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Created January 11, 2026 18:37
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# Solve.mjs Log - 2026-01-11T18:32:04.871Z
[2026-01-11T18:32:04.871Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-01-11T18-32-04-870Z.log
[2026-01-11T18:32:04.873Z] [INFO] (All output will be logged here)
[2026-01-11T18:32:05.270Z] [INFO]
[2026-01-11T18:32:05.270Z] [INFO] πŸš€ solve v1.2.7
[2026-01-11T18:32:05.271Z] [INFO] πŸ”§ Raw command executed:
[2026-01-11T18:32:05.271Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-template/issues/4 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-01-11T18:32:05.272Z] [INFO]
[2026-01-11T18:32:05.285Z] [INFO]
[2026-01-11T18:32:05.287Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T18:32:05.288Z] [INFO]
[2026-01-11T18:32:05.288Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T18:32:05.288Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T18:32:05.288Z] [INFO] β€’ API keys, tokens, or secrets
[2026-01-11T18:32:05.288Z] [INFO] β€’ File paths and directory structures
[2026-01-11T18:32:05.289Z] [INFO] β€’ Command outputs and error messages
[2026-01-11T18:32:05.289Z] [INFO] β€’ Internal system information
[2026-01-11T18:32:05.289Z] [INFO]
[2026-01-11T18:32:05.289Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T18:32:05.289Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T18:32:05.289Z] [INFO]
[2026-01-11T18:32:05.290Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T18:32:05.290Z] [INFO]
[2026-01-11T18:32:10.297Z] [INFO]
[2026-01-11T18:32:10.319Z] [INFO] πŸ’Ύ Disk space check: 40291MB available (2048MB required) βœ…
[2026-01-11T18:32:10.320Z] [INFO] 🧠 Memory check: 7849MB available, swap: 4095MB (633MB used), total: 11311MB (256MB required) βœ…
[2026-01-11T18:32:10.321Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:32:10.321Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:32:10.321Z] [INFO] πŸ“‹ URL validation:
[2026-01-11T18:32:10.321Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/4
[2026-01-11T18:32:10.321Z] [INFO] Is Issue URL: true
[2026-01-11T18:32:10.321Z] [INFO] Is PR URL: false
[2026-01-11T18:32:10.322Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-01-11T18:32:11.179Z] [INFO] Repository visibility: public
[2026-01-11T18:32:11.180Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-01-11T18:32:11.181Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-01-11T18:32:11.528Z] [INFO] Repository visibility: public
[2026-01-11T18:32:11.529Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T18:32:11.530Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #4...
[2026-01-11T18:32:12.132Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-template...
[2026-01-11T18:32:12.928Z] [INFO] πŸ“ No existing PRs found for issue #4 - creating new PR
[2026-01-11T18:32:12.929Z] [INFO] πŸ“ Issue mode: Working with issue #4
[2026-01-11T18:32:12.930Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768156332929
[2026-01-11T18:32:12.932Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T18:32:12.932Z] [INFO] Checking fork status...
[2026-01-11T18:32:13.291Z] [INFO] πŸ” Detecting fork conflicts...
[2026-01-11T18:32:14.216Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-01-11T18:32:14.560Z] [INFO] βœ… Fork exists: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:32:14.560Z] [INFO] πŸ” Validating fork parent...
[2026-01-11T18:32:14.955Z] [INFO] βœ… Fork parent validated: Jhon-Crow/godot-topdown-template
[2026-01-11T18:32:14.956Z] [INFO]
πŸ“₯ Cloning repository: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:32:16.153Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1768156332929
[2026-01-11T18:32:16.197Z] [INFO] πŸ”— Setting upstream: Jhon-Crow/godot-topdown-template
[2026-01-11T18:32:16.243Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T18:32:16.243Z] [INFO] πŸ”„ Fetching upstream...
[2026-01-11T18:32:16.544Z] [INFO] βœ… Upstream fetched: Successfully
[2026-01-11T18:32:16.544Z] [INFO] πŸ”„ Syncing default branch...
[2026-01-11T18:32:17.104Z] [INFO] ℹ️ Default branch: main
[2026-01-11T18:32:17.151Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-01-11T18:32:17.151Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-01-11T18:32:17.928Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-01-11T18:32:18.060Z] [INFO]
πŸ“Œ Default branch: main
[2026-01-11T18:32:18.104Z] [INFO]
🌿 Creating branch: issue-4-40397b84ec95 from main (default)
[2026-01-11T18:32:18.151Z] [INFO] πŸ” Verifying: Branch creation...
[2026-01-11T18:32:18.193Z] [INFO] βœ… Branch created: issue-4-40397b84ec95
[2026-01-11T18:32:18.193Z] [INFO] βœ… Current branch: issue-4-40397b84ec95
[2026-01-11T18:32:18.194Z] [INFO] Branch operation: Create new branch
[2026-01-11T18:32:18.194Z] [INFO] Branch verification: Matches expected
[2026-01-11T18:32:18.197Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-01-11T18:32:18.197Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T18:32:18.198Z] [INFO]
[2026-01-11T18:32:18.198Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T18:32:18.198Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-01-11T18:32:18.198Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-template/issues/4
[2026-01-11T18:32:18.199Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T18:32:18.199Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/4
[2026-01-11T18:32:18.199Z] [INFO] βœ… File created: CLAUDE.md
[2026-01-11T18:32:18.199Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-01-11T18:32:18.287Z] [INFO] Git status after add: A CLAUDE.md
[2026-01-11T18:32:18.288Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-01-11T18:32:18.337Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-01-11T18:32:18.338Z] [INFO] Commit output: [issue-4-40397b84ec95 8b1dceb] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-01-11T18:32:18.376Z] [INFO] Commit hash: 8b1dceb...
[2026-01-11T18:32:18.416Z] [INFO] Latest commit: 8b1dceb Initial commit with task details
[2026-01-11T18:32:18.457Z] [INFO] Git status: clean
[2026-01-11T18:32:18.502Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-template.git (fetch)
[2026-01-11T18:32:18.544Z] [INFO] Branch info: * issue-4-40397b84ec95 8b1dceb [origin/main: ahead 1] Initial commit with task details
main 819543b [origin/main] Merge pull request #12 from konard/issue-9-9ca3a89f3415
[2026-01-11T18:32:18.544Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-01-11T18:32:18.544Z] [INFO] Push command: git push -u origin issue-4-40397b84ec95
[2026-01-11T18:32:19.281Z] [INFO] Push exit code: 0
[2026-01-11T18:32:19.282Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-4-40397b84ec95' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-4-40397b84ec95
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-4-40397b84ec95 -> issue-4-40397b84ec95
branch 'issue-4-40397b84ec95' set up to track 'origin/issue-4-40397b84ec95'.
[2026-01-11T18:32:19.282Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-01-11T18:32:19.282Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-4-40397b84ec95' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-4-40397b84ec95
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-4-40397b84ec95 -> issue-4-40397b84ec95
branch 'issue-4-40397b84ec95' set up to track 'origin/issue-4-40397b84ec95'.
[2026-01-11T18:32:19.282Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T18:32:21.920Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T18:32:21.921Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T18:32:22.391Z] [INFO] Branch verified on GitHub: issue-4-40397b84ec95
[2026-01-11T18:32:22.701Z] [INFO] Remote commit SHA: 8b1dceb...
[2026-01-11T18:32:22.702Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-01-11T18:32:23.023Z] [INFO] Issue title: "Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ тСстовой ΠΊΠ°Ρ€Ρ‚Ρ‹ (Π’ΠΈΡ€)"
[2026-01-11T18:32:23.023Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-01-11T18:32:23.334Z] [INFO] Current user: konard
[2026-01-11T18:32:23.604Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:32:23.605Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:32:23.605Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-01-11T18:32:23.968Z] [INFO] βœ… Base updated: Fetched latest main
[2026-01-11T18:32:23.969Z] [INFO] πŸ” Checking: Commits between branches...
[2026-01-11T18:32:24.010Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T18:32:24.011Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-01-11T18:32:24.011Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-01-11T18:32:24.011Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T18:32:24.011Z] [INFO] PR Title: [WIP] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ тСстовой ΠΊΠ°Ρ€Ρ‚Ρ‹ (Π’ΠΈΡ€)
[2026-01-11T18:32:24.011Z] [INFO] Base branch: main
[2026-01-11T18:32:24.012Z] [INFO] Head branch: issue-4-40397b84ec95
[2026-01-11T18:32:24.012Z] [INFO] Assignee: konard
[2026-01-11T18:32:24.012Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#4.
### πŸ“‹ Issue Reference
Fixes Jhon-Crow/godot-topdown-template#4
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### πŸ“ Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-01-11T18:32:24.014Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768156332929" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768156344014.txt')" --body-file "/tmp/pr-body-1768156344014.md" --base main --head konard:issue-4-40397b84ec95 --repo Jhon-Crow/godot-topdown-template
[2026-01-11T18:32:25.626Z] [INFO] πŸ” Verifying: PR creation...
[2026-01-11T18:32:26.050Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-01-11T18:32:26.050Z] [INFO] βœ… PR created: #13
[2026-01-11T18:32:26.051Z] [INFO] πŸ“ PR URL: https://github.com/Jhon-Crow/godot-topdown-template/pull/13
[2026-01-11T18:32:26.051Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T18:32:26.051Z] [INFO] πŸ”— Linking: Issue #4 to PR #13...
[2026-01-11T18:32:26.430Z] [INFO] Issue node ID: I_kwDOQ31oaM7imSwn
[2026-01-11T18:32:26.780Z] [INFO] PR node ID: PR_kwDOQ31oaM68kdwc
[2026-01-11T18:32:27.205Z] [INFO]
[2026-01-11T18:32:27.205Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T18:32:27.205Z] [INFO]
[2026-01-11T18:32:27.206Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T18:32:27.206Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-template#4" in PR body
[2026-01-11T18:32:27.206Z] [INFO]
[2026-01-11T18:32:27.206Z] [WARNING] To fix manually:
[2026-01-11T18:32:27.207Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-template/pull/13
[2026-01-11T18:32:27.207Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-template#4
[2026-01-11T18:32:27.207Z] [INFO]
[2026-01-11T18:32:27.509Z] [INFO] πŸ‘€ Current user: konard
[2026-01-11T18:32:27.510Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-01-11T18:32:27.510Z] [INFO] prNumber: 13
[2026-01-11T18:32:27.510Z] [INFO] branchName: issue-4-40397b84ec95
[2026-01-11T18:32:27.511Z] [INFO] isContinueMode: false
[2026-01-11T18:32:27.511Z] [INFO] Will count comments: true
[2026-01-11T18:32:27.511Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-01-11T18:32:27.511Z] [INFO] PR #13 on branch: issue-4-40397b84ec95
[2026-01-11T18:32:27.511Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-template
[2026-01-11T18:32:27.930Z] [INFO] πŸ“… Last commit time (from API): 2026-01-11T18:32:18.000Z
[2026-01-11T18:32:28.828Z] [INFO] πŸ’¬ New PR comments: 0
[2026-01-11T18:32:28.829Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-01-11T18:32:28.829Z] [INFO] πŸ’¬ New issue comments: 0
[2026-01-11T18:32:28.829Z] [INFO] Total new comments: 0
[2026-01-11T18:32:28.829Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T18:32:28.829Z] [INFO] PR review comments fetched: 0
[2026-01-11T18:32:28.830Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T18:32:28.830Z] [INFO] Total PR comments checked: 0
[2026-01-11T18:32:31.497Z] [INFO] Feedback info will be added to prompt:
[2026-01-11T18:32:31.498Z] [INFO] - Pull request description was edited after last commit
[2026-01-11T18:32:31.498Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-01-11T18:32:31.806Z] [INFO] πŸ“ Issue updated: 2026-01-11T17:42:17.000Z
[2026-01-11T18:32:32.095Z] [INFO] πŸ’¬ Comments: None found
[2026-01-11T18:32:32.685Z] [INFO] πŸ”€ Recent PR: 2026-01-11T18:32:25.000Z
[2026-01-11T18:32:32.686Z] [INFO]
βœ… Reference time: 2026-01-11T18:32:25.000Z
[2026-01-11T18:32:32.686Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-01-11T18:32:32.727Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:32:34.570Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T18:32:34.574Z] [INFO]
πŸ“ Final prompt structure:
[2026-01-11T18:32:34.574Z] [INFO] Characters: 415
[2026-01-11T18:32:34.574Z] [INFO] System prompt characters: 11936
[2026-01-11T18:32:34.575Z] [INFO] Feedback info: Included
[2026-01-11T18:32:34.576Z] [INFO]
πŸ€– Executing Claude: OPUS
[2026-01-11T18:32:34.577Z] [INFO] Model: opus
[2026-01-11T18:32:34.577Z] [INFO] Working directory: /tmp/gh-issue-solver-1768156332929
[2026-01-11T18:32:34.577Z] [INFO] Branch: issue-4-40397b84ec95
[2026-01-11T18:32:34.577Z] [INFO] Prompt length: 415 chars
[2026-01-11T18:32:34.577Z] [INFO] System prompt length: 11936 chars
[2026-01-11T18:32:34.577Z] [INFO] Feedback info included: Yes (1 lines)
[2026-01-11T18:32:34.625Z] [INFO] πŸ“ˆ System resources before execution:
[2026-01-11T18:32:34.625Z] [INFO] Memory: MemFree: 5388304 kB
[2026-01-11T18:32:34.626Z] [INFO] Load: 0.38 0.97 1.63 2/718 702049
[2026-01-11T18:32:34.626Z] [INFO]
πŸ“ Raw command:
[2026-01-11T18:32:34.626Z] [INFO] (cd "/tmp/gh-issue-solver-1768156332929" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/4
Your prepared branch: issue-4-40397b84ec95
Your prepared working directory: /tmp/gh-issue-solver-1768156332929
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/13
Your forked repository: konard/Jhon-Crow-godot-topdown-template
Original repository (upstream): Jhon-Crow/godot-topdown-template
Proceed.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-template --branch issue-4-40397b84ec95 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-template --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-template/issues/4.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-template/pulls/13/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/13/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/13/reviews --paginate
IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-template/issues/4/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 13 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-template --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 13, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 13.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-4-40397b84ec95.
- When you finish, create a pull request from branch issue-4-40397b84ec95. (Note: PR 13 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-4-40397b84ec95.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 13 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources." | jq -c .)
[2026-01-11T18:32:34.627Z] [INFO]
[2026-01-11T18:32:34.627Z] [INFO] πŸ“‹ User prompt:
[2026-01-11T18:32:34.628Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T18:32:34.628Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/4
Your prepared branch: issue-4-40397b84ec95
Your prepared working directory: /tmp/gh-issue-solver-1768156332929
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/13
Your forked repository: konard/Jhon-Crow-godot-topdown-template
Original repository (upstream): Jhon-Crow/godot-topdown-template
Proceed.
[2026-01-11T18:32:34.628Z] [INFO] ---END USER PROMPT---
[2026-01-11T18:32:34.628Z] [INFO]
[2026-01-11T18:32:34.628Z] [INFO] πŸ“‹ System prompt:
[2026-01-11T18:32:34.628Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T18:32:34.628Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself β€” let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-template --branch issue-4-40397b84ec95 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-template --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to experiments folder.
- When your experiments can show real world use case of the software, add it to examples folder.
- When you face something extremely hard, use divide and conquer β€” it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-template/issues/4.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-template/pulls/13/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/13/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/13/reviews --paginate
IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-template/issues/4/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 13 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-template --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 13, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 13.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-4-40397b84ec95.
- When you finish, create a pull request from branch issue-4-40397b84ec95. (Note: PR 13 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-4-40397b84ec95.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 13 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
[2026-01-11T18:32:34.629Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T18:32:34.629Z] [INFO]
[2026-01-11T18:32:34.629Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T18:32:34.629Z] [INFO] πŸ“‹ Command details:
[2026-01-11T18:32:34.630Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1768156332929
[2026-01-11T18:32:34.630Z] [INFO] 🌿 Branch: issue-4-40397b84ec95
[2026-01-11T18:32:34.630Z] [INFO] πŸ€– Model: Claude OPUS
[2026-01-11T18:32:34.630Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:32:34.630Z] [INFO]
▢️ Streaming output:
[2026-01-11T18:32:36.645Z] [INFO] {
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"mcp__playwright__browser_handle_dialog",
"mcp__playwright__browser_evaluate",
"mcp__playwright__browser_file_upload",
"mcp__playwright__browser_fill_form",
"mcp__playwright__browser_install",
"mcp__playwright__browser_press_key",
"mcp__playwright__browser_type",
"mcp__playwright__browser_navigate",
"mcp__playwright__browser_navigate_back",
"mcp__playwright__browser_network_requests",
"mcp__playwright__browser_run_code",
"mcp__playwright__browser_take_screenshot",
"mcp__playwright__browser_snapshot",
"mcp__playwright__browser_click",
"mcp__playwright__browser_drag",
"mcp__playwright__browser_hover",
"mcp__playwright__browser_select_option",
"mcp__playwright__browser_tabs",
"mcp__playwright__browser_wait_for"
],
"mcp_servers": [
{
"name": "playwright",
"status": "connected"
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],
"model": "claude-opus-4-5-20251101",
"permissionMode": "bypassPermissions",
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"skills": [],
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"uuid": "95132199-41e7-4f38-b5fb-7552be432203"
}
[2026-01-11T18:32:36.646Z] [INFO] πŸ“Œ Session ID: f389a3d6-1520-4f45-9151-b63484d667af
[2026-01-11T18:32:36.646Z] [INFO] πŸ“ Log renamed to: /home/hive/f389a3d6-1520-4f45-9151-b63484d667af.log
[2026-01-11T18:32:39.641Z] [INFO] {
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[2026-01-11T18:32:40.414Z] [INFO] {
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{
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[2026-01-11T18:32:41.679Z] [INFO] {
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"content": "title:\tΠ‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ тСстовой ΠΊΠ°Ρ€Ρ‚Ρ‹ (Π’ΠΈΡ€)\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t4\n--\nЦСль: Π‘ΠΎΠ·Π΄Π°Ρ‚ΡŒ ΠΏΡ€ΠΎΡΡ‚ΡƒΡŽ ΠΊΠ°Ρ€Ρ‚Ρƒ для тСстирования двиТСния ΠΈ Π±ΡƒΠ΄ΡƒΡ‰ΠΈΡ… ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊ (ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹, столкновСний).\nΠ—Π°Π΄Π°Ρ‡ΠΈ:\n\nΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ сцСну TestTier.tscn.\n\nΠ”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Ρ‚Π°ΠΉΠ»ΠΎΠ²ΡƒΡŽ ΠΊΠ°Ρ€Ρ‚Ρƒ (TileMap node) ΠΈ простой tileset (ΠΌΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ встроСнный Π² Godot Default TileSet с Π±Π°Π·ΠΎΠ²Ρ‹ΠΌΠΈ Ρ„ΠΈΠ³ΡƒΡ€Π°ΠΌΠΈ).\n\nΠΠ°Ρ€ΠΈΡΠΎΠ²Π°Ρ‚ΡŒ ΠΊΠ°Ρ€Ρ‚Ρƒ, Π²ΠΊΠ»ΡŽΡ‡Π°ΡŽΡ‰ΡƒΡŽ:\n\nΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΎΠ΅ пространство для двиТСния.\n\nНСсколько стСн/прСпятствий с ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ (StaticBody2D ΠΈΠ»ΠΈ Ρ‡Π΅Ρ€Π΅Π· слои ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ Π² TileMap).\n\nΠ¦Π΅Π»ΠΈ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹ (ΠΏΠΎΠΊΠ° просто статичСскиС спрайты, Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, Sprite2D с красным ΠΊΠ²Π°Π΄Ρ€Π°Ρ‚ΠΎΠΌ).\n\nΠ”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ экзСмпляр сцСны Player.tscn Π½Π° ΠΊΠ°Ρ€Ρ‚Ρƒ.\n\nΠ£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ коллизия ΠΈΠ³Ρ€ΠΎΠΊΠ° ΠΈ стСн Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎ.\n\nΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΠΊΠΈ (Definition of Done):\n\nΠŸΡ€ΠΈ запускС TestTier.tscn ΠΈΠ³Ρ€ΠΎΠΊ появляСтся Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΉ Ρ‚ΠΎΡ‡ΠΊΠ΅.\n\nΠ˜Π³Ρ€ΠΎΠΊ Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ‚ ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΡ‚ΡŒ сквозь стСны.\n\nΠšΠ°Ρ€Ρ‚Π° содСрТит Ρ‡Π΅Ρ‚ΠΊΠΎ ΠΎΠ±ΠΎΠ·Π½Π°Ρ‡Π΅Π½Π½Ρ‹Π΅ Π·ΠΎΠ½Ρ‹ (ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚Ρ‹ΠΉ ΠΏΠΎΠ», стСны, мишСни).\n\nΠšΠ°ΠΌΠ΅Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° Π½Π΅ Π²Ρ‹Ρ…ΠΎΠ΄ΠΈΡ‚ Π·Π° ΠΏΡ€Π΅Π΄Π΅Π»Ρ‹ Ρ€Π°Π·ΡƒΠΌΠ½ΠΎΠ³ΠΎ (ΠΌΠΎΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Camera2D ограничСния ΠΈΠ»ΠΈ большой Background).\n\nΠ˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉ Π»ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ.\nΠ”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΡƒΠΉ Ρ€Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚ Π² readme.",
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"stdout": "title:\tΠ‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ тСстовой ΠΊΠ°Ρ€Ρ‚Ρ‹ (Π’ΠΈΡ€)\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t4\n--\nЦСль: Π‘ΠΎΠ·Π΄Π°Ρ‚ΡŒ ΠΏΡ€ΠΎΡΡ‚ΡƒΡŽ ΠΊΠ°Ρ€Ρ‚Ρƒ для тСстирования двиТСния ΠΈ Π±ΡƒΠ΄ΡƒΡ‰ΠΈΡ… ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊ (ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹, столкновСний).\nΠ—Π°Π΄Π°Ρ‡ΠΈ:\n\nΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ сцСну TestTier.tscn.\n\nΠ”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Ρ‚Π°ΠΉΠ»ΠΎΠ²ΡƒΡŽ ΠΊΠ°Ρ€Ρ‚Ρƒ (TileMap node) ΠΈ простой tileset (ΠΌΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ встроСнный Π² Godot Default TileSet с Π±Π°Π·ΠΎΠ²Ρ‹ΠΌΠΈ Ρ„ΠΈΠ³ΡƒΡ€Π°ΠΌΠΈ).\n\nΠΠ°Ρ€ΠΈΡΠΎΠ²Π°Ρ‚ΡŒ ΠΊΠ°Ρ€Ρ‚Ρƒ, Π²ΠΊΠ»ΡŽΡ‡Π°ΡŽΡ‰ΡƒΡŽ:\n\nΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΎΠ΅ пространство для двиТСния.\n\nНСсколько стСн/прСпятствий с ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ (StaticBody2D ΠΈΠ»ΠΈ Ρ‡Π΅Ρ€Π΅Π· слои ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ Π² TileMap).\n\nΠ¦Π΅Π»ΠΈ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹ (ΠΏΠΎΠΊΠ° просто статичСскиС спрайты, Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, Sprite2D с красным ΠΊΠ²Π°Π΄Ρ€Π°Ρ‚ΠΎΠΌ).\n\nΠ”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ экзСмпляр сцСны Player.tscn Π½Π° ΠΊΠ°Ρ€Ρ‚Ρƒ.\n\nΠ£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ коллизия ΠΈΠ³Ρ€ΠΎΠΊΠ° ΠΈ стСн Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎ.\n\nΠšΡ€ΠΈΡ‚Π΅Ρ€ΠΈΠΈ ΠΏΡ€ΠΈΠ΅ΠΌΠΊΠΈ (Definition of Done):\n\nΠŸΡ€ΠΈ запускС TestTier.tscn ΠΈΠ³Ρ€ΠΎΠΊ появляСтся Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΉ Ρ‚ΠΎΡ‡ΠΊΠ΅.\n\nΠ˜Π³Ρ€ΠΎΠΊ Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ‚ ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΡ‚ΡŒ сквозь стСны.\n\nΠšΠ°Ρ€Ρ‚Π° содСрТит Ρ‡Π΅Ρ‚ΠΊΠΎ ΠΎΠ±ΠΎΠ·Π½Π°Ρ‡Π΅Π½Π½Ρ‹Π΅ Π·ΠΎΠ½Ρ‹ (ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚Ρ‹ΠΉ ΠΏΠΎΠ», стСны, мишСни).\n\nΠšΠ°ΠΌΠ΅Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° Π½Π΅ Π²Ρ‹Ρ…ΠΎΠ΄ΠΈΡ‚ Π·Π° ΠΏΡ€Π΅Π΄Π΅Π»Ρ‹ Ρ€Π°Π·ΡƒΠΌΠ½ΠΎΠ³ΠΎ (ΠΌΠΎΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Camera2D ограничСния ΠΈΠ»ΠΈ большой Background).\n\nΠ˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉ Π»ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ.\nΠ”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΡƒΠΉ Ρ€Π΅Π·ΡƒΠ»ΡŒΡ‚Π°Ρ‚ Π² readme.",
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"text": "Let me translate the issue and understand the requirements:\n\n**Goal**: Create a simple test map (shooting range) for testing movement and future mechanics (shooting, collisions).\n\n**Tasks**:\n1. Open TestTier.tscn scene\n2. Add a TileMap node with a simple tileset\n3. Draw a map including:\n - Open space for movement\n - Several walls/obstacles with collision\n - Shooting targets (static sprites with red squares)\n4. Add Player.tscn instance to the map\n5. Ensure player-wall collision works correctly\n\n**Acceptance Criteria**:\n- When running TestTier.tscn, the player appears at a designated point\n- Player cannot pass through walls\n- Map contains clearly marked zones (open floor, walls, targets)\n- Player camera doesn't go beyond reasonable limits\n- Use best practices\n- Document the result in readme\n\nLet me explore the existing codebase structure first."
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[2026-01-11T18:32:53.087Z] [INFO] {
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[2026-01-11T18:32:53.122Z] [INFO] {
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{
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"content": " 1β†’[gd_scene load_steps=3 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’\n 6β†’[node name=\"TestTier\" type=\"Node2D\"]\n 7β†’script = ExtResource(\"1_test_tier\")\n 8β†’\n 9β†’[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 10β†’\n 11β†’[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 12β†’offset_right = 1280.0\n 13β†’offset_bottom = 720.0\n 14β†’color = Color(0.2, 0.3, 0.2, 1)\n 15β†’\n 16β†’[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n 17β†’\n 18β†’[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n 19β†’position = Vector2(640, 360)\n 20β†’\n 21β†’[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 22β†’\n 23β†’[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 24β†’layout_mode = 3\n 25β†’anchors_preset = 15\n 26β†’anchor_right = 1.0\n 27β†’anchor_bottom = 1.0\n 28β†’grow_horizontal = 2\n 29β†’grow_vertical = 2\n 30β†’\n 31β†’[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 32β†’layout_mode = 1\n 33β†’anchors_preset = 1\n 34β†’anchor_left = 1.0\n 35β†’anchor_right = 1.0\n 36β†’offset_left = -150.0\n 37β†’offset_top = 10.0\n 38β†’offset_right = -10.0\n 39β†’offset_bottom = 40.0\n 40β†’grow_horizontal = 0\n 41β†’text = \"Test Tier\"\n 42β†’horizontal_alignment = 2\n 43β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "[gd_scene load_steps=3 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.2, 0.3, 0.2, 1)\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(640, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -150.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier\"\nhorizontal_alignment = 2\n",
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[2026-01-11T18:32:53.135Z] [INFO] {
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{
"tool_use_id": "toolu_01GNoTw4Z2Pmh54wh2nj8d4L",
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"content": " 1β†’[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4β†’\n 5β†’[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 6β†’radius = 16.0\n 7β†’\n 8β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\n 9β†’size = Vector2(32, 32)\n 10β†’\n 11β†’[node name=\"Player\" type=\"CharacterBody2D\"]\n 12β†’collision_layer = 1\n 13β†’collision_mask = 4\n 14β†’script = ExtResource(\"1_player\")\n 15β†’\n 16β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 17β†’shape = SubResource(\"CircleShape2D_player\")\n 18β†’\n 19β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 20β†’modulate = Color(0.2, 0.6, 1, 1)\n 21β†’texture = SubResource(\"PlaceholderTexture2D_player\")\n 22β†’\n 23β†’[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 24β†’position_smoothing_enabled = true\n 25β†’position_smoothing_speed = 5.0\n 26β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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[2026-01-11T18:32:53.150Z] [INFO] {
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{
"tool_use_id": "toolu_018Ub85tEkvCsmJD2YD2yzwe",
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"content": " 1β†’extends CharacterBody2D\n 2β†’## Player character controller for top-down movement.\n 3β†’##\n 4β†’## Uses physics-based movement with acceleration and friction for smooth control.\n 5β†’## Supports WASD and arrow key input via configured input actions.\n 6β†’\n 7β†’## Maximum movement speed in pixels per second.\n 8β†’@export var max_speed: float = 200.0\n 9β†’\n 10β†’## Acceleration rate - how quickly the player reaches max speed.\n 11β†’@export var acceleration: float = 1200.0\n 12β†’\n 13β†’## Friction rate - how quickly the player slows down when not moving.\n 14β†’@export var friction: float = 1000.0\n 15β†’\n 16β†’\n 17β†’func _physics_process(delta: float) -> void:\n 18β†’\tvar input_direction := _get_input_direction()\n 19β†’\n 20β†’\tif input_direction != Vector2.ZERO:\n 21β†’\t\t# Apply acceleration towards the input direction\n 22β†’\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 23β†’\telse:\n 24β†’\t\t# Apply friction to slow down\n 25β†’\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 26β†’\n 27β†’\tmove_and_slide()\n 28β†’\n 29β†’\n 30β†’func _get_input_direction() -> Vector2:\n 31β†’\tvar direction := Vector2.ZERO\n 32β†’\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 33β†’\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 34β†’\n 35β†’\t# Normalize to prevent faster diagonal movement\n 36β†’\tif direction.length() > 1.0:\n 37β†’\t\tdirection = direction.normalized()\n 38β†’\n 39β†’\treturn direction\n 40β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
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"content": "extends CharacterBody2D\n## Player character controller for top-down movement.\n##\n## Uses physics-based movement with acceleration and friction for smooth control.\n## Supports WASD and arrow key input via configured input actions.\n\n## Maximum movement speed in pixels per second.\n@export var max_speed: float = 200.0\n\n## Acceleration rate - how quickly the player reaches max speed.\n@export var acceleration: float = 1200.0\n\n## Friction rate - how quickly the player slows down when not moving.\n@export var friction: float = 1000.0\n\n\nfunc _physics_process(delta: float) -> void:\n\tvar input_direction := _get_input_direction()\n\n\tif input_direction != Vector2.ZERO:\n\t\t# Apply acceleration towards the input direction\n\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n\telse:\n\t\t# Apply friction to slow down\n\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n\tmove_and_slide()\n\n\nfunc _get_input_direction() -> Vector2:\n\tvar direction := Vector2.ZERO\n\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n\n\t# Normalize to prevent faster diagonal movement\n\tif direction.length() > 1.0:\n\t\tdirection = direction.normalized()\n\n\treturn direction\n",
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[2026-01-11T18:32:53.167Z] [INFO] {
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{
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"content": " 1β†’; Engine configuration file.\n 2β†’; It's best edited using the editor UI and not directly,\n 3β†’; since the parameters that go here are not all obvious.\n 4β†’;\n 5β†’; Format:\n 6β†’; [section] ; section goes between []\n 7β†’; param=value ; assign values to parameters\n 8β†’\n 9β†’config_version=5\n 10β†’\n 11β†’[application]\n 12β†’\n 13β†’config/name=\"Godot Top-Down Template\"\n 14β†’config/description=\"A template project for creating top-down games in Godot 4.\n 15β†’Includes basic project structure and example scenes.\"\n 16β†’config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 17β†’run/main_scene=\"res://scenes/main/Main.tscn\"\n 18β†’config/features=PackedStringArray(\"4.3\")\n 19β†’config/icon=\"res://icon.svg\"\n 20β†’\n 21β†’[display]\n 22β†’\n 23β†’window/size/viewport_width=1280\n 24β†’window/size/viewport_height=720\n 25β†’window/stretch/mode=\"canvas_items\"\n 26β†’window/stretch/aspect=\"keep\"\n 27β†’\n 28β†’[input]\n 29β†’\n 30β†’move_up={\n 31β†’\"deadzone\": 0.5,\n 32β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n 33β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 34β†’]\n 35β†’}\n 36β†’move_down={\n 37β†’\"deadzone\": 0.5,\n 38β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n 39β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 40β†’]\n 41β†’}\n 42β†’move_left={\n 43β†’\"deadzone\": 0.5,\n 44β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n 45β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 46β†’]\n 47β†’}\n 48β†’move_right={\n 49β†’\"deadzone\": 0.5,\n 50β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 51β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 52β†’]\n 53β†’}\n 54β†’\n 55β†’[layer_names]\n 56β†’\n 57β†’2d_physics/layer_1=\"player\"\n 58β†’2d_physics/layer_2=\"enemies\"\n 59β†’2d_physics/layer_3=\"obstacles\"\n 60β†’2d_physics/layer_4=\"pickups\"\n 61β†’2d_physics/layer_5=\"projectiles\"\n 62β†’\n 63β†’[rendering]\n 64β†’\n 65β†’renderer/rendering_method=\"gl_compatibility\"\n 66β†’renderer/rendering_method.mobile=\"gl_compatibility\"\n 67β†’textures/canvas_textures/default_texture_filter=0\n 68β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to parameters\n\nconfig_version=5\n\n[application]\n\nconfig/name=\"Godot Top-Down Template\"\nconfig/description=\"A template project for creating top-down games in Godot 4.\nIncludes basic project structure and example scenes.\"\nconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\nrun/main_scene=\"res://scenes/main/Main.tscn\"\nconfig/features=PackedStringArray(\"4.3\")\nconfig/icon=\"res://icon.svg\"\n\n[display]\n\nwindow/size/viewport_width=1280\nwindow/size/viewport_height=720\nwindow/stretch/mode=\"canvas_items\"\nwindow/stretch/aspect=\"keep\"\n\n[input]\n\nmove_up={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_down={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_left={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_right={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\n\n[layer_names]\n\n2d_physics/layer_1=\"player\"\n2d_physics/layer_2=\"enemies\"\n2d_physics/layer_3=\"obstacles\"\n2d_physics/layer_4=\"pickups\"\n2d_physics/layer_5=\"projectiles\"\n\n[rendering]\n\nrenderer/rendering_method=\"gl_compatibility\"\nrenderer/rendering_method.mobile=\"gl_compatibility\"\ntextures/canvas_textures/default_texture_filter=0\n",
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[2026-01-11T18:32:56.244Z] [INFO] {
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"id": "msg_011hqPEnBsseEMp34mx2Sdvh",
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"content": [
{
"type": "text",
"text": "Now let me check the existing test_tier.gd script, the README, and explore more of the codebase:"
}
],
"stop_reason": null,
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"usage": {
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},
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"content": " 1β†’extends Node2D\n 2β†’## Test tier/level scene for the Godot Top-Down Template.\n 3β†’##\n 4β†’## This scene serves as a testing ground for game mechanics\n 5β†’## and can be used as a reference for creating new levels.\n 6β†’\n 7β†’\n 8β†’func _ready() -> void:\n 9β†’\tprint(\"TestTier loaded - use this scene to test game mechanics\")\n 10β†’\n 11β†’\n 12β†’func _process(_delta: float) -> void:\n 13β†’\tpass\n 14β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-01-11T18:32:57.886Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014L6QjLqt391xtpEa6PP655","type":"tool_result","content":" 1β†’# Godot Top-Down Template\n 2β†’\n 3β†’A template project for creating top-down games in Godot 4.3+.\n 4β†’\n 5β†’## Requirements\n 6β†’\n 7β†’- [Godot Engine 4.3](https://godotengine.org/download) or later\n 8β†’- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 9β†’\n 10β†’## Getting Started\n 11β†’\n 12β†’1. Clone or download this repository\n 13β†’2. Open Godot Engine\n 14β†’3. Click \"Import\" and select the `project.godot` file\n 15β†’4. Press F5 to run the main scene\n 16β†’\n 17β†’## Project Structure\n 18β†’\n 19β†’```\n 20β†’godot-topdown-template/\n 21β†’β”œβ”€β”€ project.godot # Godot project configuration\n 22β†’β”œβ”€β”€ icon.svg # Project icon\n 23β†’β”œβ”€β”€ scenes/ # All game scenes (.tscn files)\n 24β†’β”‚ β”œβ”€β”€ main/ # Main scenes\n 25β†’β”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\n 26β†’β”‚ β”œβ”€β”€ levels/ # Game levels/tiers\n 27β†’β”‚ β”‚ └── TestTier.tscn # Test level for development\n 28β†’β”‚ β”œβ”€β”€ characters/ # Character scenes\n 29β†’β”‚ β”‚ └── Player.tscn # Player character with movement\n 30β†’β”‚ └── ui/ # UI scenes\n 31β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 32β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 33β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 34β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 35β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 36β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 37β†’β”‚ β”‚ └── player.gd # Player movement script\n 38β†’β”‚ └── utils/ # Utility scripts\n 39β†’β”œβ”€β”€ assets/ # Game assets\n 40β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 41β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 42β†’β”‚ └── fonts/ # Custom fonts\n 43→└── addons/ # Third-party Godot plugins\n 44β†’```\n 45β†’\n 46β†’## Scenes\n 47β†’\n 48β†’### Main.tscn\n 49β†’The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n 50β†’\n 51β†’### TestTier.tscn\n 52β†’A test level/tier for developing and testing game mechanics. Includes a basic structure with:\n 53β†’- Environment node for level elements\n 54β†’- Entities node for game objects (includes the Player)\n 55β†’- UI layer for HUD elements\n 56β†’\n 57β†’### Player.tscn\n 58β†’The player character scene with smooth physics-based movement. Features:\n 59β†’- **CharacterBody2D** root node for physics-based movement\n 60β†’- **CollisionShape2D** with circular collision (16px radius)\n 61β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 62β†’- **Camera2D** that smoothly follows the player\n 63β†’\n 64β†’#### Player Properties (Inspector)\n 65β†’| Property | Default | Description |\n 66β†’|----------|---------|-------------|\n 67β†’| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 68β†’| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 69β†’| `friction` | 1000.0 | How quickly the player stops when not moving |\n 70β†’\n 71β†’The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 72β†’\n 73β†’## Input Actions\n 74β†’\n 75β†’The project includes pre-configured input actions for top-down movement:\n 76β†’\n 77β†’| Action | Keys |\n 78β†’|--------|------|\n 79β†’| `move_up` | W, Up Arrow |\n 80β†’| `move_down` | S, Down Arrow |\n 81β†’| `move_left` | A, Left Arrow |\n 82β†’| `move_right` | D, Right Arrow |\n 83β†’\n 84β†’## Physics Layers\n 85β†’\n 86β†’Pre-configured collision layers for top-down games:\n 87β†’\n 88β†’| Layer | Name | Purpose |\
[2026-01-11T18:32:57.893Z] [INFO] n 89β†’|-------|------|---------|\n 90β†’| 1 | player | Player character |\n 91β†’| 2 | enemies | Enemy characters |\n 92β†’| 3 | obstacles | Walls, barriers |\n 93β†’| 4 | pickups | Items, collectibles |\n 94β†’| 5 | projectiles | Bullets, spells |\n 95β†’\n 96β†’## Best Practices\n 97β†’\n 98β†’This template follows Godot best practices:\n 99β†’\n 100β†’- **Snake_case naming** for files and folders\n 101β†’- **Scenes and scripts grouped together** or in parallel folder structures\n 102β†’- **Modular scene structure** with separate nodes for environment, entities, and UI\n 103β†’- **Input actions** instead of hardcoded key checks\n 104β†’- **Named collision layers** for clear physics setup\n 105β†’\n 106β†’## Extending the Template\n 107β†’\n 108β†’### Adding a New Level\n 109β†’1. Create a new scene in `scenes/levels/`\n 110β†’2. Add a corresponding script in `scripts/levels/`\n 111β†’3. Follow the structure of `TestTier.tscn`\n 112β†’\n 113β†’### Adding a Character\n 114β†’1. Create a new scene in `scenes/characters/`\n 115β†’2. Add a corresponding script in `scripts/characters/`\n 116β†’3. Use CharacterBody2D as the root node for physics-based characters\n 117β†’\n 118β†’### Adding Autoloads\n 119β†’1. Create a script in `scripts/autoload/`\n 120β†’2. Go to Project > Project Settings > Autoload\n 121β†’3. Add the script as a singleton\n 122β†’\n 123β†’## License\n 124β†’\n 125β†’See [LICENSE](LICENSE) for details.\n 126β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"f389a3d6-1520-4f45-9151-b63484d667af","uuid":"d978be24-4977-4d06-ba8c-605df37cc64e","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768156332929/README.md","content":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier for developing and testing game mechanics. Includes a basic structure with:\n- Environment node for level elements\n- Entities node for game objects (includes the Player)\n- UI layer for HUD elements\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. Add a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n","numLines":126,"startLine":1,"totalLines":126}}}
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"content": " 1β†’[gd_scene load_steps=2 format=3 uid=\"uid://c8qbm3v6xg4ow\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_main\"]\n 4β†’\n 5β†’[node name=\"Main\" type=\"Node2D\"]\n 6β†’script = ExtResource(\"1_main\")\n 7β†’\n 8β†’[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 9β†’position = Vector2(640, 360)\n 10β†’\n 11β†’[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 12β†’\n 13β†’[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 14β†’layout_mode = 3\n 15β†’anchors_preset = 15\n 16β†’anchor_right = 1.0\n 17β†’anchor_bottom = 1.0\n 18β†’grow_horizontal = 2\n 19β†’grow_vertical = 2\n 20β†’\n 21β†’[node name=\"TitleLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 22β†’layout_mode = 1\n 23β†’anchors_preset = 5\n 24β†’anchor_left = 0.5\n 25β†’anchor_right = 0.5\n 26β†’offset_left = -200.0\n 27β†’offset_top = 100.0\n 28β†’offset_right = 200.0\n 29β†’offset_bottom = 150.0\n 30β†’grow_horizontal = 2\n 31β†’text = \"Godot Top-Down Template\"\n 32β†’horizontal_alignment = 1\n 33β†’vertical_alignment = 1\n 34β†’\n 35β†’[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 36β†’layout_mode = 1\n 37β†’anchors_preset = 8\n 38β†’anchor_left = 0.5\n 39β†’anchor_top = 0.5\n 40β†’anchor_right = 0.5\n 41β†’anchor_bottom = 0.5\n 42β†’offset_left = -150.0\n 43β†’offset_top = -50.0\n 44β†’offset_right = 150.0\n 45β†’offset_bottom = 50.0\n 46β†’grow_horizontal = 2\n 47β†’grow_vertical = 2\n 48β†’text = \"Press F5 to run the project\n 49β†’WASD or Arrow Keys to move\n 50β†’\n 51β†’Edit scenes in the scenes/ folder\n 52β†’Add scripts in the scripts/ folder\"\n 53β†’horizontal_alignment = 1\n 54β†’vertical_alignment = 1\n 55β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-01-11T18:33:04.149Z] [INFO] {
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"content": "title:\t[WIP] Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ тСстовой ΠΊΠ°Ρ€Ρ‚Ρ‹ (Π’ΠΈΡ€)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t13\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-template/pull/13\nadditions:\t7\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## πŸ€– AI-Powered Solution Draft\n\nThis pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#4.\n\n### πŸ“‹ Issue Reference\nFixes Jhon-Crow/godot-topdown-template#4\n\n### 🚧 Status\n**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.\n\n### πŸ“ Implementation Details\n_Details will be added as the solution draft is developed..._\n\n---\n*This PR was created automatically by the AI issue solver*",
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[2026-01-11T18:33:07.133Z] [INFO] {
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[2026-01-11T18:33:12.241Z] [INFO] {
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[2026-01-11T18:33:17.684Z] [INFO] {
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[2026-01-11T18:33:26.944Z] [INFO] {
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"content": "[gd_resource type=\"TileSet\" load_steps=6 format=3 uid=\"uid://cw4r8khjm2pnv\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_floor\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_wall\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_1\"]\ntexture = SubResource(\"PlaceholderTexture2D_floor\")\ntexture_region_size = Vector2i(32, 32)\n0:0/0 = 0\n\n[resource]\ntile_size = Vector2i(32, 32)\nphysics_layer_0/collision_layer = 4\nphysics_layer_0/collision_mask = 0\n",
"structuredPatch": [],
"originalFile": null
}
}
[2026-01-11T18:33:31.595Z] [INFO] {
"type": "assistant",
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"model": "claude-opus-4-5-20251101",
"id": "msg_01CDmvmWyc9Bn6FcV1s1goLz",
"type": "message",
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"content": [
{
"type": "text",
"text": "Actually, creating a complex TileSet in pure .tres format is quite involved. For Godot 4.3 with TileMap, I'll use a simpler approach - create the tileset inline within the scene file. Let me update the TestTier.tscn directly with a TileMap that has walls with collision:"
}
],
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[2026-01-11T18:33:32.208Z] [INFO] {
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{
"type": "tool_use",
"id": "toolu_01CZqHj78Gj4eY1oFZV5oF33",
"name": "Bash",
"input": {
"command": "rm /tmp/gh-issue-solver-1768156332929/assets/sprites/test_tier_tileset.tres",
"description": "Remove incomplete tileset file"
}
}
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[2026-01-11T18:33:32.309Z] [INFO] {
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{
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[2026-01-11T18:33:35.535Z] [INFO] {
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"id": "msg_01XcDPTrJTUqfxJErKXNG7KS",
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{
"type": "text",
"text": "For Godot 4.x, I'll create a TileMapLayer with a simple procedurally-built tileset. Let me create a comprehensive TestTier.tscn scene:"
}
],
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[2026-01-11T18:34:20.443Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XcDPTrJTUqfxJErKXNG7KS",
"type": "message",
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"content": [
{
"type": "tool_use",
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"input": {
"file_path": "/tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn",
"content": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_floor\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_wall\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_floor\"]\ntexture = SubResource(\"PlaceholderTexture2D_floor\")\ntexture_region_size = Vector2i(32, 32)\n0:0/0 = 0\n0:0/0/modulate = Color(0.4, 0.5, 0.4, 1)\n\n[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_wall\"]\ntexture = SubResource(\"PlaceholderTexture2D_wall\")\ntexture_region_size = Vector2i(32, 32)\n0:0/0 = 0\n0:0/0/modulate = Color(0.3, 0.25, 0.2, 1)\n0:0/0/physics_layer_0/polygons = [{ \"one_way\": false, \"one_way_margin\": 1.0, \"points\": PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) }]\n\n[sub_resource type=\"TileSet\" id=\"TileSet_main\"]\ntile_size = Vector2i(32, 32)\nphysics_layer_0/collision_layer = 4\nphysics_layer_0/collision_mask = 0\nsources/0 = SubResource(\"TileSetAtlasSource_floor\")\nsources/1 = SubResource(\"TileSetAtlasSource_wall\")\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"TileMapFloor\" type=\"TileMapLayer\" parent=\"Environment\"]\ntile_set = SubResource(\"TileSet_main\")\ntile_map_data = PackedByteArray(\"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\")\n\n[node name=\"TileMapWalls\" type=\"TileMapLayer\" parent=\"Environment\"]\ntile_set = SubResource(\"TileSet_main\")\ntile_map_data = PackedByteArray(\"AAADAAIAAAABAQAAAAAAAAAAAAAAAAAEAAIAAAABAQAAAAAAAAAAAAAAAAAFAAIAAAABAQAAAAAAAAAAAAAAAAAGAAIAAAABAQAAAAAAAAAAAAAAAAAHAAIAAAABAQAAAAAAAAAAAAAAAAACAAMAAAABAQA AAAAAAAAAAAAAAAAHAAOAAAABAQA 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\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(992, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(992, 320)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(992, 480)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(200, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -150.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 10.0\noffset_right = 300.0\noffset_bottom = 80.0\ntext = \"WASD / Arrow Keys - Move\nRed squares - Targets\nBrown walls - Obstacles\"\n"
}
}
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[2026-01-11T18:34:20.473Z] [INFO] {
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"content": [
{
"tool_use_id": "toolu_0147Qn1PGEcYuQ48wLGiEjWE",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’\n 6β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_floor\"]\n 7β†’size = Vector2(32, 32)\n 8β†’\n 9β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_wall\"]\n 10β†’size = Vector2(32, 32)\n 11β†’\n 12β†’[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_floor\"]\n 13β†’texture = SubResource(\"PlaceholderTexture2D_floor\")\n 14β†’texture_region_size = Vector2i(32, 32)\n 15β†’0:0/0 = 0\n 16β†’0:0/0/modulate = Color(0.4, 0.5, 0.4, 1)\n 17β†’\n 18β†’[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_wall\"]\n 19β†’texture = SubResource(\"PlaceholderTexture2D_wall\")\n 20β†’texture_region_size = Vector2i(32, 32)\n 21β†’0:0/0 = 0\n 22β†’0:0/0/modulate = Color(0.3, 0.25, 0.2, 1)\n 23β†’0:0/0/physics_layer_0/polygons = [{ \"one_way\": false, \"one_way_margin\": 1.0, \"points\": PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) }]\n 24β†’\n 25β†’[sub_resource type=\"TileSet\" id=\"TileSet_main\"]\n 26β†’tile_size = Vector2i(32, 32)\n 27β†’physics_layer_0/collision_layer = 4\n 28β†’physics_layer_0/collision_mask = 0\n 29β†’sources/0 = SubResource(\"TileSetAtlasSource_floor\")\n 30β†’sources/1 = SubResource(\"TileSetAtlasSource_wall\")\n 31β†’\n 32β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n 33β†’size = Vector2(48, 48)\n 34β†’\n 35β†’[node name=\"TestTier\" type=\"Node2D\"]\n 36β†’script = ExtResource(\"1_test_tier\")\n 37β†’\n 38β†’[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 39β†’\n 40β†’[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 41β†’offset_right = 1280.0\n 42β†’offset_bottom = 720.0\n 43β†’color = Color(0.15, 0.2, 0.15, 1)\n 44β†’\n 45β†’[node name=\"TileMapFloor\" type=\"TileMapLayer\" parent=\"Environment\"]\n 46β†’tile_set = SubResource(\"TileSet_main\")\n 47β†’tile_map_data = PackedByteArray(\"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\")\n 48β†’\n 49β†’[node name=\"TileMapWalls\" type=\"TileMapLayer\" parent=\"Environment\"]\n 50β†’tile_set = SubResource(\"TileSet_main\")\n 51β†’tile_map_data = PackedByteArray(\"AAADAAIAAAABAQAAAAAAAAAAAAAAAAAEAAIAAAABAQAAAAAAAAAAAAAAAAAFAAIAAAABAQAAAAAAAAAAAAAAAAAGAAIAAAABAQAAAAAAAAAAAAAAAAAHAAIAAAABAQAAAAAAAAAAAAAAAAACAAMAAAABAQA AAAAAAAAAAAAAAAAHAAOAAAABAQA 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"+tile_map_data = PackedByteArray(\"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\")",
"+",
"+[node name=\"TileMapWalls\" type=\"TileMapLayer\" parent=\"Environment\"]",
"+tile_set = SubResource(\"TileSet_main\")",
"+tile_map_data = PackedByteArray(\"AAADAAIAAAABAQAAAAAAAAAAAAAAAAAEAAIAAAABAQAAAAAAAAAAAAAAAAAFAAIAAAABAQAAAAAAAAAAAAAAAAAGAAIAAAABAQAAAAAAAAAAAAAAAAAHAAIAAAABAQAAAAAAAAAAAAAAAAACAAMAAAABAQA AAAAAAAAAAAAAAAAHAAOAAAABAQA AAAAAAAAAAAAAAAAACAAQAAAABAQAAAAAAAAAAAAAAAAADAAQAAAABAQAAAAAAAAAAAAAAAAAEAAQAAAABAQAAAAAAAAAAAAAAAAAFAAQAAAABAQAAAAAAAAAAAAAAAAAGAAQAAAABAQAAAAAAAAAAAAAAAAAHAAQAAAABAQAAAAAAAAAAAAAAAAAHAA0AAAABAQAAAAAAAAAAAAAAAAAGAA0AAAABAQAAAAAAAAAAAAAAAAAFAA0AAAABAQAAAAAAAAAAAAAAAAAEAA0AAAABAQAAAAAAAAAAAAAAAAADAA0AAAABAQAAAAAAAAAAAAAAAAACAA0AAAABAQAAAAAAAAAAAAAAAAABAA0AAAABAQAAAAAAAAAAAAAAAAAAAA0AAAABAQAA////AA0AAAABAQAA/v8AAA0AAAABAQAA/f8AAA0AAAABAQAA/P8AAA0AAAABAQAA+/8AAA0AAAABAQAA+v8AAA0AAAABAQAA+f8AAA0AAAABAQAA+P8AAA0AAAABAQAA9/8AAA0AAAABAQAA9v8AAA0AAAABAQAA9f8AAA0AAAABAQAA9P8AAA0AAAABAQAA8/8AAA0AAAABAQAA8v8AAA0AAAABAQAA8f8AAA0AAAABAQAA8P8AAA0AAAABAQAA7/8AAA0AAAABAQAA7v8AAA0AAAABAQAA7f8AAA0AAAABAQAA7P8AAA0AAAABAQAA6/8AAA0AAAABAQAA6/8AAAwAAABBAQAA6/8AAAsAAABBAQAA6/8AAAoAAABBAQAA6/8AAAkAAABBAQAA6/8AAAgAAABBAQAA6/8AAAcAAABBAQAA6/8AAAYAAABBAQAA6/8AAAUAAABBAQAA6/8AAAQAAABBAQAA6/8AAAMAAABBAQAA6/8AAAIAAAABBQAA6/8AAAAAAABBQAA6/8AAP//AABBQAAAAf8AAP7/AABBQAAAAf8AAP3/AABBQAAA/f8AAP3/AABBQAAA/v8AAP3/AABBQAAAAP8AAP3/AABBQAAAAP8AAP7/AABBQAAAAP8AAP//AABBQAAAAP8AAAAAAAABBQAAAAP8AAABAAABBQAAAAP8AAACAAABBQAAAAP8AAADAAABBQAAAAP8AAAEAAABBQAAAAP8AAAFAAABBQAAAAP8AAAGAAABBQAAAAP8AAAHAAABBQAAAAP8AAAIAAABBQAAAAP8AAAJAAABBQAAAAP8AAAKAAABBQAAAAP8AAALAAABBQAAAAP8AAAMAAABBQAAAAP8AAANAAABBQAAABP8AAANAAABBQAAABP8AAAMAAABBQAAABP8AAAIAAABBQAAABP8AAAEAAABBQAAABP8AAAAAABBQAAABP8AAP//AABBQAAABP8AAP7/AABBQAAABP8AAP3/AABBQAAABP8AAP//AABBQAAAAv8AAP//AABBQAAAAf8AAAIAAAABBQAAAL/8AAP7/AABBQAAABP8AAP3/AABBQAAAAv8AAP3/AABBQAAAAf8AAP3/AABBQAAAAf8AAAIAAABBQAAAAQAAAP7/AABBQAAAAQAAAP//AABBQAAAAQAAAAAAAABBQAAAAQAAABAAABBQAAAAQAAACAAABBQAAAAQAAADAAABBQAAAAQAAAEAAABBQAAAAQAAAFAAABBQAAAAQAAAGAAABBQAAAAQAAAHAAABBQAAAAQAAAIAABBQAAAAQAAAJAAABBQAAAAQAAAKAAABBQAAAAQAAALAAABBQAAAAQAAAMAAABBQAAAAQAAANAAABBQAAAB/8AAANAAABBQAAAB/8AAAMAAABBQAAAB/8AAAIAAABBQAAAB/8AAAEAAABBQAAAB/8AAAAAABBQAAAB/8AAP//AABBQAAAB/8AAP7/AABBQAAAB/8AAP3/AABBQAAAAf8AAAFAAABBQAAAAL/8AAAFAAABBQAAAL/8AAAEAAABBQAAAL/8AAAMAAABBQAAAL/8AAAJAAABBQAAAL/8AAALAAABBQAAAL/8AAAMAAABBQAAAC/8AAAMAAABBQAAAC/8AAAJAAABBQAAAC/8AAALAAABBQAAAC/8AAALAAABBQAAACP8AAAJAAABBQAAACP8AAALAAABBQAAADP8AAAJAAABBQAAADP8AAALAAABBQAAAA/8AAAJAAABBQAAAA/8AAALAAABBQAAAEP8AAAJAAABBQAAAEP8AAALAAABBQAAABP8AAALAAABBQAAABP8AAAJAAABBQAAAIP8AAALAAABBQAAAIP8AAAJAAABBQ==\")",
"+",
"+[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]",
"+",
"+[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]",
"+position = Vector2(992, 160)",
"+collision_layer = 4",
"+collision_mask = 0",
"+",
"+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]",
"+modulate = Color(0.9, 0.2, 0.2, 1)",
"+texture = SubResource(\"PlaceholderTexture2D_target\")",
"+",
"+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]",
"+shape = SubResource(\"RectangleShape2D_target\")",
"+",
"+[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]",
"+position = Vector2(992, 320)",
"+collision_layer = 4",
"+collision_mask = 0",
"+",
"+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]",
"+modulate = Color(0.9, 0.2, 0.2, 1)",
"+texture = SubResource(\"PlaceholderTexture2D_target\")",
"+",
"+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]",
"+shape = SubResource(\"RectangleShape2D_target\")",
"+",
"+[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]",
"+position = Vector2(992, 480)",
"+collision_layer = 4",
"+collision_mask = 0",
"+",
"+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]",
"+modulate = Color(0.9, 0.2, 0.2, 1)",
"+texture = SubResource(\"PlaceholderTexture2D_target\")",
"+",
"+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]",
"+shape = SubResource(\"RectangleShape2D_target\")",
"+",
" [node name=\"Entities\" type=\"Node2D\" parent=\".\"]",
" ",
" [node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]",
"-position = Vector2(640, 360)",
"+position = Vector2(200, 360)",
" ",
" [node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]",
" "
]
},
{
"oldStart": 38,
"oldLines": 5,
"newStart": 113,
"newLines": 16,
"lines": [
" offset_right = -10.0",
" offset_bottom = 40.0",
" grow_horizontal = 0",
"-text = \"Test Tier\"",
"+text = \"Test Tier (Shooting Range)\"",
" horizontal_alignment = 2",
"+",
"+[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]",
"+layout_mode = 1",
"+anchors_preset = 0",
"+offset_left = 10.0",
"+offset_top = 10.0",
"+offset_right = 300.0",
"+offset_bottom = 80.0",
"+text = \"WASD / Arrow Keys - Move",
"+Red squares - Targets",
"+Brown walls - Obstacles\""
]
}
],
"originalFile": "[gd_scene load_steps=3 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.2, 0.3, 0.2, 1)\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(640, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -150.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier\"\nhorizontal_alignment = 2\n"
}
}
[2026-01-11T18:34:25.773Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01TZu4iMNKT8JMJrPuC33ABq",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "The file has an issue - I didn't define the collision shape for the targets. Also the base64 tile data would be complex to generate manually. Let me take a cleaner approach - I'll create the test map using explicit StaticBody2D nodes for walls (which is actually cleaner and easier to maintain), and ensure the scene is properly formatted:"
}
],
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"service_tier": "standard"
},
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"session_id": "f389a3d6-1520-4f45-9151-b63484d667af",
"uuid": "0ee5ec1b-834a-4401-b429-5703c8a5e2c3"
}
[2026-01-11T18:34:48.741Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01TZu4iMNKT8JMJrPuC33ABq",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01WJRV6zD4rmShks4K2ReFfd",
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"input": {
"file_path": "/tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn",
"content": "[gd_scene load_steps=7 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle3\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n"
}
}
],
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},
"output_tokens": 2849,
"service_tier": "standard"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "f389a3d6-1520-4f45-9151-b63484d667af",
"uuid": "b5278a62-e6e0-4bfe-9941-92a3ffe4adc7"
}
[2026-01-11T18:34:48.778Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WJRV6zD4rmShks4K2ReFfd","type":"tool_result","content":"The file /tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’[gd_scene load_steps=7 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’\n 6β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n 7β†’size = Vector2(48, 48)\n 8β†’\n 9β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n 10β†’size = Vector2(48, 48)\n 11β†’\n 12β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 13β†’size = Vector2(800, 32)\n 14β†’\n 15β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n 16β†’size = Vector2(32, 656)\n 17β†’\n 18β†’[node name=\"TestTier\" type=\"Node2D\"]\n 19β†’script = ExtResource(\"1_test_tier\")\n 20β†’\n 21β†’[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 22β†’\n 23β†’[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 24β†’offset_right = 1280.0\n 25β†’offset_bottom = 720.0\n 26β†’color = Color(0.15, 0.2, 0.15, 1)\n 27β†’\n 28β†’[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 29β†’offset_left = 64.0\n 30β†’offset_top = 64.0\n 31β†’offset_right = 864.0\n 32β†’offset_bottom = 656.0\n 33β†’color = Color(0.25, 0.32, 0.25, 1)\n 34β†’\n 35β†’[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n 36β†’\n 37β†’[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 38β†’position = Vector2(464, 48)\n 39β†’collision_layer = 4\n 40β†’collision_mask = 0\n 41β†’\n 42β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n 43β†’offset_left = -400.0\n 44β†’offset_top = -16.0\n 45β†’offset_right = 400.0\n 46β†’offset_bottom = 16.0\n 47β†’color = Color(0.35, 0.28, 0.22, 1)\n 48β†’\n 49β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n 50β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 51β†’\n 52β†’[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 53β†’position = Vector2(464, 672)\n 54β†’collision_layer = 4\n 55β†’collision_mask = 0\n 56β†’\n 57β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n 58β†’offset_left = -400.0\n 59β†’offset_top = -16.0\n 60β†’offset_right = 400.0\n 61β†’offset_bottom = 16.0\n 62β†’color = Color(0.35, 0.28, 0.22, 1)\n 63β†’\n 64β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n 65β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 66β†’\n 67β†’[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 68β†’position = Vector2(48, 360)\n 69β†’collision_layer = 4\n 70β†’collision_mask = 0\n 71β†’\n 72β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n 73β†’offset_left = -16.0\n 74β†’offset_top = -328.0\n 75β†’offset_right = 16.0\n 76β†’offset_bottom = 328.0\n 77β†’color = Color(0.35, 0.28, 0.22, 1)\n 78β†’\n 79β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n 80β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 81β†’\n 82β†’[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 83β†’position = Vector2(880, 360)\n 84β†’collision_layer = 4\n 85β†’collision_mask = 0\n 86β†’\n 87β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n 88β†’offset_left = -16.0\n 89β†’offset_top = -328.0\n 90β†’offset_right = 16.0\n 91β†’offset_bottom = 328.0\n 92β†’color = Color(0.35, 0.28, 0.22, 1)\n 93β†’\n 94β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n 95β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 96β†’\n 97β†’[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n 98β†’\n 99β†’[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 100β†’position = Vector2(300, 250)\n 101β†’collision_layer = 4\n 102β†’collision_mask = 0\n 103β†’\n 104β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n 105β†’offset_left = -48.0\n 106β†’offset_top = -48.0\n 107β†’offset_right = 48.0\n 108β†’offset_bottom = 48.0\n 109β†’color = Color(0.4, 0.32, 0.25, 1)\n 110β†’\n 111β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n 112β†’shape = SubResource(\"RectangleShape2D_obstacle1\")\n 113β†’\n 114β†’[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 115β†’position = Vector2(300, 470)\n 116β†’collision_layer = 4\n 117β†’collision_mask = 0\n 118β†’\n 119β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n 120β†’offset_left = -48.0\n 121β†’offset_top = -48.0\n 122β†’offset_right = 48.0\n 123β†’offset_bottom = 48.0\n 124β†’color = Color(0.4, 0.32, 0.25, 1)\n 125β†’\n 126β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n 127β†’shape = SubResource(\"RectangleShape2D_obstacle1\")\n 128β†’\n 129β†’[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 130β†’position = Vector2(550, 360)\n 131β†’collision_layer = 4\n 132β†’collision_mask = 0\n 133β†’\n 134β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n 135β†’offset_left = -64.0\n 136β†’offset_top = -32.0\n 137β†’offset_right = 64.0\n 138β†’offset_bottom = 32.0\n 139β†’color = Color(0.4, 0.32, 0.25, 1)\n 140β†’\n 141β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n 142β†’shape = SubResource(\"RectangleShape2D_obstacle3\")\n 143β†’\n 144β†’[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n 145β†’\n 146β†’[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 147β†’position = Vector2(750, 160)\n 148β†’collision_layer = 4\n 149β†’collision_mask = 0\n 150β†’\n 151β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n 152β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 153β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 154β†’\n 155β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n 156β†’shape = SubResource(\"RectangleShape2D_target\")\n 157β†’\n 158β†’[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 159β†’position = Vector2(750, 360)\n 160β†’collision_layer = 4\n 161β†’collision_mask = 0\n 162β†’\n 163β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n 164β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 165β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 166β†’\n 167β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n 168β†’shape = SubResource(\"RectangleShape2D_target\")\n 169β†’\n 170β†’[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 171β†’position = Vector2(750, 560)\n 172β†’collision_layer = 4\n 173β†’collision_mask = 0\n 174β†’\n 175β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n 176β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 177β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 178β†’\n 179β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\n 180β†’shape = SubResource(\"RectangleShape2D_target\")\n 181β†’\n 182β†’[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n 183β†’\n 184β†’[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n 185β†’offset_left = 700.0\n 186β†’offset_top = 80.0\n 187β†’offset_right = 850.0\n 188β†’offset_bottom = 110.0\n 189β†’text = \"TARGET ZONE\"\n 190β†’horizontal_alignment = 1\n 191β†’\n 192β†’[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n 193β†’\n 194β†’[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n 195β†’position = Vector2(150, 360)\n 196β†’\n 197β†’[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 198β†’\n 199β†’[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 200β†’layout_mode = 3\n 201β†’anchors_preset = 15\n 202β†’anchor_right = 1.0\n 203β†’anchor_bottom = 1.0\n 204β†’grow_horizontal = 2\n 205β†’grow_vertical = 2\n 206β†’\n 207β†’[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 208β†’layout_mode = 1\n 209β†’anchors_preset = 1\n 210β†’anchor_left = 1.0\n 211β†’anchor_right = 1.0\n 212β†’offset_left = -200.0\n 213β†’offset_top = 10.0\n 214β†’offset_right = -10.0\n 215β†’offset_bottom = 40.0\n 216β†’grow_horizontal = 0\n 217β†’text = \"Test Tier (Shooting Range)\"\n 218β†’horizontal_alignment = 2\n 219β†’\n 220β†’[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 221β†’layout_mode = 1\n 222β†’anchors_preset = 0\n 223β†’offset_left = 10.0\n 224β†’offset_top = 650.0\n 225β†’offset_right = 400.0\n 226β†’offset_bottom = 710.0\n 227β†’text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n 228β†’"}]},"parent_tool_use_id":null,"session_id":"f389a3d6-1520-4f45-9151-b63484d667af","uuid":"a05e9403-c93f-4037-a0df-a0a35360d4f2","tool_use_result":{"type":"update","filePath":"/tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn","content":"[gd_scene load_steps=7 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\n
[2026-01-11T18:34:48.785Z] [INFO] color = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle3\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n","structuredPatch":[{"oldStart":1,"oldLines":37,"newStart":1,"newLines":20,"lines":["-[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]","+[gd_scene load_steps=7 format=3 uid=\"uid://d3kv7pm5r2aub\"]"," "," [ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]"," [ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]"," ","-[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_floor\"]","-size = Vector2(32, 32)","+[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]","+size = Vector2(48, 48)"," ","-[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_wall\"]","-size = Vector2(32, 32)","+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]","+size = Vector2(48, 48)"," ","-[sub_resource type=\"TileSetAtlasSource\" id=\"TileSetAtlasSource_floor\"]","-texture = SubResource(\"PlaceholderTexture2D_floor\")","-texture_region_size = Vector2i(32, 32)","-0:0/0 = 0","-0:0/0/modulate = Color(0.4, 0.5, 0.4, 1)","+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]","+size = Vector2(800, 32)"," ","-[sub_resource 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SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(992, 480)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(200, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -150.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 10.0\noffset_right = 300.0\noffset_bottom = 80.0\ntext = \"WASD / Arrow Keys - Move\nRed squares - Targets\nBrown walls - Obstacles\"\n"}}
[2026-01-11T18:34:52.311Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Gw9xK7mTZpGVm4pbgsSpRg",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "I notice I'm referencing sub-resources that aren't defined (`RectangleShape2D_obstacle1` and `RectangleShape2D_obstacle3`). Let me fix the scene file to properly define all collision shapes:"
}
],
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[2026-01-11T18:35:11.721Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Gw9xK7mTZpGVm4pbgsSpRg",
"type": "message",
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{
"type": "tool_use",
"id": "toolu_016QQeq6b7dq6puoDapQFKLK",
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"file_path": "/tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn",
"content": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n"
}
}
],
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"service_tier": "standard"
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"uuid": "8cb5f219-a7a9-40ab-aa70-0e6bed2e1760"
}
[2026-01-11T18:35:11.746Z] [INFO] {
"type": "user",
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"role": "user",
"content": [
{
"tool_use_id": "toolu_016QQeq6b7dq6puoDapQFKLK",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’\n 6β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n 7β†’size = Vector2(48, 48)\n 8β†’\n 9β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n 10β†’size = Vector2(48, 48)\n 11β†’\n 12β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 13β†’size = Vector2(800, 32)\n 14β†’\n 15β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n 16β†’size = Vector2(32, 656)\n 17β†’\n 18β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\n 19β†’size = Vector2(96, 96)\n 20β†’\n 21β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\n 22β†’size = Vector2(128, 64)\n 23β†’\n 24β†’[node name=\"TestTier\" type=\"Node2D\"]\n 25β†’script = ExtResource(\"1_test_tier\")\n 26β†’\n 27β†’[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 28β†’\n 29β†’[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 30β†’offset_right = 1280.0\n 31β†’offset_bottom = 720.0\n 32β†’color = Color(0.15, 0.2, 0.15, 1)\n 33β†’\n 34β†’[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 35β†’offset_left = 64.0\n 36β†’offset_top = 64.0\n 37β†’offset_right = 864.0\n 38β†’offset_bottom = 656.0\n 39β†’color = Color(0.25, 0.32, 0.25, 1)\n 40β†’\n 41β†’[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n 42β†’\n 43β†’[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 44β†’position = Vector2(464, 48)\n 45β†’collision_layer = 4\n 46β†’collision_mask = 0\n 47β†’\n 48β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n 49β†’offset_left = -400.0\n 50β†’offset_top = -16.0\n 51β†’offset_right = 400.0\n 52β†’offset_bottom = 16.0\n 53β†’color = Color(0.35, 0.28, 0.22, 1)\n 54β†’\n 55β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n 56β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 57β†’\n 58β†’[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 59β†’position = Vector2(464, 672)\n 60β†’collision_layer = 4\n 61β†’collision_mask = 0\n 62β†’\n 63β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n 64β†’offset_left = -400.0\n 65β†’offset_top = -16.0\n 66β†’offset_right = 400.0\n 67β†’offset_bottom = 16.0\n 68β†’color = Color(0.35, 0.28, 0.22, 1)\n 69β†’\n 70β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n 71β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 72β†’\n 73β†’[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 74β†’position = Vector2(48, 360)\n 75β†’collision_layer = 4\n 76β†’collision_mask = 0\n 77β†’\n 78β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n 79β†’offset_left = -16.0\n 80β†’offset_top = -328.0\n 81β†’offset_right = 16.0\n 82β†’offset_bottom = 328.0\n 83β†’color = Color(0.35, 0.28, 0.22, 1)\n 84β†’\n 85β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n 86β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 87β†’\n 88β†’[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 89β†’position = Vector2(880, 360)\n 90β†’collision_layer = 4\n 91β†’collision_mask = 0\n 92β†’\n 93β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n 94β†’offset_left = -16.0\n 95β†’offset_top = -328.0\n 96β†’offset_right = 16.0\n 97β†’offset_bottom = 328.0\n 98β†’color = Color(0.35, 0.28, 0.22, 1)\n 99β†’\n 100β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n 101β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 102β†’\n 103β†’[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n 104β†’\n 105β†’[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 106β†’position = Vector2(300, 250)\n 107β†’collision_layer = 4\n 108β†’collision_mask = 0\n 109β†’\n 110β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n 111β†’offset_left = -48.0\n 112β†’offset_top = -48.0\n 113β†’offset_right = 48.0\n 114β†’offset_bottom = 48.0\n 115β†’color = Color(0.4, 0.32, 0.25, 1)\n 116β†’\n 117β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n 118β†’shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 119β†’\n 120β†’[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 121β†’position = Vector2(300, 470)\n 122β†’collision_layer = 4\n 123β†’collision_mask = 0\n 124β†’\n 125β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n 126β†’offset_left = -48.0\n 127β†’offset_top = -48.0\n 128β†’offset_right = 48.0\n 129β†’offset_bottom = 48.0\n 130β†’color = Color(0.4, 0.32, 0.25, 1)\n 131β†’\n 132β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n 133β†’shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 134β†’\n 135β†’[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 136β†’position = Vector2(550, 360)\n 137β†’collision_layer = 4\n 138β†’collision_mask = 0\n 139β†’\n 140β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n 141β†’offset_left = -64.0\n 142β†’offset_top = -32.0\n 143β†’offset_right = 64.0\n 144β†’offset_bottom = 32.0\n 145β†’color = Color(0.4, 0.32, 0.25, 1)\n 146β†’\n 147β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n 148β†’shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n 149β†’\n 150β†’[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n 151β†’\n 152β†’[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 153β†’position = Vector2(750, 160)\n 154β†’collision_layer = 4\n 155β†’collision_mask = 0\n 156β†’\n 157β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n 158β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 159β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 160β†’\n 161β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n 162β†’shape = SubResource(\"RectangleShape2D_target\")\n 163β†’\n 164β†’[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 165β†’position = Vector2(750, 360)\n 166β†’collision_layer = 4\n 167β†’collision_mask = 0\n 168β†’\n 169β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n 170β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 171β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 172β†’\n 173β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n 174β†’shape = SubResource(\"RectangleShape2D_target\")\n 175β†’\n 176β†’[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n 177β†’position = Vector2(750, 560)\n 178β†’collision_layer = 4\n 179β†’collision_mask = 0\n 180β†’\n 181β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n 182β†’modulate = Color(0.9, 0.2, 0.2, 1)\n 183β†’texture = SubResource(\"PlaceholderTexture2D_target\")\n 184β†’\n 185β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\n 186β†’shape = SubResource(\"RectangleShape2D_target\")\n 187β†’\n 188β†’[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n 189β†’\n 190β†’[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n 191β†’offset_left = 700.0\n 192β†’offset_top = 80.0\n 193β†’offset_right = 850.0\n 194β†’offset_bottom = 110.0\n 195β†’text = \"TARGET ZONE\"\n 196β†’horizontal_alignment = 1\n 197β†’\n 198β†’[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n 199β†’\n 200β†’[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n 201β†’position = Vector2(150, 360)\n 202β†’\n 203β†’[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 204β†’\n 205β†’[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 206β†’layout_mode = 3\n 207β†’anchors_preset = 15\n 208β†’anchor_right = 1.0\n 209β†’anchor_bottom = 1.0\n 210β†’grow_horizontal = 2\n 211β†’grow_vertical = 2\n 212β†’\n 213β†’[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 214β†’layout_mode = 1\n 215β†’anchors_preset = 1\n 216β†’anchor_left = 1.0\n 217β†’anchor_right = 1.0\n 218β†’offset_left = -200.0\n 219β†’offset_top = 10.0\n 220β†’offset_right = -10.0\n 221β†’offset_bottom = 40.0\n 222β†’grow_horizontal = 0\n 223β†’text = \"Test Tier (Shooting Range)\"\n 224β†’horizontal_alignment = 2\n 225β†’\n 226β†’[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 227β†’layout_mode = 1\n 228β†’anchors_preset = 0\n 229β†’offset_left = 10.0\n 230β†’offset_top = 650.0\n 231β†’offset_right = 400.0\n 232β†’offset_bottom = 710.0\n 233β†’text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n 234β†’"
}
]
},
"parent_tool_use_id": null,
"session_id": "f389a3d6-1520-4f45-9151-b63484d667af",
"uuid": "b339cd61-20f9-4173-8d7e-d95c75e24b9a",
"tool_use_result": {
"type": "update",
"filePath": "/tmp/gh-issue-solver-1768156332929/scenes/levels/TestTier.tscn",
"content": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n",
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" ",
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" [ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]"
]
},
{
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"lines": [
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" size = Vector2(32, 656)",
" ",
"+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]",
"+size = Vector2(96, 96)",
"+",
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"+",
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" "
]
},
{
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" ",
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"-shape = SubResource(\"RectangleShape2D_obstacle1\")",
"+shape = SubResource(\"RectangleShape2D_obstacle_square\")",
" ",
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},
{
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"-shape = SubResource(\"RectangleShape2D_obstacle1\")",
"+shape = SubResource(\"RectangleShape2D_obstacle_square\")",
" ",
" [node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]",
" position = Vector2(550, 360)"
]
},
{
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}
],
"originalFile": "[gd_scene load_steps=7 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle1\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle3\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 160)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\nposition = Vector2(750, 560)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_target\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\nshape = SubResource(\"RectangleShape2D_target\")\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"\n"
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"text": "Now I need to update the Player scene to add camera limits. Let me update the todo list and also update the Player.tscn file to add camera limits:"
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[2026-01-11T18:35:20.879Z] [INFO] {
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"text": "Now let me update the Player.tscn to add camera limits. I'll add reasonable camera limits based on the map size (64 to 864 horizontal, 64 to 656 vertical):"
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[2026-01-11T18:35:21.988Z] [INFO] {
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"content": " 1β†’[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4β†’\n 5β†’[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 6β†’radius = 16.0\n 7β†’\n 8β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\n 9β†’size = Vector2(32, 32)\n 10β†’\n 11β†’[node name=\"Player\" type=\"CharacterBody2D\"]\n 12β†’collision_layer = 1\n 13β†’collision_mask = 4\n 14β†’script = ExtResource(\"1_player\")\n 15β†’\n 16β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 17β†’shape = SubResource(\"CircleShape2D_player\")\n 18β†’\n 19β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 20β†’modulate = Color(0.2, 0.6, 1, 1)\n 21β†’texture = SubResource(\"PlaceholderTexture2D_player\")\n 22β†’\n 23β†’[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 24β†’position_smoothing_enabled = true\n 25β†’position_smoothing_speed = 5.0\n 26β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-01-11T18:35:32.026Z] [INFO] {
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"text": "The Player is correctly configured with `collision_mask = 4` which means it collides with layer 3 (obstacles - since collision_mask is a bitmask, 4 = 2^2, which represents layer 3 in 0-indexed terms... but wait, let me double check this).\n\nActually in Godot:\n- Layer 1 = bit 0 = value 1\n- Layer 2 = bit 1 = value 2 \n- Layer 3 = bit 2 = value 4\n\nSo `collision_mask = 4` means the player looks for collisions with objects on layer 3 (obstacles). And the walls and obstacles in my TestTier scene have `collision_layer = 4` which is layer 3. This is correct.\n\nLet me add camera limits to the Player Camera2D. The limits should be set based on the level bounds. However, since the Player scene is meant to be reusable across different levels, it might be better to set camera limits in the level itself or make the camera limits configurable.\n\nFor the test tier specifically, let me add a reasonable camera setup. Since the map area is from 64 to 864 horizontally and 64 to 656 vertically, I'll add limits that account for the viewport size (1280x720), so the camera stays centered and doesn't show outside the map area too much.\n\nActually, since the camera follows the player and the map is smaller than the full screen, the best approach is to add camera limits. Let me update the Player scene to add camera limit properties but leave them disabled by default, and then in the TestTier we can override those properties:"
}
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[2026-01-11T18:35:35.050Z] [INFO] {
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"content": "[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\nsize = Vector2(32, 32)\n\n[node name=\"Player\" type=\"CharacterBody2D\"]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(0.2, 0.6, 1, 1)\ntexture = SubResource(\"PlaceholderTexture2D_player\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nlimit_left = 0\nlimit_top = 0\nlimit_right = 928\nlimit_bottom = 720\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n"
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"content": "The file /tmp/gh-issue-solver-1768156332929/scenes/characters/Player.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4β†’\n 5β†’[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 6β†’radius = 16.0\n 7β†’\n 8β†’[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\n 9β†’size = Vector2(32, 32)\n 10β†’\n 11β†’[node name=\"Player\" type=\"CharacterBody2D\"]\n 12β†’collision_layer = 1\n 13β†’collision_mask = 4\n 14β†’script = ExtResource(\"1_player\")\n 15β†’\n 16β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 17β†’shape = SubResource(\"CircleShape2D_player\")\n 18β†’\n 19β†’[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 20β†’modulate = Color(0.2, 0.6, 1, 1)\n 21β†’texture = SubResource(\"PlaceholderTexture2D_player\")\n 22β†’\n 23β†’[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 24β†’limit_left = 0\n 25β†’limit_top = 0\n 26β†’limit_right = 928\n 27β†’limit_bottom = 720\n 28β†’limit_smoothed = true\n 29β†’position_smoothing_enabled = true\n 30β†’position_smoothing_speed = 5.0\n 31β†’"
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"filePath": "/tmp/gh-issue-solver-1768156332929/scenes/characters/Player.tscn",
"content": "[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\nsize = Vector2(32, 32)\n\n[node name=\"Player\" type=\"CharacterBody2D\"]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(0.2, 0.6, 1, 1)\ntexture = SubResource(\"PlaceholderTexture2D_player\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nlimit_left = 0\nlimit_top = 0\nlimit_right = 928\nlimit_bottom = 720\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n",
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" texture = SubResource(\"PlaceholderTexture2D_player\")",
" ",
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"+limit_left = 0",
"+limit_top = 0",
"+limit_right = 928",
"+limit_bottom = 720",
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"originalFile": "[gd_scene load_steps=4 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_player\"]\nsize = Vector2(32, 32)\n\n[node name=\"Player\" type=\"CharacterBody2D\"]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(0.2, 0.6, 1, 1)\ntexture = SubResource(\"PlaceholderTexture2D_player\")\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n"
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[2026-01-11T18:35:39.290Z] [INFO] {
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[2026-01-11T18:35:43.142Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_018tugkeC3XFiG7R6VetH3og","type":"tool_result","content":" 1β†’# Godot Top-Down Template\n 2β†’\n 3β†’A template project for creating top-down games in Godot 4.3+.\n 4β†’\n 5β†’## Requirements\n 6β†’\n 7β†’- [Godot Engine 4.3](https://godotengine.org/download) or later\n 8β†’- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 9β†’\n 10β†’## Getting Started\n 11β†’\n 12β†’1. Clone or download this repository\n 13β†’2. Open Godot Engine\n 14β†’3. Click \"Import\" and select the `project.godot` file\n 15β†’4. Press F5 to run the main scene\n 16β†’\n 17β†’## Project Structure\n 18β†’\n 19β†’```\n 20β†’godot-topdown-template/\n 21β†’β”œβ”€β”€ project.godot # Godot project configuration\n 22β†’β”œβ”€β”€ icon.svg # Project icon\n 23β†’β”œβ”€β”€ scenes/ # All game scenes (.tscn files)\n 24β†’β”‚ β”œβ”€β”€ main/ # Main scenes\n 25β†’β”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\n 26β†’β”‚ β”œβ”€β”€ levels/ # Game levels/tiers\n 27β†’β”‚ β”‚ └── TestTier.tscn # Test level for development\n 28β†’β”‚ β”œβ”€β”€ characters/ # Character scenes\n 29β†’β”‚ β”‚ └── Player.tscn # Player character with movement\n 30β†’β”‚ └── ui/ # UI scenes\n 31β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 32β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 33β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 34β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 35β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 36β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 37β†’β”‚ β”‚ └── player.gd # Player movement script\n 38β†’β”‚ └── utils/ # Utility scripts\n 39β†’β”œβ”€β”€ assets/ # Game assets\n 40β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 41β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 42β†’β”‚ └── fonts/ # Custom fonts\n 43→└── addons/ # Third-party Godot plugins\n 44β†’```\n 45β†’\n 46β†’## Scenes\n 47β†’\n 48β†’### Main.tscn\n 49β†’The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n 50β†’\n 51β†’### TestTier.tscn\n 52β†’A test level/tier for developing and testing game mechanics. Includes a basic structure with:\n 53β†’- Environment node for level elements\n 54β†’- Entities node for game objects (includes the Player)\n 55β†’- UI layer for HUD elements\n 56β†’\n 57β†’### Player.tscn\n 58β†’The player character scene with smooth physics-based movement. Features:\n 59β†’- **CharacterBody2D** root node for physics-based movement\n 60β†’- **CollisionShape2D** with circular collision (16px radius)\n 61β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 62β†’- **Camera2D** that smoothly follows the player\n 63β†’\n 64β†’#### Player Properties (Inspector)\n 65β†’| Property | Default | Description |\n 66β†’|----------|---------|-------------|\n 67β†’| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 68β†’| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 69β†’| `friction` | 1000.0 | How quickly the player stops when not moving |\n 70β†’\n 71β†’The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 72β†’\n 73β†’## Input Actions\n 74β†’\n 75β†’The project includes pre-configured input actions for top-down movement:\n 76β†’\n 77β†’| Action | Keys |\n 78β†’|--------|------|\n 79β†’| `move_up` | W, Up Arrow |\n 80β†’| `move_down` | S, Down Arrow |\n 81β†’| `move_left` | A, Left Arrow |\n 82β†’| `move_right` | D, Right Arrow |\n 83β†’\n 84β†’## Physics Layers\n 85β†’\n 86β†’Pre-configured collision layers for top-down games:\n 87β†’\n 88β†’| Layer | Name | Purpose |\n 89β†’|-------|------|---------|\n 90β†’| 1 | player | Player character |\n 91β†’| 2 | enemies | Enemy characters |\n 92β†’| 3 | obstacles | Walls, barriers |\n 93β†’| 4 | pickups | Items, collectibles |\n 94β†’| 5 | projectiles | Bullets, spells |\n 95β†’\n 96β†’## Best Practices\n 97β†’\n 98β†’This template follows Godot best practices:\n 99β†’\n 100β†’- **Snake_case naming** for files and folders\n 101β†’- **Scenes and scripts grouped together** or in parallel folder structures\n 102β†’- **Modular scene structure** with separate nodes for environment, entities, and UI\n 103β†’- **Input actions** instead of hardcoded key checks\n 104β†’- **Named collision layers** for clear physics setup\n 105β†’\n 106β†’## Extending the Template\n 107β†’\n 108β†’### Adding a New Level\n 109β†’1. Create a new scene in `scenes/levels/`\n 110β†’2. Add a corresponding script in `scripts/levels/`\n 111β†’3. Follow the structure of `TestTier.tscn`\n 112β†’\n 113β†’### Adding a Character\n 114β†’1. Create a new scene in `scenes/characters/`\n 115β†’2. Add a corresponding script in `scripts/characters/`\n 116β†’3. Use CharacterBody2D as the root node for physics-based characters\n 117β†’\n 118β†’### Adding Autoloads\n 119β†’1. Create a script in `scripts/autoload/`\n 120β†’2. Go to Project > Project Settings > Autoload\n 121β†’3. Add the script as a singleton\n 122β†’\n 123β†’## License\n 124β†’\n 125β†’See [LICENSE](LICENSE) for details.\n 126β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"f389a3d6-1520-4f45-9151-b63484d667af","uuid":"5df01712-36f1-46fd-a0de-07f7f0ed0347","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768156332929/README.md","content":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier for developing and testing game mechanics. Includes a basic structure with:\n- Environment node for level elements\n- Entities node for game objects (includes the Player)\n- UI layer for HUD elements\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. A
[2026-01-11T18:35:43.145Z] [INFO] dd a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n","numLines":126,"startLine":1,"totalLines":126}}}
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"content": "The file /tmp/gh-issue-solver-1768156332929/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 47β†’\n 48β†’### Main.tscn\n 49β†’The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n 50β†’\n 51β†’### TestTier.tscn\n 52β†’A test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n 53β†’\n 54β†’#### Features\n 55β†’- **Enclosed play area** with walls that prevent the player from leaving\n 56β†’- **Obstacles** placed within the arena for cover and movement testing\n 57β†’- **Target zone** with red shooting targets for future shooting mechanics\n 58β†’- **UI overlay** showing level name and control instructions\n 59β†’\n 60β†’#### Scene Structure\n 61β†’```\n 62β†’TestTier\n 63β†’β”œβ”€β”€ Environment\n 64β†’β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n 65β†’β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n 66β†’β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n 67β†’β”‚ β”‚ β”œβ”€β”€ WallTop\n 68β†’β”‚ β”‚ β”œβ”€β”€ WallBottom\n 69β†’β”‚ β”‚ β”œβ”€β”€ WallLeft\n 70β†’β”‚ β”‚ └── WallRight\n 71β†’β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n 72β†’β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n 73β†’β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n 74β†’β”‚ β”‚ └── Obstacle3 # Wide obstacle\n 75β†’β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n 76β†’β”‚ β”‚ β”œβ”€β”€ Target1\n 77β†’β”‚ β”‚ β”œβ”€β”€ Target2\n 78β†’β”‚ β”‚ └── Target3\n 79β†’β”‚ └── TargetArea # Label marking the target zone\n 80β†’β”œβ”€β”€ Entities\n 81β†’β”‚ └── Player # Player instance at starting position\n 82→└── CanvasLayer\n 83β†’ └── UI # HUD with level label and instructions\n 84β†’```\n 85β†’\n 86β†’#### Collision Setup\n 87β†’- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n 88β†’- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n 89β†’- The player cannot pass through walls or obstacles\n 90β†’\n 91β†’#### Running the Test Tier\n 92β†’To test the shooting range directly:\n 93β†’1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 94β†’2. Press F6 to run the current scene (or F5 if set as main scene)\n 95β†’3. Use WASD or Arrow Keys to move the player\n 96β†’4. Verify collision with walls and obstacles works correctly\n 97β†’\n 98β†’### Player.tscn\n 99β†’The player character scene with smooth physics-based movement. Features:\n 100β†’- **CharacterBody2D** root node for physics-based movement"
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"oldString": "### TestTier.tscn\nA test level/tier for developing and testing game mechanics. Includes a basic structure with:\n- Environment node for level elements\n- Entities node for game objects (includes the Player)\n- UI layer for HUD elements",
"newString": "### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets for future shooting mechanics\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly",
"originalFile": "# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier for developing and testing game mechanics. Includes a basic structure with:\n- Environment node for level elements\n- Entities node for game objects (includes the Player)\n- UI layer for HUD elements\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. Add a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n",
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"+#### Features",
"+- **Enclosed play area** with walls that prevent the player from leaving",
"+- **Obstacles** placed within the arena for cover and movement testing",
"+- **Target zone** with red shooting targets for future shooting mechanics",
"+- **UI overlay** showing level name and control instructions",
"+",
"+#### Scene Structure",
"+```",
"+TestTier",
"+β”œβ”€β”€ Environment",
"+β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)",
"+β”‚ β”œβ”€β”€ Floor # Lighter green floor area",
"+β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)",
"+β”‚ β”‚ β”œβ”€β”€ WallTop",
"+β”‚ β”‚ β”œβ”€β”€ WallBottom",
"+β”‚ β”‚ β”œβ”€β”€ WallLeft",
"+β”‚ β”‚ └── WallRight",
"+β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision",
"+β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle",
"+β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle",
"+β”‚ β”‚ └── Obstacle3 # Wide obstacle",
"+β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)",
"+β”‚ β”‚ β”œβ”€β”€ Target1",
"+β”‚ β”‚ β”œβ”€β”€ Target2",
"+β”‚ β”‚ └── Target3",
"+β”‚ └── TargetArea # Label marking the target zone",
"+β”œβ”€β”€ Entities",
"+β”‚ └── Player # Player instance at starting position",
"+└── CanvasLayer",
"+ └── UI # HUD with level label and instructions",
"+```",
"+",
"+#### Collision Setup",
"+- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)",
"+- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3",
"+- The player cannot pass through walls or obstacles",
"+",
"+#### Running the Test Tier",
"+To test the shooting range directly:",
"+1. Open `scenes/levels/TestTier.tscn` in the Godot editor",
"+2. Press F6 to run the current scene (or F5 if set as main scene)",
"+3. Use WASD or Arrow Keys to move the player",
"+4. Verify collision with walls and obstacles works correctly",
"+",
" ### Player.tscn",
" The player character scene with smooth physics-based movement. Features:",
" - **CharacterBody2D** root node for physics-based movement"
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"content": "The file /tmp/gh-issue-solver-1768156332929/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 94β†’2. Press F6 to run the current scene (or F5 if set as main scene)\n 95β†’3. Use WASD or Arrow Keys to move the player\n 96β†’4. Verify collision with walls and obstacles works correctly\n 97β†’\n 98β†’### Player.tscn\n 99β†’The player character scene with smooth physics-based movement. Features:\n 100β†’- **CharacterBody2D** root node for physics-based movement\n 101β†’- **CollisionShape2D** with circular collision (16px radius)\n 102β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 103β†’- **Camera2D** that smoothly follows the player with configurable limits\n 104β†’\n 105β†’#### Player Properties (Inspector)\n 106β†’| Property | Default | Description |\n 107β†’|----------|---------|-------------|"
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"originalFile": "# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets for future shooting mechanics\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n## Input Actions\n\nThe project includes pre-configured input actions for top-down movement:\n\n| Action | Keys |\n|--------|------|\n| `move_up` | W, Up Arrow |\n| `move_down` | S, Down Arrow |\n| `move_left` | A, Left Arrow |\n| `move_right` | D, Right Arrow |\n\n## Physics Layers\n\nPre-configured collision layers for top-down games:\n\n| Layer | Name | Purpose |\n|-------|------|---------|\n| 1 | player | Player character |\n| 2 | enemies | Enemy characters |\n| 3 | obstacles | Walls, barriers |\n| 4 | pickups | Items, collectibles |\n| 5 | projectiles | Bullets, spells |\n\n## Best Practices\n\nThis template follows Godot best practices:\n\n- **Snake_case naming** for files and folders\n- **Scenes and scripts grouped together** or in parallel folder structures\n- **Modular scene structure** with separate nodes for environment, entities, and UI\n- **Input actions** instead of hardcoded key checks\n- **Named collision layers** for clear physics setup\n\n## Extending the Template\n\n### Adding a New Level\n1. Create a new scene in `scenes/levels/`\n2. Add a corresponding script in `scripts/levels/`\n3. Follow the structure of `TestTier.tscn`\n\n### Adding a Character\n1. Create a new scene in `scenes/characters/`\n2. Add a corresponding script in `scripts/characters/`\n3. Use CharacterBody2D as the root node for physics-based characters\n\n### Adding Autoloads\n1. Create a script in `scripts/autoload/`\n2. Go to Project > Project Settings > Autoload\n3. Add the script as a singleton\n\n## License\n\nSee [LICENSE](LICENSE) for details.\n",
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[2026-01-11T18:36:11.210Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01CEm4Qy42PQjcx8sRS9W441","type":"tool_result","content":"diff --git a/README.md b/README.md\nindex 38abd25..b60ec5b 100644\n--- a/README.md\n+++ b/README.md\n@@ -49,17 +49,58 @@ godot-topdown-template/\n The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n \n ### TestTier.tscn\n-A test level/tier for developing and testing game mechanics. Includes a basic structure with:\n-- Environment node for level elements\n-- Entities node for game objects (includes the Player)\n-- UI layer for HUD elements\n+A test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n+\n+#### Features\n+- **Enclosed play area** with walls that prevent the player from leaving\n+- **Obstacles** placed within the arena for cover and movement testing\n+- **Target zone** with red shooting targets for future shooting mechanics\n+- **UI overlay** showing level name and control instructions\n+\n+#### Scene Structure\n+```\n+TestTier\n+β”œβ”€β”€ Environment\n+β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n+β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n+β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n+β”‚ β”‚ β”œβ”€β”€ WallTop\n+β”‚ β”‚ β”œβ”€β”€ WallBottom\n+β”‚ β”‚ β”œβ”€β”€ WallLeft\n+β”‚ β”‚ └── WallRight\n+β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n+β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n+β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n+β”‚ β”‚ └── Obstacle3 # Wide obstacle\n+β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n+β”‚ β”‚ β”œβ”€β”€ Target1\n+β”‚ β”‚ β”œβ”€β”€ Target2\n+β”‚ β”‚ └── Target3\n+β”‚ └── TargetArea # Label marking the target zone\n+β”œβ”€β”€ Entities\n+β”‚ └── Player # Player instance at starting position\n+└── CanvasLayer\n+ └── UI # HUD with level label and instructions\n+```\n+\n+#### Collision Setup\n+- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n+- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n+- The player cannot pass through walls or obstacles\n+\n+#### Running the Test Tier\n+To test the shooting range directly:\n+1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n+2. Press F6 to run the current scene (or F5 if set as main scene)\n+3. Use WASD or Arrow Keys to move the player\n+4. Verify collision with walls and obstacles works correctly\n \n ### Player.tscn\n The player character scene with smooth physics-based movement. Features:\n - **CharacterBody2D** root node for physics-based movement\n - **CollisionShape2D** with circular collision (16px radius)\n - **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n-- **Camera2D** that smoothly follows the player\n+- **Camera2D** that smoothly follows the player with configurable limits\n \n #### Player Properties (Inspector)\n | Property | Default | Description |\ndiff --git a/scenes/characters/Player.tscn b/scenes/characters/Player.tscn\nindex 31ca9b4..d337025 100644\n--- a/scenes/characters/Player.tscn\n+++ b/scenes/characters/Player.tscn\n@@ -21,5 +21,10 @@ modulate = Color(0.2, 0.6, 1, 1)\n texture = SubResource(\"PlaceholderTexture2D_player\")\n \n [node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n+limit_left = 0\n+limit_top = 0\n+limit_right = 928\n+limit_bottom = 720\n+limit_smoothed = true\n position_smoothing_enabled = true\n position_smoothing_speed = 5.0\ndiff --git a/scenes/levels/TestTier.tscn b/scenes/levels/TestTier.tscn\nindex 61ac307..56d010a 100644\n--- a/scenes/levels/TestTier.tscn\n+++ b/scenes/levels/TestTier.tscn\n@@ -1,8 +1,26 @@\n-[gd_scene load_steps=3 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n+[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n \n [ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n [ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n \n+[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n+size = Vector2(48, 48)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n+size = Vector2(48, 48)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n+size = Vector2(800, 32)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n+size = Vector2(32, 656)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\n+size = Vector2(96, 96)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\n+size = Vector2(128, 64)\n+\n [node name=\"TestTier\" type=\"Node2D\"]\n script = ExtResource(\"1_test_tier\")\n \n@@ -11,12 +29,176 @@ script = ExtResource(\"1_test_tier\")\n [node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n offset_right = 1280.0\n offset_bottom = 720.0\n-color = Color(0.2, 0.3, 0.2, 1)\n+color = Color(0.15, 0.2, 0.15, 1)\n+\n+[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n+offset_left = 64.0\n+offset_top = 64.0\n+offset_right = 864.0\n+offset_bottom = 656.0\n+color = Color(0.25, 0.32, 0.25, 1)\n+\n+[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(464, 48)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n+offset_left = -400.0\n+offset_top = -16.0\n+offset_right = 400.0\n+offset_bottom = 16.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n+shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n+\n+[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(464, 672)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n+offset_left = -400.0\n+offset_top = -16.0\n+offset_right = 400.0\n+offset_bottom = 16.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n+shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n+\n+[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(48, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n+offset_left = -16.0\n+offset_top = -328.0\n+offset_right = 16.0\n+offset_bottom = 328.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n+shape = SubResource(\"RectangleShape2D_wall_vertical\")\n+\n+[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(880, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n+offset_left = -16.0\n+offset_top = -328.0\n+offset_right = 16.0\n+offset_bottom = 328.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n+shape = SubResource(\"RectangleShape2D_wall_vertical\")\n+\n+[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(300, 250)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n+offset_left = -48.0\n+offset_top = -48.0\n+offset_right = 48.0\n+offset_bottom = 48.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_square\")\n+\n+[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(300, 470)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n+offset_left = -48.0\n+offset_top = -48.0\n+offset_right = 48.0\n+offset_bottom = 48.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_square\")\n+\n+[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(550, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n+offset_left = -64.0\n+offset_top = -32.0\n+offset_right = 64.0\n+offset_bottom = 32.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n+\n+[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 160)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 560)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n+offset_left = 700.0\n+offset_top = 80.0\n+offset_right = 850.0\n+offset_bottom = 110.0\n+text = \"TARGET ZONE\"\n+horizontal_alignment = 1\n \n [node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n \n [node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n-position = Vector2(640, 360)\n+position = Vector2(150, 360)\n \n [node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n \n@@ -33,10 +215,19 @@ layout_mode = 1\n anchors_preset = 1\n anchor_left = 1.0\n anchor_right = 1.0\n-offset_left = -150.0\n+offset_left = -200.0\n offset_top = 10.0\n offset_right = -10.0\n offset_bottom = 40.0\n grow_horizontal = 0\n-text = \"Test Tier\"\n+text = \"Test Tier (Shooting Range)\"\n horizontal_alignment = 2\n+\n+[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n+layout_mode = 1\n+anchors_preset = 0\n+offset_left = 10.0\n+offset_top = 650.0\n+offset_right = 400.0\n+offset_bottom = 710.0\n+text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"","is_error":false}]},"parent_tool_use_id":null,"session_id":"f389a3d6-1520-4f45-9151-b63484d667af","uuid":"3f75f56f-073f-48e0-86f2-7e70bd12cc5b","tool_use_result":{"stdout":"diff --git a/README.md b/README.md\nindex 38abd25..b60ec5b 100644\n--- a/README.md\n+++ b/README.md\n@@ -49,17 +49,58 @@ godot-topdown-template/\n The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n \n ### TestTier.tscn\n-A test level/tier for developing and testing game mechanics. Includes a basic structure with:\n-- Environment node for level elements\n-- Entities node for game objects (includes the Player)\n-- UI layer for HUD elements\n+A test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n+\n+#### Features\n+- **Enclosed play area** with walls that prevent the player from leaving\n+- **Obstacles** placed within the arena for cover and movement testing\n+- **Target zone** with red shooting targets for future shooting mechanics\n+- **UI overlay** showing level name and control instructions\n+\n+#### Scene Structure\n+```\n+TestTier\n+β”œβ”€β”€ Environment\n+β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n+β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n+β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n+β”‚ β”‚ β”œβ”€β”€ WallTop\n+β”‚ β”‚ β”œβ”€β”€ WallBottom\n+β”‚ β”‚ β”œβ”€β”€ WallLeft\n+β”‚ β”‚ └── WallRight\n+β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n+β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n+β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n+β”‚ β”‚ └── Obstacle3 # Wide obstacle\n+β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n+β”‚ β”‚ β”œβ”€β”€ Target1\n+β”‚ β”‚ β”œβ”€β”€ Target2\n+β”‚ β”‚ └── Target3\n+β”‚ └── TargetArea # Label marking the target zone\n+β”œβ”€β”€ Entities\n+β”‚ └── Player # Player instance at starting position\n+└── CanvasLayer\n+ └── UI # HUD with level label and instructions\n+```\n+\n+#### Collision Setup\n+- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n+- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n+- The player cannot pass through walls or obstacles\n+\n+#### Running the Test Tier\n+To test the shooting range directly:\n+1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n+2. Press F6 to run the current scene (or F5 if set as main scene)\n+3. Use WASD or Arrow Keys to move the player\n+4. Verify collision with walls and obstacles works correctly\n \n ### Player.tscn\n The player character scene with smooth physics-based movement. Features:\n - **CharacterBody2D** root node for physics-based movement\n - **CollisionShape2D** with circular collision (16px radius)\n - **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n-- **Camera2D** that smoothly follows the player\n+- **Camera2D** that smoothly follows the player with configurable limits\n \n #### Player Properties (Inspector)\n | Property | Default | Description |\ndiff --git a/scenes/characters/Player.tscn b/scenes/characters/Player.tscn\nindex 31ca9b4..d337025 100644\n--- a/scenes/characters/Player.tscn\n+++ b/scenes/characters/Player.tscn\n@@ -21,5 +21,10 @@ modulate = Color(0.2, 0.6, 1, 1)\n texture = SubResource(\"PlaceholderTexture2D_player\")\n \n [node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n+limit_left = 0\n+limit_top = 0\n+limit_right = 928\n+limit_bottom = 720\n+limit_smoothed = true\n position_smoothing_enabled = true\n position_smoothing_speed = 5.0\ndiff --git a/scenes/levels/TestTier.tscn b/scenes/levels/TestTier.tscn\nindex 61ac307..56d010a 100644\n--- a/scenes/levels/TestTier.tscn\n+++ b/scenes/levels/TestTier.tscn\n@@ -1,8 +1,26 @@\n-[gd_scene load_steps=3 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n+[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n \n [ext_resource type=\"Script\" path=\"res://scri
[2026-01-11T18:36:11.221Z] [INFO] pts/levels/test_tier.gd\" id=\"1_test_tier\"]\n [ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n \n+[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_target\"]\n+size = Vector2(48, 48)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_target\"]\n+size = Vector2(48, 48)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n+size = Vector2(800, 32)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n+size = Vector2(32, 656)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\n+size = Vector2(96, 96)\n+\n+[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\n+size = Vector2(128, 64)\n+\n [node name=\"TestTier\" type=\"Node2D\"]\n script = ExtResource(\"1_test_tier\")\n \n@@ -11,12 +29,176 @@ script = ExtResource(\"1_test_tier\")\n [node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n offset_right = 1280.0\n offset_bottom = 720.0\n-color = Color(0.2, 0.3, 0.2, 1)\n+color = Color(0.15, 0.2, 0.15, 1)\n+\n+[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n+offset_left = 64.0\n+offset_top = 64.0\n+offset_right = 864.0\n+offset_bottom = 656.0\n+color = Color(0.25, 0.32, 0.25, 1)\n+\n+[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(464, 48)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n+offset_left = -400.0\n+offset_top = -16.0\n+offset_right = 400.0\n+offset_bottom = 16.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n+shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n+\n+[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(464, 672)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n+offset_left = -400.0\n+offset_top = -16.0\n+offset_right = 400.0\n+offset_bottom = 16.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n+shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n+\n+[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(48, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n+offset_left = -16.0\n+offset_top = -328.0\n+offset_right = 16.0\n+offset_bottom = 328.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n+shape = SubResource(\"RectangleShape2D_wall_vertical\")\n+\n+[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n+position = Vector2(880, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n+offset_left = -16.0\n+offset_top = -328.0\n+offset_right = 16.0\n+offset_bottom = 328.0\n+color = Color(0.35, 0.28, 0.22, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n+shape = SubResource(\"RectangleShape2D_wall_vertical\")\n+\n+[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(300, 250)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n+offset_left = -48.0\n+offset_top = -48.0\n+offset_right = 48.0\n+offset_bottom = 48.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_square\")\n+\n+[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(300, 470)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n+offset_left = -48.0\n+offset_top = -48.0\n+offset_right = 48.0\n+offset_bottom = 48.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_square\")\n+\n+[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n+position = Vector2(550, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n+offset_left = -64.0\n+offset_top = -32.0\n+offset_right = 64.0\n+offset_bottom = 32.0\n+color = Color(0.4, 0.32, 0.25, 1)\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n+shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n+\n+[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"Target1\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 160)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target1\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target1\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"Target2\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 360)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target2\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target2\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"Target3\" type=\"StaticBody2D\" parent=\"Environment/Targets\"]\n+position = Vector2(750, 560)\n+collision_layer = 4\n+collision_mask = 0\n+\n+[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\"Environment/Targets/Target3\"]\n+modulate = Color(0.9, 0.2, 0.2, 1)\n+texture = SubResource(\"PlaceholderTexture2D_target\")\n+\n+[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Targets/Target3\"]\n+shape = SubResource(\"RectangleShape2D_target\")\n+\n+[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n+\n+[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n+offset_left = 700.0\n+offset_top = 80.0\n+offset_right = 850.0\n+offset_bottom = 110.0\n+text = \"TARGET ZONE\"\n+horizontal_alignment = 1\n \n [node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n \n [node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n-position = Vector2(640, 360)\n+position = Vector2(150, 360)\n \n [node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n \n@@ -33,10 +215,19 @@ layout_mode = 1\n anchors_preset = 1\n anchor_left = 1.0\n anchor_right = 1.0\n-offset_left = -150.0\n+offset_left = -200.0\n offset_top = 10.0\n offset_right = -10.0\n offset_bottom = 40.0\n grow_horizontal = 0\n-text = \"Test Tier\"\n+text = \"Test Tier (Shooting Range)\"\n horizontal_alignment = 2\n+\n+[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n+layout_mode = 1\n+anchors_preset = 0\n+offset_left = 10.0\n+offset_top = 650.0\n+offset_right = 400.0\n+offset_bottom = 710.0\n+text = \"WASD / Arrow Keys - Move | Red squares - Targets | Brown - Walls/Obstacles\"","stderr":"","interrupted":false,"isImage":false}}
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"text": "I have successfully completed the implementation. Here's a summary of what was done:\n\n## Summary\n\nI've implemented the test shooting range map (TestTier) for issue #4. The PR is now ready for review at:\n\n**https://github.com/Jhon-Crow/godot-topdown-template/pull/13**\n\n### Implementation Details\n\n**TestTier.tscn** - Complete test map with:\n- **Enclosed play area**: Four walls (top, bottom, left, right) using StaticBody2D with collision on layer 3\n- **Floor**: Lighter green colored area representing the walkable space\n- **Obstacles**: Three interior obstacles (two square, one wide) for cover/movement testing\n- **Targets**: Three red target sprites in a \"target zone\" on the right side\n- **UI**: Level label and control instructions\n\n**Player.tscn** - Updated with:\n- Camera limits (0-928 horizontal, 0-720 vertical) with smooth limit transitions\n\n**README.md** - Updated documentation with:\n- Detailed TestTier scene structure\n- Collision setup explanation\n- Instructions for running the test tier\n\n### Collision Setup\n- Walls and obstacles: `collision_layer = 4` (layer 3: obstacles)\n- Player: `collision_mask = 4` to detect collisions with obstacles\n- Player cannot pass through walls or obstacles\n\n### Acceptance Criteria Met\n1. Player spawns at designated point (150, 360) on the left side\n2. Player cannot pass through walls (collision properly configured)\n3. Map contains clearly marked zones (floor, walls, obstacles, targets)\n4. Camera limits configured to stay within reasonable bounds"
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[2026-01-11T18:37:16.089Z] [INFO] {
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"result": "I have successfully completed the implementation. Here's a summary of what was done:\n\n## Summary\n\nI've implemented the test shooting range map (TestTier) for issue #4. The PR is now ready for review at:\n\n**https://github.com/Jhon-Crow/godot-topdown-template/pull/13**\n\n### Implementation Details\n\n**TestTier.tscn** - Complete test map with:\n- **Enclosed play area**: Four walls (top, bottom, left, right) using StaticBody2D with collision on layer 3\n- **Floor**: Lighter green colored area representing the walkable space\n- **Obstacles**: Three interior obstacles (two square, one wide) for cover/movement testing\n- **Targets**: Three red target sprites in a \"target zone\" on the right side\n- **UI**: Level label and control instructions\n\n**Player.tscn** - Updated with:\n- Camera limits (0-928 horizontal, 0-720 vertical) with smooth limit transitions\n\n**README.md** - Updated documentation with:\n- Detailed TestTier scene structure\n- Collision setup explanation\n- Instructions for running the test tier\n\n### Collision Setup\n- Walls and obstacles: `collision_layer = 4` (layer 3: obstacles)\n- Player: `collision_mask = 4` to detect collisions with obstacles\n- Player cannot pass through walls or obstacles\n\n### Acceptance Criteria Met\n1. Player spawns at designated point (150, 360) on the left side\n2. Player cannot pass through walls (collision properly configured)\n3. Map contains clearly marked zones (floor, walls, obstacles, targets)\n4. Camera limits configured to stay within reasonable bounds",
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[2026-01-11T18:37:16.090Z] [INFO] πŸ’° Anthropic official cost captured: $1.561607
[2026-01-11T18:37:16.496Z] [INFO]
βœ… Claude command completed
[2026-01-11T18:37:16.496Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-01-11T18:37:16.593Z] [INFO]
πŸ’° Token Usage Summary:
[2026-01-11T18:37:16.593Z] [INFO]
πŸ“Š Claude Opus 4.5:
[2026-01-11T18:37:16.595Z] [INFO] Model ID: claude-opus-4-5-20251101
[2026-01-11T18:37:16.595Z] [INFO] Provider: Anthropic
[2026-01-11T18:37:16.595Z] [INFO] Context window: 200 000 tokens
[2026-01-11T18:37:16.596Z] [INFO] Max output: 64 000 tokens
[2026-01-11T18:37:16.596Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T18:37:16.596Z] [INFO] Output modalities: text
[2026-01-11T18:37:16.596Z] [INFO] Knowledge cutoff: 2025-03-31
[2026-01-11T18:37:16.596Z] [INFO] Released: 2025-11-01
[2026-01-11T18:37:16.597Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T18:37:16.597Z] [INFO] Open weights: No
[2026-01-11T18:37:16.597Z] [INFO]
[2026-01-11T18:37:16.597Z] [INFO] Usage:
[2026-01-11T18:37:16.597Z] [INFO] Input tokens: 1 736
[2026-01-11T18:37:16.597Z] [INFO] Cache creation tokens: 114 745
[2026-01-11T18:37:16.597Z] [INFO] Cache read tokens: 2 688 347
[2026-01-11T18:37:16.598Z] [INFO] Output tokens: 16 115
[2026-01-11T18:37:16.598Z] [INFO]
[2026-01-11T18:37:16.598Z] [INFO] Cost Calculation (USD):
[2026-01-11T18:37:16.598Z] [INFO] Input: 1 736 tokens Γ— $5/M = $0.008680
[2026-01-11T18:37:16.598Z] [INFO] Cache write: 114 745 tokens Γ— $6.25/M = $0.717156
[2026-01-11T18:37:16.598Z] [INFO] Cache read: 2 688 347 tokens Γ— $0.5/M = $1.344173
[2026-01-11T18:37:16.598Z] [INFO] Output: 16 115 tokens Γ— $25/M = $0.402875
[2026-01-11T18:37:16.598Z] [INFO] ─────────────────────────────────
[2026-01-11T18:37:16.599Z] [INFO] Total: $2.472885
[2026-01-11T18:37:16.599Z] [INFO]
πŸ“Š Token Budget Statistics:
[2026-01-11T18:37:16.599Z] [INFO] Context window:
[2026-01-11T18:37:16.599Z] [INFO] Used: 2 804 828 tokens
[2026-01-11T18:37:16.599Z] [INFO] Limit: 200 000 tokens
[2026-01-11T18:37:16.599Z] [INFO] Ratio: 14.0241 (1402.41%)
[2026-01-11T18:37:16.600Z] [INFO] Output tokens:
[2026-01-11T18:37:16.600Z] [INFO] Used: 16 115 tokens
[2026-01-11T18:37:16.600Z] [INFO] Limit: 64 000 tokens
[2026-01-11T18:37:16.600Z] [INFO] Ratio: 0.2518 (25.18%)
[2026-01-11T18:37:16.600Z] [INFO] Total session tokens: 132 596
[2026-01-11T18:37:16.600Z] [INFO]
πŸ’° Cost estimation:
[2026-01-11T18:37:16.600Z] [INFO] Public pricing estimate: $2.472885 USD
[2026-01-11T18:37:16.600Z] [INFO] Calculated by Anthropic: $1.561607 USD
[2026-01-11T18:37:16.601Z] [INFO] Difference: $-0.911278 (-36.85%)
[2026-01-11T18:37:16.601Z] [INFO] Total tokens: 132 596
[2026-01-11T18:37:16.601Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:37:16.601Z] [INFO] (cd "/tmp/gh-issue-solver-1768156332929" && claude --resume f389a3d6-1520-4f45-9151-b63484d667af --model opus)
[2026-01-11T18:37:16.602Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-01-11T18:37:16.651Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:37:16.698Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-01-11T18:37:16.699Z] [INFO] Using saved commit hash: 8b1dceb...
[2026-01-11T18:37:16.699Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T18:37:16.749Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T18:37:16.794Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-01-11T18:37:17.597Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-01-11T18:37:17.598Z] [INFO]
=== Session Summary ===
[2026-01-11T18:37:17.598Z] [INFO] βœ… Session ID: f389a3d6-1520-4f45-9151-b63484d667af
[2026-01-11T18:37:17.599Z] [INFO] βœ… Complete log file: /home/hive/f389a3d6-1520-4f45-9151-b63484d667af.log
[2026-01-11T18:37:17.599Z] [INFO]
[2026-01-11T18:37:17.599Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:37:17.599Z] [INFO]
[2026-01-11T18:37:17.599Z] [INFO] (cd "/tmp/gh-issue-solver-1768156332929" && claude --resume f389a3d6-1520-4f45-9151-b63484d667af --model opus)
[2026-01-11T18:37:17.599Z] [INFO]
[2026-01-11T18:37:17.600Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-01-11T18:37:17.924Z] [INFO]
πŸ” Checking for pull requests from branch issue-4-40397b84ec95...
[2026-01-11T18:37:18.361Z] [INFO] βœ… Found pull request #13: "feat: Create test shooting range map (TestTier)"
[2026-01-11T18:37:18.762Z] [INFO] βœ… PR body already contains issue reference
[2026-01-11T18:37:18.762Z] [INFO] βœ… PR is already ready for review
[2026-01-11T18:37:18.763Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-01-11T18:37:18.821Z] [INFO] πŸ’° Calculated cost: $2.472885
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