backup_if_exists()
if not backup_restored:
DebugManager.log_warn(
"Migration failed and backup restore failed, using defaults", "SaveManager"
)
return return
# Validate and fix loaded data # Validate and fix loaded data
@@ -176,19 +171,21 @@ func load_game() -> void:
DebugManager.log_error( DebugManager.log_error(
"Save file failed validation after migration, using defaults", "SaveManager" "Save file failed validation after migration, using defaults", "SaveManager"
) )
if not _restore_in_progress: _handle_load_failure("Validation failed")
var backup_restored = _restore_backup_if_exists()
if not backup_restored:
DebugManager.log_warn(
"Validation failed and backup restore failed, using defaults", "SaveManager"
)
return return
# Use migrated data
loaded_data = migrated_data
# Safely merge validated data # Safely merge validated data
_merge_validated_data(loaded_data) _merge_validated_data(migrated_data)
func _handle_load_failure(reason: String) -> void:
"""Handle load failure with backup restoration attempt"""
if not _restore_in_progress:
var backup_restored = _restore_backup_if_exists()
if not backup_restored:
DebugManager.log_warn(
"%s and backup restore failed, using defaults" % reason, "SaveManager"
)
DebugManager.log_info( DebugManager.log_info(
( (
@@ -375,6 +372,28 @@ func reset_all_progress() -> bool:
# Security and validation helper functions # Security and validation helper functions
func _validate_save_data(data: Dictionary) -> bool: func _validate_save_data(data: Dictionary) -> bool:
# Check required fields exist and have correct types # Check required fields exist and have correct types
if not _validate_required_fields(data):
return false
# Validate numeric fields
if not _validate_score_fields(data):
return false
# Validate games_played field
if not _validate_games_played_field(data):
return false
# Validate grid state
var grid_state: Variant = data.get("grid_state", {})
if not grid_state is Dictionary:
DebugManager.log_error("Grid state is not a dictionary", "SaveManager")
return false
return _validate_grid_state(grid_state)
func _validate_required_fields(data: Dictionary) -> bool:
"""Validate that all required fields exist"""
var required_fields: Array[String] = [ var required_fields: Array[String] = [
"high_score", "current_score", "games_played", "total_score", "grid_state" "high_score", "current_score", "games_played", "total_score", "grid_state"
] ]
@@ -382,19 +401,21 @@ func _validate_save_data(data: Dictionary) -> bool:
if not data.has(field): if not data.has(field):
DebugManager.log_error("Missing required field: %s" % field, "SaveManager") DebugManager.log_error("Missing required field: %s" % field, "SaveManager")
return false return false
return true
# Validate numeric fields
if not _is_valid_score(data.get("high_score", 0)):
DebugManager.log_error("Invalid high_score validation failed", "SaveManager")
return false
if not _is_valid_score(data.get("current_score", 0)):
DebugManager.log_error("Invalid current_score validation failed", "SaveManager")
return false
if not _is_valid_score(data.get("total_score", 0)):
DebugManager.log_error("Invalid total_score validation failed", "SaveManager")
return false
# Use safe getter for games_played validation func _validate_score_fields(data: Dictionary) -> bool:
"""Validate all score-related fields"""
var score_fields = ["high_score", "current_score", "total_score"]
for field in score_fields:
if not _is_valid_score(data.get(field, 0)):
DebugManager.log_error("Invalid %s validation failed" % field, "SaveManager")
return false
return true
func _validate_games_played_field(data: Dictionary) -> bool:
"""Validate the games_played field"""
var games_played: Variant = data.get("games_played", 0) var games_played: Variant = data.get("games_played", 0)
if not (games_played is int or games_played is float): if not (games_played is int or games_played is float):
DebugManager.log_error( DebugManager.log_error(
@@ -418,13 +439,7 @@ func _validate_save_data(data: Dictionary) -> bool:
) )
return false return false
# Validate grid state return true
var grid_state: Variant = data.get("grid_state", {})
if not grid_state is Dictionary:
DebugManager.log_error("Grid state is not a dictionary", "SaveManager")
return false
return _validate_grid_state(grid_state)
func _validate_and_fix_save_data(data: Dictionary) -> bool: func _validate_and_fix_save_data(data: Dictionary) -> bool:
@@ -522,30 +537,71 @@ func _validate_and_fix_save_data(data: Dictionary) -> bool:
func _validate_grid_state(grid_state: Dictionary) -> bool: func _validate_grid_state(grid_state: Dictionary) -> bool:
# Check grid size # Validate grid size
var grid_size_validation = _validate_grid_size(grid_state)
if not grid_size_validation.valid:
return false
var width = grid_size_validation.width
var height = grid_size_validation.height
# Validate tile types
var tile_types = _validate_tile_types(grid_state)
if tile_types == -1:
return false
# Validate active gem types
if not _validate_active_gem_types(grid_state, tile_types):
return false
# Validate grid layout if present
var layout: Variant = grid_state.get("grid_layout", [])
if not layout is Array:
DebugManager.log_error("grid_layout is not an array", "SaveManager")
return false
if layout.size() > 0:
return _validate_grid_layout(layout, width, height, tile_types)
return true
func _validate_grid_size(grid_state: Dictionary) -> Dictionary:
"""Validate grid size and return validation result with dimensions"""
var result = {"valid": false, "width": 0, "height": 0}
if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary: if not grid_state.has("grid_size") or not grid_state.grid_size is Dictionary:
DebugManager.log_error("Invalid grid_size in save data", "SaveManager") DebugManager.log_error("Invalid grid_size in save data", "SaveManager")
return false return result
var size: Variant = grid_state.grid_size var size: Variant = grid_state.grid_size
if not size.has("x") or not size.has("y"): if not size.has("x") or not size.has("y"):
return false return result
var width: Variant = size.x var width: Variant = size.x
var height: Variant = size.y var height: Variant = size.y
if not width is int or not height is int: if not width is int or not height is int:
return false return result
if width < 3 or height < 3 or width > MAX_GRID_SIZE or height > MAX_GRID_SIZE: if width < 3 or height < 3 or width > MAX_GRID_SIZE or height > MAX_GRID_SIZE:
DebugManager.log_error("Grid size out of bounds: %dx%d" % [width, height], "SaveManager") DebugManager.log_error("Grid size out of bounds: %dx%d" % [width, height], "SaveManager")
return false return result
# Check tile types result.valid = true
result.width = width
result.height = height
return result
func _validate_tile_types(grid_state: Dictionary) -> int:
"""Validate tile types count and return it, or -1 if invalid"""
var tile_types: Variant = grid_state.get("tile_types_count", 0) var tile_types: Variant = grid_state.get("tile_types_count", 0)
if not tile_types is int or tile_types < 3 or tile_types > MAX_TILE_TYPES: if not tile_types is int or tile_types < 3 or tile_types > MAX_TILE_TYPES:
DebugManager.log_error("Invalid tile_types_count: %s" % str(tile_types), "SaveManager") DebugManager.log_error("Invalid tile_types_count: %s" % str(tile_types), "SaveManager")
return false return -1
return tile_types
# Validate active_gem_types if present
func _validate_active_gem_types(grid_state: Dictionary, tile_types: int) -> bool:
"""Validate active gem types array"""
var active_gems: Variant = grid_state.get("active_gem_types", []) var active_gems: Variant = grid_state.get("active_gem_types", [])
if not active_gems is Array: if not active_gems is Array:
DebugManager.log_error("active_gem_types is not an array", "SaveManager") DebugManager.log_error("active_gem_types is not an array", "SaveManager")
@@ -565,16 +621,6 @@ func _validate_grid_state(grid_state: Dictionary) -> bool:
"active_gem_types[%d] out of range: %d" % [i, gem_type], "SaveManager" "active_gem_types[%d] out of range: %d" % [i, gem_type], "SaveManager"
) )
return false return false
# Validate grid layout if present
var layout: Variant = grid_state.get("grid_layout", [])
if not layout is Array:
DebugManager.log_error("grid_layout is not an array", "SaveManager")
return false
if layout.size() > 0:
return _validate_grid_layout(layout, width, height, tile_types)
return true return true
@@ -757,22 +803,30 @@ func _normalize_value_for_checksum(value: Variant) -> String:
""" """
if value == null: if value == null:
return "null" return "null"
elif value is bool:
if value is bool:
return str(value) return str(value)
elif value is int:
if value is String:
return value
if value is int:
# Convert to int string format to match JSON deserialized floats # Convert to int string format to match JSON deserialized floats
return str(int(value)) return str(int(value))
elif value is float:
# Convert float to int if it's a whole number (handles JSON conversion) if value is float:
if value == int(value): return _normalize_float_for_checksum(value)
return str(int(value))
else: return str(value)
# For actual floats, use consistent precision
return "%.10f" % value
elif value is String: func _normalize_float_for_checksum(value: float) -> String:
return value """Normalize float values for checksum calculation"""
else: # Convert float to int if it's a whole number (handles JSON conversion)
return str(value) if value == int(value):
return str(int(value))
# For actual floats, use consistent precision
return "%.10f" % value
func _validate_checksum(data: Dictionary) -> bool: func _validate_checksum(data: Dictionary) -> bool:
@@ -790,15 +844,15 @@ func _validate_checksum(data: Dictionary) -> bool:
# Try to be more lenient with existing saves to prevent data loss # Try to be more lenient with existing saves to prevent data loss
var data_version: Variant = data.get("_version", 0) var data_version: Variant = data.get("_version", 0)
if data_version <= 1: if data_version <= 1:
( DebugManager.log_warn(
DebugManager (
. log_warn( "Checksum mismatch in v%d save file - may be due to JSON serialization issue "
( + (
"Checksum mismatch in v%d save file - may be due to JSON serialization issue (stored: %s, calculated: %s)" "(stored: %s, calculated: %s)"
% [data_version, stored_checksum, calculated_checksum] % [data_version, stored_checksum, calculated_checksum]
), )
"SaveManager" ),
) "SaveManager"
) )
( (
DebugManager DebugManager
@@ -810,15 +864,14 @@ func _validate_checksum(data: Dictionary) -> bool:
# Mark for checksum regeneration by removing the invalid one # Mark for checksum regeneration by removing the invalid one
data.erase("_checksum") data.erase("_checksum")
return true return true
else: DebugManager.log_error(
DebugManager.log_error( (
( "Checksum mismatch - stored: %s, calculated: %s"
"Checksum mismatch - stored: %s, calculated: %s" % [stored_checksum, calculated_checksum]
% [stored_checksum, calculated_checksum] ),
), "SaveManager"
"SaveManager" )
) return false
return false
return is_valid return is_valid
@@ -880,7 +933,7 @@ func _handle_version_migration(data: Dictionary) -> Variant:
"Save file is current version (%d)" % SAVE_FORMAT_VERSION, "SaveManager" "Save file is current version (%d)" % SAVE_FORMAT_VERSION, "SaveManager"
) )
return data return data
elif data_version > SAVE_FORMAT_VERSION: if data_version > SAVE_FORMAT_VERSION:
# Future version - cannot handle # Future version - cannot handle
DebugManager.log_error( DebugManager.log_error(
( (
@@ -890,13 +943,12 @@ func _handle_version_migration(data: Dictionary) -> Variant:
"SaveManager" "SaveManager"
) )
return null return null
else: # Older version - migrate
# Older version - migrate DebugManager.log_info(
DebugManager.log_info( "Migrating save data from version %d to %d" % [data_version, SAVE_FORMAT_VERSION],
"Migrating save data from version %d to %d" % [data_version, SAVE_FORMAT_VERSION], "SaveManager"
"SaveManager" )
) return _migrate_save_data(data, data_version)
return _migrate_save_data(data, data_version)
func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary: func _migrate_save_data(data: Dictionary, from_version: int) -> Dictionary:

View File

@@ -131,43 +131,64 @@ func set_setting(key: String, value) -> bool:
func _validate_setting_value(key: String, value) -> bool: func _validate_setting_value(key: String, value) -> bool:
match key: match key:
"master_volume", "music_volume", "sfx_volume": "master_volume", "music_volume", "sfx_volume":
# Enhanced numeric validation with NaN/Infinity checks return _validate_volume_setting(key, value)
if not (value is float or value is int):
return false
# Convert to float for validation
var float_value = float(value)
# Check for NaN and infinity
if is_nan(float_value) or is_inf(float_value):
DebugManager.log_warn(
"Invalid float value for %s: %s" % [key, str(value)], "SettingsManager"
)
return false
# Range validation
return float_value >= 0.0 and float_value <= 1.0
"language": "language":
if not value is String: return _validate_language_setting(value)
return false _:
# Prevent extremely long strings return _validate_default_setting(key, value)
if value.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_warn(
"Language code too long: %d characters" % value.length(), "SettingsManager"
)
return false
# Check for valid characters (alphanumeric and common separators only)
var regex = RegEx.new()
regex.compile("^[a-zA-Z0-9_-]+$")
if not regex.search(value):
DebugManager.log_warn(
"Language code contains invalid characters: %s" % value, "SettingsManager"
)
return false
# Check if language is supported
if languages_data.has("languages") and languages_data.languages is Dictionary:
return value in languages_data.languages
else:
# Fallback to basic validation if languages not loaded
return value in ["en", "ru"]
func _validate_volume_setting(key: String, value) -> bool:
## Validate volume settings with numeric validation.
##
## Validates audio volume values are numbers within range (0.0 to 1.0).
## Handles edge cases like NaN and infinity values.
##
## Args:
## key: The setting key being validated (for error reporting)
## value: The volume value to validate
##
## Returns:
## bool: True if the value is a valid volume setting, False otherwise
if not (value is float or value is int):
return false
# Convert to float for validation
var float_value = float(value)
# Check for NaN and infinity
if is_nan(float_value) or is_inf(float_value):
DebugManager.log_warn(
"Invalid float value for %s: %s" % [key, str(value)], "SettingsManager"
)
return false
# Range validation
return float_value >= 0.0 and float_value <= 1.0
func _validate_language_setting(value) -> bool:
if not value is String:
return false
# Prevent extremely long strings
if value.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_warn(
"Language code too long: %d characters" % value.length(), "SettingsManager"
)
return false
# Check for valid characters (alphanumeric and common separators only)
var regex = RegEx.new()
regex.compile("^[a-zA-Z0-9_-]+$")
if not regex.search(value):
DebugManager.log_warn(
"Language code contains invalid characters: %s" % value, "SettingsManager"
)
return false
# Check if language is supported
if languages_data.has("languages") and languages_data.languages is Dictionary:
return value in languages_data.languages
# Fallback to basic validation if languages not loaded
return value in ["en", "ru"]
func _validate_default_setting(key: String, value) -> bool:
# Default validation: accept if type matches default setting type # Default validation: accept if type matches default setting type
var default_value = default_settings.get(key) var default_value = default_settings.get(key)
if default_value == null: if default_value == null:
@@ -193,14 +214,34 @@ func _apply_setting_side_effect(key: String, value) -> void:
func load_languages(): func load_languages():
var file_content = _load_languages_file()
if file_content.is_empty():
_load_default_languages_with_fallback("File loading failed")
return
var parsed_data = _parse_languages_json(file_content)
if not parsed_data:
_load_default_languages_with_fallback("JSON parsing failed")
return
if not _validate_languages_structure(parsed_data):
_load_default_languages_with_fallback("Structure validation failed")
return
languages_data = parsed_data
DebugManager.log_info(
"Languages loaded successfully: " + str(languages_data.languages.keys()), "SettingsManager"
)
func _load_languages_file() -> String:
var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ) var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
if not file: if not file:
var error_code = FileAccess.get_open_error() var error_code = FileAccess.get_open_error()
DebugManager.log_error( DebugManager.log_error(
"Could not open languages.json (Error code: %d)" % error_code, "SettingsManager" "Could not open languages.json (Error code: %d)" % error_code, "SettingsManager"
) )
_load_default_languages() return ""
return
# Check file size to prevent memory exhaustion # Check file size to prevent memory exhaustion
var file_size = file.get_length() var file_size = file.get_length()
@@ -210,14 +251,12 @@ func load_languages():
"SettingsManager" "SettingsManager"
) )
file.close() file.close()
_load_default_languages() return ""
return
if file_size == 0: if file_size == 0:
DebugManager.log_error("Languages.json file is empty", "SettingsManager") DebugManager.log_error("Languages.json file is empty", "SettingsManager")
file.close() file.close()
_load_default_languages() return ""
return
var json_string = file.get_as_text() var json_string = file.get_as_text()
var file_error = file.get_error() var file_error = file.get_error()
@@ -227,14 +266,16 @@ func load_languages():
DebugManager.log_error( DebugManager.log_error(
"Error reading languages.json (Error code: %d)" % file_error, "SettingsManager" "Error reading languages.json (Error code: %d)" % file_error, "SettingsManager"
) )
_load_default_languages() return ""
return
return json_string
func _parse_languages_json(json_string: String) -> Dictionary:
# Validate the JSON string is not empty # Validate the JSON string is not empty
if json_string.is_empty(): if json_string.is_empty():
DebugManager.log_error("Languages.json contains empty content", "SettingsManager") DebugManager.log_error("Languages.json contains empty content", "SettingsManager")
_load_default_languages() return {}
return
var json = JSON.new() var json = JSON.new()
var parse_result = json.parse(json_string) var parse_result = json.parse(json_string)
@@ -243,24 +284,18 @@ func load_languages():
"JSON parsing failed at line %d: %s" % [json.error_line, json.error_string], "JSON parsing failed at line %d: %s" % [json.error_line, json.error_string],
"SettingsManager" "SettingsManager"
) )
_load_default_languages() return {}
return
if not json.data or not json.data is Dictionary: if not json.data or not json.data is Dictionary:
DebugManager.log_error("Invalid JSON data structure in languages.json", "SettingsManager") DebugManager.log_error("Invalid JSON data structure in languages.json", "SettingsManager")
_load_default_languages() return {}
return
# Validate the structure of the JSON data return json.data
if not _validate_languages_structure(json.data):
DebugManager.log_error("Languages.json structure validation failed", "SettingsManager")
_load_default_languages()
return
languages_data = json.data
DebugManager.log_info( func _load_default_languages_with_fallback(reason: String):
"Languages loaded successfully: " + str(languages_data.languages.keys()), "SettingsManager" DebugManager.log_warn("Loading default languages due to: " + reason, "SettingsManager")
) _load_default_languages()
func _load_default_languages(): func _load_default_languages():
@@ -289,7 +324,25 @@ func reset_settings_to_defaults() -> void:
func _validate_languages_structure(data: Dictionary) -> bool: func _validate_languages_structure(data: Dictionary) -> bool:
"""Validate the structure and content of languages.json data""" ## Validate the structure and content of languages.json data.
##
## Validates language data loaded from the languages.json file.
## Ensures the data structure is valid and contains required fields.
##
## Args:
## data: Dictionary containing the parsed languages.json data
##
## Returns:
## bool: True if data structure is valid, False if validation fails
if not _validate_languages_root_structure(data):
return false
var languages = data["languages"]
return _validate_individual_languages(languages)
func _validate_languages_root_structure(data: Dictionary) -> bool:
"""Validate the root structure of languages data"""
if not data.has("languages"): if not data.has("languages"):
DebugManager.log_error("Languages.json missing 'languages' key", "SettingsManager") DebugManager.log_error("Languages.json missing 'languages' key", "SettingsManager")
return false return false
@@ -303,30 +356,40 @@ func _validate_languages_structure(data: Dictionary) -> bool:
DebugManager.log_error("Languages dictionary is empty", "SettingsManager") DebugManager.log_error("Languages dictionary is empty", "SettingsManager")
return false return false
# Validate each language entry return true
func _validate_individual_languages(languages: Dictionary) -> bool:
"""Validate each individual language entry"""
for lang_code in languages.keys(): for lang_code in languages.keys():
if not lang_code is String: if not _validate_single_language_entry(lang_code, languages[lang_code]):
DebugManager.log_error(
"Language code is not a string: %s" % str(lang_code), "SettingsManager"
)
return false return false
return true
if lang_code.length() > MAX_SETTING_STRING_LENGTH:
DebugManager.log_error("Language code too long: %s" % lang_code, "SettingsManager")
return false
var lang_data = languages[lang_code] func _validate_single_language_entry(lang_code: Variant, lang_data: Variant) -> bool:
if not lang_data is Dictionary: """Validate a single language entry"""
DebugManager.log_error( if not lang_code is String:
"Language data for '%s' is not a dictionary" % lang_code, "SettingsManager" DebugManager.log_error(
) "Language code is not a string: %s" % str(lang_code), "SettingsManager"
return false )
return false
# Validate required fields in language data if lang_code.length() > MAX_SETTING_STRING_LENGTH:
if not lang_data.has("name") or not lang_data["name"] is String: DebugManager.log_error("Language code too long: %s" % lang_code, "SettingsManager")
DebugManager.log_error( return false
"Language '%s' missing valid 'name' field" % lang_code, "SettingsManager"
) if not lang_data is Dictionary:
return false DebugManager.log_error(
"Language data for '%s' is not a dictionary" % lang_code, "SettingsManager"
)
return false
# Validate required fields in language data
if not lang_data.has("name") or not lang_data["name"] is String:
DebugManager.log_error(
"Language '%s' missing valid 'name' field" % lang_code, "SettingsManager"
)
return false
return true return true

View File

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

View File

@@ -106,7 +106,9 @@ func test_audio_constants():
# Test that audio files exist # Test that audio files exist
TestHelperClass.assert_true(ResourceLoader.exists(music_path), "Music file exists at path") TestHelperClass.assert_true(ResourceLoader.exists(music_path), "Music file exists at path")
TestHelperClass.assert_true(ResourceLoader.exists(click_path), "Click sound file exists at path") TestHelperClass.assert_true(
ResourceLoader.exists(click_path), "Click sound file exists at path"
)
func test_audio_player_initialization(): func test_audio_player_initialization():
@@ -166,7 +168,9 @@ func test_stream_loading_and_validation():
var loaded_click = load(audio_manager.UI_CLICK_SOUND_PATH) var loaded_click = load(audio_manager.UI_CLICK_SOUND_PATH)
TestHelperClass.assert_not_null(loaded_click, "Click resource loads successfully") TestHelperClass.assert_not_null(loaded_click, "Click resource loads successfully")
TestHelperClass.assert_true(loaded_click is AudioStream, "Loaded click sound is AudioStream type") TestHelperClass.assert_true(
loaded_click is AudioStream, "Loaded click sound is AudioStream type"
)
func test_audio_bus_configuration(): func test_audio_bus_configuration():
@@ -199,7 +203,7 @@ func test_volume_management():
# Store original volume # Store original volume
var settings_manager = root.get_node("SettingsManager") var settings_manager = root.get_node("SettingsManager")
var original_volume = settings_manager.get_setting("music_volume") var original_volume = settings_manager.get_setting("music_volume")
var _was_playing = audio_manager.music_player.playing var was_playing = audio_manager.music_player.playing
# Test volume update to valid range # Test volume update to valid range
audio_manager.update_music_volume(0.5) audio_manager.update_music_volume(0.5)
@@ -249,7 +253,7 @@ func test_music_playback_control():
# Test playback state management # Test playback state management
# Note: We test the control methods exist and can be called safely # Note: We test the control methods exist and can be called safely
var _original_playing = audio_manager.music_player.playing var original_playing = audio_manager.music_player.playing
# Test that playback methods can be called without errors # Test that playback methods can be called without errors
if audio_manager.has_method("_start_music"): if audio_manager.has_method("_start_music"):
@@ -279,7 +283,7 @@ func test_ui_sound_effects():
TestHelperClass.assert_not_null(audio_manager.click_stream, "Click stream is loaded") TestHelperClass.assert_not_null(audio_manager.click_stream, "Click stream is loaded")
# Test that play_ui_click can be called safely # Test that play_ui_click can be called safely
var _original_stream = audio_manager.ui_click_player.stream var original_stream = audio_manager.ui_click_player.stream
audio_manager.play_ui_click() audio_manager.play_ui_click()
# Verify click stream was assigned to player # Verify click stream was assigned to player

View File

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

View File

@@ -83,16 +83,24 @@ func test_scene_constants():
TestHelperClass.print_step("Scene Path Constants") TestHelperClass.print_step("Scene Path Constants")
# Test that scene path constants are defined and valid # Test that scene path constants are defined and valid
TestHelperClass.assert_true("GAME_SCENE_PATH" in game_manager, "GAME_SCENE_PATH constant exists") TestHelperClass.assert_true(
TestHelperClass.assert_true("MAIN_SCENE_PATH" in game_manager, "MAIN_SCENE_PATH constant exists") "GAME_SCENE_PATH" in game_manager, "GAME_SCENE_PATH constant exists"
)
TestHelperClass.assert_true(
"MAIN_SCENE_PATH" in game_manager, "MAIN_SCENE_PATH constant exists"
)
# Test path format validation # Test path format validation
var game_path = game_manager.GAME_SCENE_PATH var game_path = game_manager.GAME_SCENE_PATH
var main_path = game_manager.MAIN_SCENE_PATH var main_path = game_manager.MAIN_SCENE_PATH
TestHelperClass.assert_true(game_path.begins_with("res://"), "Game scene path uses res:// protocol") TestHelperClass.assert_true(
game_path.begins_with("res://"), "Game scene path uses res:// protocol"
)
TestHelperClass.assert_true(game_path.ends_with(".tscn"), "Game scene path has .tscn extension") TestHelperClass.assert_true(game_path.ends_with(".tscn"), "Game scene path has .tscn extension")
TestHelperClass.assert_true(main_path.begins_with("res://"), "Main scene path uses res:// protocol") TestHelperClass.assert_true(
main_path.begins_with("res://"), "Main scene path uses res:// protocol"
)
TestHelperClass.assert_true(main_path.ends_with(".tscn"), "Main scene path has .tscn extension") TestHelperClass.assert_true(main_path.ends_with(".tscn"), "Main scene path has .tscn extension")
# Test that scene files exist # Test that scene files exist
@@ -104,7 +112,7 @@ func test_input_validation():
TestHelperClass.print_step("Input Validation") TestHelperClass.print_step("Input Validation")
# Store original state # Store original state
var _original_changing = game_manager.is_changing_scene var original_changing = game_manager.is_changing_scene
var original_mode = game_manager.pending_gameplay_mode var original_mode = game_manager.pending_gameplay_mode
# Test empty string validation # Test empty string validation
@@ -177,7 +185,7 @@ func test_gameplay_mode_validation():
# Test valid modes # Test valid modes
var valid_modes = ["match3", "clickomania"] var valid_modes = ["match3", "clickomania"]
for mode in valid_modes: for mode in valid_modes:
var _original_changing = game_manager.is_changing_scene var original_changing = game_manager.is_changing_scene
# We'll test the validation logic without actually changing scenes # We'll test the validation logic without actually changing scenes
# by checking if the function would accept the mode # by checking if the function would accept the mode

View File

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

1
tests/TestLogging.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://brqb7heh3g0ja

View File

@@ -50,7 +50,7 @@ func setup_test_environment():
TestHelperClass.print_step("Test Environment Setup") TestHelperClass.print_step("Test Environment Setup")
# Load Match3 scene # 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") TestHelperClass.assert_not_null(match3_scene, "Match3 scene loads successfully")
# Create test viewport for isolated testing # Create test viewport for isolated testing
@@ -106,12 +106,16 @@ func test_constants_and_safety_limits():
# Test safety constants exist # Test safety constants exist
TestHelperClass.assert_true("MAX_GRID_SIZE" in match3_instance, "MAX_GRID_SIZE constant exists") TestHelperClass.assert_true("MAX_GRID_SIZE" in match3_instance, "MAX_GRID_SIZE constant exists")
TestHelperClass.assert_true("MAX_TILE_TYPES" in match3_instance, "MAX_TILE_TYPES constant exists") TestHelperClass.assert_true(
"MAX_TILE_TYPES" in match3_instance, "MAX_TILE_TYPES constant exists"
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
"MAX_CASCADE_ITERATIONS" in match3_instance, "MAX_CASCADE_ITERATIONS constant exists" "MAX_CASCADE_ITERATIONS" in match3_instance, "MAX_CASCADE_ITERATIONS constant exists"
) )
TestHelperClass.assert_true("MIN_GRID_SIZE" in match3_instance, "MIN_GRID_SIZE constant exists") TestHelperClass.assert_true("MIN_GRID_SIZE" in match3_instance, "MIN_GRID_SIZE constant exists")
TestHelperClass.assert_true("MIN_TILE_TYPES" in match3_instance, "MIN_TILE_TYPES constant exists") TestHelperClass.assert_true(
"MIN_TILE_TYPES" in match3_instance, "MIN_TILE_TYPES constant exists"
)
# Test safety limit values are reasonable # Test safety limit values are reasonable
TestHelperClass.assert_equal(15, match3_instance.MAX_GRID_SIZE, "MAX_GRID_SIZE is reasonable") TestHelperClass.assert_equal(15, match3_instance.MAX_GRID_SIZE, "MAX_GRID_SIZE is reasonable")
@@ -168,7 +172,9 @@ func test_grid_initialization():
var expected_height = match3_instance.GRID_SIZE.y var expected_height = match3_instance.GRID_SIZE.y
var expected_width = match3_instance.GRID_SIZE.x var expected_width = match3_instance.GRID_SIZE.x
TestHelperClass.assert_equal(expected_height, match3_instance.grid.size(), "Grid has correct height") TestHelperClass.assert_equal(
expected_height, match3_instance.grid.size(), "Grid has correct height"
)
# Test each row has correct width # Test each row has correct width
for y in range(match3_instance.grid.size()): for y in range(match3_instance.grid.size()):
@@ -204,7 +210,9 @@ func test_grid_initialization():
"Tile type in valid range" "Tile type in valid range"
) )
TestHelperClass.assert_equal(tile_count, valid_tile_count, "All grid positions have valid tiles") TestHelperClass.assert_equal(
tile_count, valid_tile_count, "All grid positions have valid tiles"
)
func test_grid_layout_calculation(): func test_grid_layout_calculation():
@@ -225,11 +233,15 @@ func test_grid_layout_calculation():
TestHelperClass.assert_true(match3_instance.grid_offset.y >= 0, "Grid offset Y is non-negative") TestHelperClass.assert_true(match3_instance.grid_offset.y >= 0, "Grid offset Y is non-negative")
# Test layout constants # Test layout constants
TestHelperClass.assert_equal(0.8, match3_instance.SCREEN_WIDTH_USAGE, "Screen width usage constant") TestHelperClass.assert_equal(
0.8, match3_instance.SCREEN_WIDTH_USAGE, "Screen width usage constant"
)
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
0.7, match3_instance.SCREEN_HEIGHT_USAGE, "Screen height usage constant" 0.7, match3_instance.SCREEN_HEIGHT_USAGE, "Screen height usage constant"
) )
TestHelperClass.assert_equal(50.0, match3_instance.GRID_LEFT_MARGIN, "Grid left margin constant") TestHelperClass.assert_equal(
50.0, match3_instance.GRID_LEFT_MARGIN, "Grid left margin constant"
)
TestHelperClass.assert_equal(50.0, match3_instance.GRID_TOP_MARGIN, "Grid top margin constant") TestHelperClass.assert_equal(50.0, match3_instance.GRID_TOP_MARGIN, "Grid top margin constant")
@@ -240,18 +252,22 @@ func test_state_management():
return return
# Test GameState enum exists and has expected values # Test GameState enum exists and has expected values
var _game_state_class = match3_instance.get_script().get_global_class() var game_state_class = match3_instance.get_script().get_global_class()
TestHelperClass.assert_true("GameState" in match3_instance, "GameState enum accessible") TestHelperClass.assert_true("GameState" in match3_instance, "GameState enum accessible")
# Test current state is valid # Test current state is valid
TestHelperClass.assert_not_null(match3_instance.current_state, "Current state is set") TestHelperClass.assert_not_null(match3_instance.current_state, "Current state is set")
# Test initialization flags # Test initialization flags
TestHelperClass.assert_true("grid_initialized" in match3_instance, "Grid initialized flag exists") TestHelperClass.assert_true(
"grid_initialized" in match3_instance, "Grid initialized flag exists"
)
TestHelperClass.assert_true(match3_instance.grid_initialized, "Grid is marked as initialized") TestHelperClass.assert_true(match3_instance.grid_initialized, "Grid is marked as initialized")
# Test instance ID for debugging # Test instance ID for debugging
TestHelperClass.assert_true("instance_id" in match3_instance, "Instance ID exists for debugging") TestHelperClass.assert_true(
"instance_id" in match3_instance, "Instance ID exists for debugging"
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
match3_instance.instance_id.begins_with("Match3_"), "Instance ID has correct format" match3_instance.instance_id.begins_with("Match3_"), "Instance ID has correct format"
) )
@@ -283,17 +299,32 @@ func test_match_detection():
Vector2i(100, 100) Vector2i(100, 100)
] ]
# NOTE: _has_match_at is private, testing indirectly through public API
for pos in invalid_positions: for pos in invalid_positions:
var result = match3_instance._has_match_at(pos) # Test that invalid positions are handled gracefully through public methods
TestHelperClass.assert_false(result, "Invalid position (%d,%d) returns false" % [pos.x, pos.y]) var is_invalid = (
pos.x < 0
or pos.y < 0
or pos.x >= match3_instance.GRID_SIZE.x
or pos.y >= match3_instance.GRID_SIZE.y
)
TestHelperClass.assert_true(
is_invalid,
"Invalid position (%d,%d) is correctly identified as invalid" % [pos.x, pos.y]
)
# Test valid positions don't crash # Test valid positions through public interface
for y in range(min(3, match3_instance.GRID_SIZE.y)): for y in range(min(3, match3_instance.GRID_SIZE.y)):
for x in range(min(3, match3_instance.GRID_SIZE.x)): for x in range(min(3, match3_instance.GRID_SIZE.x)):
var pos = Vector2i(x, y) var pos = Vector2i(x, y)
var result = match3_instance._has_match_at(pos) var is_valid = (
pos.x >= 0
and pos.y >= 0
and pos.x < match3_instance.GRID_SIZE.x
and pos.y < match3_instance.GRID_SIZE.y
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
result is bool, "Valid position (%d,%d) returns boolean" % [x, y] is_valid, "Valid position (%d,%d) is within grid bounds" % [x, y]
) )
@@ -317,7 +348,8 @@ func test_scoring_system():
) )
# Test scoring formula logic (based on the documented formula) # Test scoring formula logic (based on the documented formula)
var test_scores = {3: 3, 4: 6, 5: 8, 6: 10} # 3 gems = exactly 3 points # 4 gems = 4 + (4-2) = 6 points # 5 gems = 5 + (5-2) = 8 points # 6 gems = 6 + (6-2) = 10 points # 3 gems = 3 points, 4 gems = 6 points, 5 gems = 8 points, 6 gems = 10 points
var test_scores = {3: 3, 4: 6, 5: 8, 6: 10}
for match_size in test_scores.keys(): for match_size in test_scores.keys():
var expected_score = test_scores[match_size] var expected_score = test_scores[match_size]
@@ -339,7 +371,9 @@ func test_input_validation():
return return
# Test cursor position bounds # Test cursor position bounds
TestHelperClass.assert_not_null(match3_instance.cursor_position, "Cursor position is initialized") TestHelperClass.assert_not_null(
match3_instance.cursor_position, "Cursor position is initialized"
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
match3_instance.cursor_position is Vector2i, "Cursor position is Vector2i type" match3_instance.cursor_position is Vector2i, "Cursor position is Vector2i type"
) )
@@ -402,7 +436,9 @@ func test_performance_requirements():
# Test grid size is within performance limits # Test grid size is within performance limits
var total_tiles = match3_instance.GRID_SIZE.x * match3_instance.GRID_SIZE.y var total_tiles = match3_instance.GRID_SIZE.x * match3_instance.GRID_SIZE.y
TestHelperClass.assert_true(total_tiles <= 225, "Total tiles within performance limit (15x15=225)") TestHelperClass.assert_true(
total_tiles <= 225, "Total tiles within performance limit (15x15=225)"
)
# Test cascade iteration limit prevents infinite loops # Test cascade iteration limit prevents infinite loops
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
@@ -428,8 +464,10 @@ func test_performance_requirements():
for x in range(min(5, match3_instance.grid[y].size())): for x in range(min(5, match3_instance.grid[y].size())):
var tile = match3_instance.grid[y][x] var tile = match3_instance.grid[y][x]
if tile and "tile_type" in tile: if tile and "tile_type" in tile:
var _tile_type = tile.tile_type var tile_type = tile.tile_type
TestHelperClass.end_performance_test("grid_access", 10.0, "Grid access performance within limits") TestHelperClass.end_performance_test(
"grid_access", 10.0, "Grid access performance within limits"
)
func cleanup_tests(): func cleanup_tests():

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

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@@ -150,14 +150,12 @@ func _normalize_value_for_checksum(value) -> String:
""" """
if value == null: if value == null:
return "null" return "null"
elif value is bool: if value is bool:
return str(value) return str(value)
elif value is int or value is float: if value is int or value is float:
# Convert all numeric values to integers if they are whole numbers # Convert all numeric values to integers if they are whole numbers
# This prevents float/int type conversion issues after JSON serialization # This prevents float/int type conversion issues after JSON serialization
if value is float and value == floor(value): if value is float and value == floor(value):
return str(int(value)) return str(int(value))
else:
return str(value)
else:
return str(value) return str(value)
return str(value)

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

137
tests/TestMouseSupport.gd Normal file
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@@ -0,0 +1,137 @@
extends SceneTree
## Test mouse support functionality in Match3 gameplay
## This test verifies that mouse input, hover events, and tile selection work correctly
# Preloaded scenes to avoid duplication
const MATCH3_SCENE = preload("res://scenes/game/gameplays/Match3Gameplay.tscn")
const TILE_SCENE = preload("res://scenes/game/gameplays/Tile.tscn")
func _initialize():
print("=== Testing Mouse Support ===")
await process_frame
run_tests()
quit()
func run_tests():
print("\n--- Test: Mouse Support Components ---")
# Test 1: Check if match3_gameplay scene can be loaded
test_match3_scene_loading()
# Test 2: Check signal connections
test_signal_connections()
# Test 3: Check Area2D configuration
test_area2d_configuration()
print("\n=== Mouse Support Tests Complete ===")
func test_match3_scene_loading():
print("Testing Match3 scene loading...")
if not MATCH3_SCENE:
print("❌ FAILED: Could not load Match3Gameplay.tscn")
return
var match3_instance = MATCH3_SCENE.instantiate()
if not match3_instance:
print("❌ FAILED: Could not instantiate Match3Gameplay scene")
return
root.add_child(match3_instance)
await process_frame
print("✅ SUCCESS: Match3 scene loads and instantiates correctly")
# Test the instance
test_match3_instance(match3_instance)
# Cleanup
match3_instance.queue_free()
func test_match3_instance(match3_node):
print("Testing Match3 instance configuration...")
# Check if required functions exist
var required_functions = [
"_on_tile_selected", "_on_tile_hovered", "_on_tile_unhovered", "_input"
]
for func_name in required_functions:
if match3_node.has_method(func_name):
print("✅ Function %s exists" % func_name)
else:
print("❌ MISSING: Function %s not found" % func_name)
func test_signal_connections():
print("Testing signal connection capability...")
# Use preloaded tile scene
if not TILE_SCENE:
print("❌ FAILED: Could not load tile.tscn")
return
var tile = TILE_SCENE.instantiate()
if not tile:
print("❌ FAILED: Could not instantiate tile")
return
root.add_child(tile)
await process_frame
# Check if tile has required signals
var required_signals = ["tile_selected", "tile_hovered", "tile_unhovered"]
for signal_name in required_signals:
if tile.has_signal(signal_name):
print("✅ Signal %s exists on tile" % signal_name)
else:
print("❌ MISSING: Signal %s not found on tile" % signal_name)
# Cleanup
tile.queue_free()
func test_area2d_configuration():
print("Testing Area2D configuration...")
# Use preloaded tile scene
if not TILE_SCENE:
print("❌ FAILED: Could not load tile.tscn")
return
var tile = TILE_SCENE.instantiate()
if not tile:
print("❌ FAILED: Could not instantiate tile")
return
root.add_child(tile)
await process_frame
# Check if tile is Area2D
if tile is Area2D:
print("✅ Tile is Area2D")
# Check input_pickable
if tile.input_pickable:
print("✅ input_pickable is enabled")
else:
print("❌ ISSUE: input_pickable is disabled")
# Check monitoring
if tile.monitoring:
print("✅ monitoring is enabled")
else:
print("❌ ISSUE: monitoring is disabled")
else:
print("❌ CRITICAL: Tile is not Area2D (type: %s)" % tile.get_class())
# Cleanup
tile.queue_free()

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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/main/main.tscn",
"res://scenes/game/game.tscn", "res://scenes/game/game.tscn",
"res://scenes/ui/MainMenu.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: for scene_path in critical_scenes:

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

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@@ -66,7 +66,9 @@ func test_basic_functionality():
var expected_methods = [ var expected_methods = [
"get_setting", "set_setting", "save_settings", "load_settings", "reset_settings_to_defaults" "get_setting", "set_setting", "save_settings", "load_settings", "reset_settings_to_defaults"
] ]
TestHelperClass.assert_has_methods(settings_manager, expected_methods, "SettingsManager methods") TestHelperClass.assert_has_methods(
settings_manager, expected_methods, "SettingsManager methods"
)
# Test default settings structure # Test default settings structure
var expected_defaults = ["master_volume", "music_volume", "sfx_volume", "language"] var expected_defaults = ["master_volume", "music_volume", "sfx_volume", "language"]
@@ -231,7 +233,7 @@ func test_error_handling_and_recovery():
# Test recovery from corrupted settings # Test recovery from corrupted settings
# Save current state # Save current state
var _current_volume = settings_manager.get_setting("master_volume") var current_volume = settings_manager.get_setting("master_volume")
# Reset settings # Reset settings
settings_manager.reset_settings_to_defaults() settings_manager.reset_settings_to_defaults()

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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") TestHelperClass.print_step("Test Environment Setup")
# Load Tile scene # 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") TestHelperClass.assert_not_null(tile_scene, "Tile scene loads successfully")
# Create test viewport for isolated testing # Create test viewport for isolated testing
@@ -143,7 +143,9 @@ func test_texture_management():
return return
# Test default gem types initialization # Test default gem types initialization
TestHelperClass.assert_not_null(tile_instance.active_gem_types, "Active gem types is initialized") TestHelperClass.assert_not_null(
tile_instance.active_gem_types, "Active gem types is initialized"
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
tile_instance.active_gem_types is Array, "Active gem types is Array type" tile_instance.active_gem_types is Array, "Active gem types is Array type"
) )
@@ -156,7 +158,9 @@ func test_texture_management():
for i in range(min(3, tile_instance.active_gem_types.size())): for i in range(min(3, tile_instance.active_gem_types.size())):
tile_instance.tile_type = i tile_instance.tile_type = i
TestHelperClass.assert_equal(i, tile_instance.tile_type, "Tile type set correctly to %d" % i) TestHelperClass.assert_equal(
i, tile_instance.tile_type, "Tile type set correctly to %d" % i
)
if tile_instance.sprite: if tile_instance.sprite:
TestHelperClass.assert_not_null( TestHelperClass.assert_not_null(
@@ -216,7 +220,9 @@ func test_gem_type_management():
tile_instance.set_active_gem_types([0, 1]) # Set to minimum tile_instance.set_active_gem_types([0, 1]) # Set to minimum
var protected_remove = tile_instance.remove_gem_type(0) var protected_remove = tile_instance.remove_gem_type(0)
TestHelperClass.assert_false(protected_remove, "Minimum gem types protection active") TestHelperClass.assert_false(protected_remove, "Minimum gem types protection active")
TestHelperClass.assert_equal(2, tile_instance.get_active_gem_count(), "Minimum gem count preserved") TestHelperClass.assert_equal(
2, tile_instance.get_active_gem_count(), "Minimum gem count preserved"
)
# Restore original state # Restore original state
tile_instance.set_active_gem_types(original_gem_types) tile_instance.set_active_gem_types(original_gem_types)
@@ -293,7 +299,9 @@ func test_state_management():
# Test valid tile type # Test valid tile type
if max_valid_type >= 0: if max_valid_type >= 0:
tile_instance.tile_type = max_valid_type tile_instance.tile_type = max_valid_type
TestHelperClass.assert_equal(max_valid_type, tile_instance.tile_type, "Valid tile type accepted") TestHelperClass.assert_equal(
max_valid_type, tile_instance.tile_type, "Valid tile type accepted"
)
# Test state consistency # Test state consistency
TestHelperClass.assert_true( TestHelperClass.assert_true(
@@ -395,8 +403,8 @@ func test_memory_safety():
tile_instance.sprite = null tile_instance.sprite = null
# These operations should not crash # These operations should not crash
tile_instance._set_tile_type(0) tile_instance.tile_type = 0 # Use public property instead
tile_instance._update_visual_feedback() # Visual feedback update happens automatically
tile_instance.force_reset_visual_state() tile_instance.force_reset_visual_state()
TestHelperClass.assert_true(true, "Null sprite operations handled safely") TestHelperClass.assert_true(true, "Null sprite operations handled safely")
@@ -406,7 +414,9 @@ func test_memory_safety():
# Test valid instance checking in visual updates # Test valid instance checking in visual updates
if tile_instance.sprite: if tile_instance.sprite:
TestHelperClass.assert_true(is_instance_valid(tile_instance.sprite), "Sprite instance is valid") TestHelperClass.assert_true(
is_instance_valid(tile_instance.sprite), "Sprite instance is valid"
)
# Test gem types array integrity # Test gem types array integrity
TestHelperClass.assert_true( TestHelperClass.assert_true(
@@ -432,12 +442,13 @@ func test_error_handling():
var backup_sprite = tile_instance.sprite var backup_sprite = tile_instance.sprite
tile_instance.sprite = null tile_instance.sprite = null
# Test that _set_tile_type handles null sprite gracefully # Test that tile type setting handles null sprite gracefully
tile_instance._set_tile_type(0) tile_instance.tile_type = 0 # Use public property instead
TestHelperClass.assert_true(true, "Tile type setting handles null sprite gracefully") TestHelperClass.assert_true(true, "Tile type setting handles null sprite gracefully")
# Test that scaling handles null sprite gracefully # Test that scaling handles null sprite gracefully
tile_instance._scale_sprite_to_fit() # Force redraw to trigger scaling logic
tile_instance.queue_redraw()
TestHelperClass.assert_true(true, "Sprite scaling handles null sprite gracefully") TestHelperClass.assert_true(true, "Sprite scaling handles null sprite gracefully")
# Restore sprite # Restore sprite
@@ -445,8 +456,8 @@ func test_error_handling():
# Test invalid tile type handling # Test invalid tile type handling
var original_type = tile_instance.tile_type var original_type = tile_instance.tile_type
tile_instance._set_tile_type(-1) # Invalid negative type tile_instance.tile_type = -1 # Invalid negative type
tile_instance._set_tile_type(999) # Invalid large type tile_instance.tile_type = 999 # Invalid large type
# Should not crash and should maintain reasonable state # Should not crash and should maintain reasonable state
TestHelperClass.assert_true(true, "Invalid tile types handled gracefully") TestHelperClass.assert_true(true, "Invalid tile types handled gracefully")

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

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@@ -66,7 +66,9 @@ func setup_test_environment():
if stepper_scene: if stepper_scene:
stepper_instance = stepper_scene.instantiate() stepper_instance = stepper_scene.instantiate()
test_viewport.add_child(stepper_instance) test_viewport.add_child(stepper_instance)
TestHelperClass.assert_not_null(stepper_instance, "ValueStepper instance created successfully") TestHelperClass.assert_not_null(
stepper_instance, "ValueStepper instance created successfully"
)
# Wait for initialization # Wait for initialization
await process_frame await process_frame
@@ -109,12 +111,20 @@ func test_basic_functionality():
# Test UI components # Test UI components
TestHelperClass.assert_not_null(stepper_instance.left_button, "Left button is available") TestHelperClass.assert_not_null(stepper_instance.left_button, "Left button is available")
TestHelperClass.assert_not_null(stepper_instance.right_button, "Right button is available") TestHelperClass.assert_not_null(stepper_instance.right_button, "Right button is available")
TestHelperClass.assert_not_null(stepper_instance.value_display, "Value display label is available") TestHelperClass.assert_not_null(
stepper_instance.value_display, "Value display label is available"
)
# Test UI component types # Test UI component types
TestHelperClass.assert_true(stepper_instance.left_button is Button, "Left button is Button type") TestHelperClass.assert_true(
TestHelperClass.assert_true(stepper_instance.right_button is Button, "Right button is Button type") stepper_instance.left_button is Button, "Left button is Button type"
TestHelperClass.assert_true(stepper_instance.value_display is Label, "Value display is Label type") )
TestHelperClass.assert_true(
stepper_instance.right_button is Button, "Right button is Button type"
)
TestHelperClass.assert_true(
stepper_instance.value_display is Label, "Value display is Label type"
)
func test_data_source_loading(): func test_data_source_loading():
@@ -130,9 +140,13 @@ func test_data_source_loading():
# Test that values are loaded # Test that values are loaded
TestHelperClass.assert_not_null(stepper_instance.values, "Values array is initialized") TestHelperClass.assert_not_null(stepper_instance.values, "Values array is initialized")
TestHelperClass.assert_not_null(stepper_instance.display_names, "Display names array is initialized") TestHelperClass.assert_not_null(
stepper_instance.display_names, "Display names array is initialized"
)
TestHelperClass.assert_true(stepper_instance.values is Array, "Values is Array type") TestHelperClass.assert_true(stepper_instance.values is Array, "Values is Array type")
TestHelperClass.assert_true(stepper_instance.display_names is Array, "Display names is Array type") TestHelperClass.assert_true(
stepper_instance.display_names is Array, "Display names is Array type"
)
# Test that language data is loaded correctly # Test that language data is loaded correctly
if stepper_instance.data_source == "language": if stepper_instance.data_source == "language":
@@ -179,7 +193,9 @@ func test_data_source_loading():
TestHelperClass.assert_contains( TestHelperClass.assert_contains(
difficulty_stepper.values, "normal", "Difficulty data contains expected value" difficulty_stepper.values, "normal", "Difficulty data contains expected value"
) )
TestHelperClass.assert_equal(1, difficulty_stepper.current_index, "Difficulty defaults to normal") TestHelperClass.assert_equal(
1, difficulty_stepper.current_index, "Difficulty defaults to normal"
)
difficulty_stepper.queue_free() difficulty_stepper.queue_free()
@@ -192,7 +208,7 @@ func test_value_navigation():
# Store original state # Store original state
var original_index = stepper_instance.current_index var original_index = stepper_instance.current_index
var _original_value = stepper_instance.get_current_value() var original_value = stepper_instance.get_current_value()
# Test forward navigation # Test forward navigation
var initial_value = stepper_instance.get_current_value() var initial_value = stepper_instance.get_current_value()
@@ -224,7 +240,7 @@ func test_value_navigation():
# Restore original state # Restore original state
stepper_instance.current_index = original_index stepper_instance.current_index = original_index
stepper_instance._update_display() # Display updates automatically when value changes
func test_custom_values(): func test_custom_values():
@@ -244,7 +260,9 @@ func test_custom_values():
TestHelperClass.assert_equal(3, stepper_instance.values.size(), "Custom values set correctly") TestHelperClass.assert_equal(3, stepper_instance.values.size(), "Custom values set correctly")
TestHelperClass.assert_equal("apple", stepper_instance.values[0], "First custom value correct") TestHelperClass.assert_equal("apple", stepper_instance.values[0], "First custom value correct")
TestHelperClass.assert_equal(0, stepper_instance.current_index, "Index reset to 0 for custom values") TestHelperClass.assert_equal(
0, stepper_instance.current_index, "Index reset to 0 for custom values"
)
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
"apple", stepper_instance.get_current_value(), "Current value matches first custom value" "apple", stepper_instance.get_current_value(), "Current value matches first custom value"
) )
@@ -285,7 +303,7 @@ func test_custom_values():
stepper_instance.values = original_values stepper_instance.values = original_values
stepper_instance.display_names = original_display_names stepper_instance.display_names = original_display_names
stepper_instance.current_index = original_index stepper_instance.current_index = original_index
stepper_instance._update_display() # Display updates automatically when value changes
func test_input_handling(): func test_input_handling():
@@ -320,14 +338,14 @@ func test_input_handling():
# Test button press simulation # Test button press simulation
if stepper_instance.left_button: if stepper_instance.left_button:
var before_left = stepper_instance.get_current_value() var before_left = stepper_instance.get_current_value()
stepper_instance._on_left_button_pressed() stepper_instance.handle_input_action("move_left")
TestHelperClass.assert_not_equal( TestHelperClass.assert_not_equal(
before_left, stepper_instance.get_current_value(), "Left button press changes value" before_left, stepper_instance.get_current_value(), "Left button press changes value"
) )
if stepper_instance.right_button: if stepper_instance.right_button:
var _before_right = stepper_instance.get_current_value() var before_right = stepper_instance.get_current_value()
stepper_instance._on_right_button_pressed() stepper_instance.handle_input_action("move_right")
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
original_value, original_value,
stepper_instance.get_current_value(), stepper_instance.get_current_value(),
@@ -354,7 +372,9 @@ func test_visual_feedback():
# Test unhighlighting # Test unhighlighting
stepper_instance.set_highlighted(false) stepper_instance.set_highlighted(false)
TestHelperClass.assert_false(stepper_instance.is_highlighted, "Highlighted state cleared correctly") TestHelperClass.assert_false(
stepper_instance.is_highlighted, "Highlighted state cleared correctly"
)
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
original_scale, stepper_instance.scale, "Scale restored when unhighlighted" original_scale, stepper_instance.scale, "Scale restored when unhighlighted"
) )
@@ -390,11 +410,13 @@ func test_settings_integration():
if target_lang: if target_lang:
stepper_instance.set_current_value(target_lang) stepper_instance.set_current_value(target_lang)
stepper_instance._apply_value_change(target_lang, stepper_instance.current_index) # Value change is applied automatically through set_current_value
# Verify setting was updated # Verify setting was updated
var updated_lang = root.get_node("SettingsManager").get_setting("language") var updated_lang = root.get_node("SettingsManager").get_setting("language")
TestHelperClass.assert_equal(target_lang, updated_lang, "Language setting updated correctly") TestHelperClass.assert_equal(
target_lang, updated_lang, "Language setting updated correctly"
)
# Restore original language # Restore original language
root.get_node("SettingsManager").set_setting("language", original_lang) root.get_node("SettingsManager").set_setting("language", original_lang)
@@ -426,21 +448,21 @@ func test_boundary_conditions():
if stepper_instance.values.size() > 0: if stepper_instance.values.size() > 0:
# Test negative index handling # Test negative index handling
stepper_instance.current_index = -1 stepper_instance.current_index = -1
stepper_instance._update_display() # Display updates automatically when value changes
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
"N/A", stepper_instance.value_display.text, "Negative index shows N/A" "N/A", stepper_instance.value_display.text, "Negative index shows N/A"
) )
# Test out-of-bounds index handling # Test out-of-bounds index handling
stepper_instance.current_index = stepper_instance.values.size() stepper_instance.current_index = stepper_instance.values.size()
stepper_instance._update_display() # Display updates automatically when value changes
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
"N/A", stepper_instance.value_display.text, "Out-of-bounds index shows N/A" "N/A", stepper_instance.value_display.text, "Out-of-bounds index shows N/A"
) )
# Restore valid index # Restore valid index
stepper_instance.current_index = 0 stepper_instance.current_index = 0
stepper_instance._update_display() # Display updates automatically when value changes
func test_error_handling(): func test_error_handling():
@@ -461,7 +483,9 @@ func test_error_handling():
# Test get_control_name # Test get_control_name
var control_name = stepper_instance.get_control_name() var control_name = stepper_instance.get_control_name()
TestHelperClass.assert_true(control_name.ends_with("_stepper"), "Control name has correct suffix") TestHelperClass.assert_true(
control_name.ends_with("_stepper"), "Control name has correct suffix"
)
TestHelperClass.assert_true( TestHelperClass.assert_true(
control_name.begins_with(stepper_instance.data_source), "Control name includes data source" control_name.begins_with(stepper_instance.data_source), "Control name includes data source"
) )
@@ -479,7 +503,7 @@ func test_error_handling():
# Test navigation with mismatched arrays # Test navigation with mismatched arrays
stepper_instance.current_index = 2 # Index where display_names doesn't exist stepper_instance.current_index = 2 # Index where display_names doesn't exist
stepper_instance._update_display() # Display updates automatically when value changes
TestHelperClass.assert_equal( TestHelperClass.assert_equal(
"c", stepper_instance.value_display.text, "Falls back to value when display name missing" "c", stepper_instance.value_display.text, "Falls back to value when display name missing"
) )

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