building-adventures #12

Merged
nett00n merged 8 commits from building-adventures into main 2025-09-29 22:34:53 +02:00
57 changed files with 455 additions and 68 deletions
Showing only changes of commit 5275c5ca94 - Show all commits

View File

@@ -4,7 +4,8 @@
"WebSearch", "WebSearch",
"Bash(find:*)", "Bash(find:*)",
"Bash(godot:*)", "Bash(godot:*)",
"Bash(python:*)" "Bash(python:*)",
"Bash(git mv:*)"
], ],
"deny": [], "deny": [],
"ask": [] "ask": []

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`;

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

@@ -1,8 +1,8 @@
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"
} }
var current_gameplay_mode: String var current_gameplay_mode: String

View File

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

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

@@ -4,7 +4,7 @@ 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() super()

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -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:

View File

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

View File

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

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

@@ -0,0 +1 @@
uid://cf6uxd4ewd7n8

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -11,6 +11,7 @@ Usage examples:
python tools/run_development.py --ruff # Only Python format & lint python tools/run_development.py --ruff # Only Python format & lint
python tools/run_development.py --validate # Only file validation python tools/run_development.py --validate # Only file validation
python tools/run_development.py --validate --silent # Silent validation (only errors) python tools/run_development.py --validate --silent # Silent validation (only errors)
python tools/run_development.py --naming # Only naming convention check
python tools/run_development.py --test --yaml # Test results in YAML format python tools/run_development.py --test --yaml # Test results in YAML format
python tools/run_development.py --steps lint ruff test # Custom workflow python tools/run_development.py --steps lint ruff test # Custom workflow
python tools/run_development.py --async-mode # Force async mode python tools/run_development.py --async-mode # Force async mode
@@ -20,6 +21,7 @@ Features:
- Python formatting & linting with Ruff (fast formatter + linter with auto-fix) - Python formatting & linting with Ruff (fast formatter + linter with auto-fix)
- Test execution - Test execution
- YAML, TOML, and JSON file validation (respects .gitignore) - YAML, TOML, and JSON file validation (respects .gitignore)
- PascalCase naming convention checks for .tscn and .gd files
- Colored output and comprehensive error reporting - Colored output and comprehensive error reporting
- Machine-readable YAML output for CI/CD integration - Machine-readable YAML output for CI/CD integration
- **Async processing for significantly faster execution with multiple files** - **Async processing for significantly faster execution with multiple files**
@@ -622,6 +624,57 @@ def validate_json_file(file_path: Path) -> Tuple[bool, str]:
return False, f"Error reading file: {e}" return False, f"Error reading file: {e}"
def check_naming_convention(file_path: Path) -> Tuple[bool, str]:
"""Check if file follows PascalCase naming convention for .tscn and .gd files."""
file_name = file_path.name
# Skip files that shouldn't follow PascalCase
if file_path.suffix not in [".tscn", ".gd"]:
return True, ""
# Skip certain directories and files
skip_dirs = {"autoloads", "helpers"}
if any(part in skip_dirs for part in file_path.parts):
return True, ""
# Skip project-specific files that are exempt
exempt_files = {
"project.godot",
"icon.svg",
"export_presets.cfg",
"default_bus_layout.tres",
}
if file_name in exempt_files:
return True, ""
# Check PascalCase pattern
name_without_ext = file_path.stem
# PascalCase: starts with capital letter, can have more capitals, no underscores or hyphens
if not re.match(r"^[A-Z][a-zA-Z0-9]*$", name_without_ext):
return (
False,
f"File name '{file_name}' should use PascalCase (e.g., 'MainMenu.gd', 'Match3Gameplay.tscn')",
)
return True, ""
def get_naming_files(project_root: Path) -> List[Path]:
"""Get all .tscn and .gd files that should follow naming conventions."""
files = []
for pattern in ["**/*.tscn", "**/*.gd"]:
files.extend(project_root.glob(pattern))
# Filter out files that should be ignored
filtered_files = []
for file_path in files:
if not should_skip_file(file_path):
filtered_files.append(file_path)
return filtered_files
async def validate_json_file_async(file_path: Path) -> Tuple[bool, str]: async def validate_json_file_async(file_path: Path) -> Tuple[bool, str]:
"""Validate a JSON file asynchronously.""" """Validate a JSON file asynchronously."""
if aiofiles is None: if aiofiles is None:
@@ -1249,6 +1302,100 @@ async def run_validate_async(
) )
def run_naming(
project_root: Path, silent: bool = False, yaml_output: bool = False
) -> Tuple[bool, Dict]:
"""Check naming conventions for .tscn and .gd files."""
if not silent and not yaml_output:
print_header("📝 Naming Convention Check")
# Get all files that should follow naming conventions
naming_files = get_naming_files(project_root)
total_files = len(naming_files)
if total_files == 0:
if not silent:
msg = "No .tscn or .gd files found to check naming conventions."
colored_msg = Colors.colorize(msg, Colors.YELLOW)
print(colored_msg)
return True, {"Total files": 0, "Valid files": 0, "Invalid files": 0}
if not silent and not yaml_output:
count_msg = f"Checking naming conventions for {total_files} files..."
colored_count = Colors.colorize(count_msg, Colors.BLUE)
print(colored_count)
print()
# Process files
valid_files = 0
invalid_files = 0
all_output = []
for file_path in naming_files:
is_valid, error_msg = check_naming_convention(file_path)
relative_path = file_path.relative_to(project_root)
if is_valid:
valid_files += 1
if not silent and not yaml_output:
file_msg = f"📄 Checking: {relative_path}"
colored_file = Colors.colorize(file_msg, Colors.CYAN)
success_msg = " ✅ Follows PascalCase convention"
colored_success = Colors.colorize(success_msg, Colors.GREEN)
all_output.extend([file_msg, success_msg])
print(colored_file)
print(colored_success)
else:
invalid_files += 1
# Always show naming errors, even in silent mode
if not yaml_output:
file_msg = f"📄 Checking: {relative_path}"
colored_file = Colors.colorize(file_msg, Colors.CYAN)
error_msg_display = f"{error_msg}"
colored_error = Colors.colorize(error_msg_display, Colors.RED)
all_output.extend([file_msg, error_msg_display])
print(colored_file)
print(colored_error)
# Results summary
overall_success = invalid_files == 0
stats = {
"Total files": total_files,
"Valid files": valid_files,
"Invalid files": invalid_files,
}
if not silent and not yaml_output:
print()
if overall_success:
success_msg = "✅ All files follow PascalCase naming convention!"
colored_success = Colors.colorize(success_msg, Colors.GREEN)
print(colored_success)
else:
error_msg = f"{invalid_files} file(s) don't follow PascalCase convention"
colored_error = Colors.colorize(error_msg, Colors.RED)
print(colored_error)
if yaml_output:
# Collect only failed files for YAML output (don't include all files)
failed_paths = []
for file_path in naming_files:
relative_path_str = str(file_path.relative_to(project_root))
is_valid, error_msg = check_naming_convention(file_path)
if not is_valid:
failed_paths.append(relative_path_str)
results = {
**stats, # Include stats at top level for consistency
"failed_paths": failed_paths, # For failed_items extraction
}
output_yaml_results("naming", results, overall_success)
return overall_success, stats
def run_format( def run_format(
project_root: Path, silent: bool = False, yaml_output: bool = False project_root: Path, silent: bool = False, yaml_output: bool = False
) -> Tuple[bool, Dict]: ) -> Tuple[bool, Dict]:
@@ -1476,7 +1623,7 @@ def discover_test_files(project_root: Path) -> List[Tuple[Path, str]]:
for test_dir, prefix in test_dirs: for test_dir, prefix in test_dirs:
test_path = project_root / test_dir test_path = project_root / test_dir
if test_path.exists(): if test_path.exists():
for test_file in test_path.glob("test_*.gd"): for test_file in test_path.glob("Test*.gd"):
test_files.append((test_file, prefix)) test_files.append((test_file, prefix))
return test_files return test_files
@@ -1754,6 +1901,10 @@ def run_workflow(
"📋 File format validation (yaml/toml/json)", "📋 File format validation (yaml/toml/json)",
lambda root: run_validate(root, silent, yaml_output), lambda root: run_validate(root, silent, yaml_output),
), ),
"naming": (
"📝 Naming convention check (PascalCase)",
lambda root: run_naming(root, silent, yaml_output),
),
} }
if not silent: if not silent:
@@ -1903,6 +2054,12 @@ async def run_workflow_async(
"📋 File format validation (yaml/toml/json)", "📋 File format validation (yaml/toml/json)",
lambda root: run_validate_async(root, silent, yaml_output), lambda root: run_validate_async(root, silent, yaml_output),
), ),
"naming": (
"📝 Naming convention check (PascalCase)",
lambda root: run_naming(
root, silent, yaml_output
), # Using sync version - lightweight
),
} }
if not silent: if not silent:
@@ -2017,8 +2174,8 @@ async def main_async():
parser.add_argument( parser.add_argument(
"--steps", "--steps",
nargs="+", nargs="+",
choices=["lint", "format", "test", "validate", "ruff"], choices=["lint", "format", "test", "validate", "ruff", "naming"],
default=["format", "lint", "ruff", "test", "validate"], default=["format", "lint", "ruff", "test", "validate", "naming"],
help="Workflow steps to run", help="Workflow steps to run",
) )
parser.add_argument("--lint", action="store_true", help="Run GDScript linting") parser.add_argument("--lint", action="store_true", help="Run GDScript linting")
@@ -2030,6 +2187,9 @@ async def main_async():
parser.add_argument( parser.add_argument(
"--ruff", action="store_true", help="Run Python formatting & linting with ruff" "--ruff", action="store_true", help="Run Python formatting & linting with ruff"
) )
parser.add_argument(
"--naming", action="store_true", help="Check PascalCase naming conventions"
)
parser.add_argument( parser.add_argument(
"--silent", "--silent",
"-s", "-s",
@@ -2078,6 +2238,7 @@ async def main_async():
root, args.silent, args.yaml root, args.silent, args.yaml
), ),
"ruff": lambda root: run_ruff_async(root, args.silent, args.yaml), "ruff": lambda root: run_ruff_async(root, args.silent, args.yaml),
"naming": lambda root: run_naming(root, args.silent, args.yaml),
} }
success, _ = await step_funcs[steps[0]](project_root) success, _ = await step_funcs[steps[0]](project_root)
else: else:
@@ -2087,6 +2248,7 @@ async def main_async():
"test": lambda root: run_tests(root, args.silent, args.yaml), "test": lambda root: run_tests(root, args.silent, args.yaml),
"validate": lambda root: run_validate(root, args.silent, args.yaml), "validate": lambda root: run_validate(root, args.silent, args.yaml),
"ruff": lambda root: run_ruff(root, args.silent, args.yaml), "ruff": lambda root: run_ruff(root, args.silent, args.yaml),
"naming": lambda root: run_naming(root, args.silent, args.yaml),
} }
success, _ = step_funcs[steps[0]](project_root) success, _ = step_funcs[steps[0]](project_root)
else: else:
@@ -2114,8 +2276,8 @@ def main():
parser.add_argument( parser.add_argument(
"--steps", "--steps",
nargs="+", nargs="+",
choices=["lint", "format", "test", "validate", "ruff"], choices=["lint", "format", "test", "validate", "ruff", "naming"],
default=["format", "lint", "ruff", "test", "validate"], default=["format", "lint", "ruff", "test", "validate", "naming"],
help="Workflow steps to run", help="Workflow steps to run",
) )
parser.add_argument("--lint", action="store_true", help="Run GDScript linting") parser.add_argument("--lint", action="store_true", help="Run GDScript linting")
@@ -2131,6 +2293,9 @@ def main():
action="store_true", action="store_true",
help="Run Python formatting & linting with ruff", help="Run Python formatting & linting with ruff",
) )
parser.add_argument(
"--naming", action="store_true", help="Check PascalCase naming conventions"
)
parser.add_argument( parser.add_argument(
"--silent", "--silent",
"-s", "-s",
@@ -2173,6 +2338,7 @@ def main():
"test": lambda root: run_tests(root, args.silent, args.yaml), "test": lambda root: run_tests(root, args.silent, args.yaml),
"validate": lambda root: run_validate(root, args.silent, args.yaml), "validate": lambda root: run_validate(root, args.silent, args.yaml),
"ruff": lambda root: run_ruff(root, args.silent, args.yaml), "ruff": lambda root: run_ruff(root, args.silent, args.yaml),
"naming": lambda root: run_naming(root, args.silent, args.yaml),
} }
success, _ = step_funcs[steps[0]](project_root) success, _ = step_funcs[steps[0]](project_root)
else: else: