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Created January 11, 2026 19:09
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# Solve.mjs Log - 2026-01-11T19:02:08.786Z
[2026-01-11T19:02:08.787Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-01-11T19-02-08-786Z.log
[2026-01-11T19:02:08.788Z] [INFO] (All output will be logged here)
[2026-01-11T19:02:09.231Z] [INFO]
[2026-01-11T19:02:09.231Z] [INFO] πŸš€ solve v1.2.7
[2026-01-11T19:02:09.232Z] [INFO] πŸ”§ Raw command executed:
[2026-01-11T19:02:09.232Z] [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/6 --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-01-11T19:02:09.232Z] [INFO]
[2026-01-11T19:02:09.249Z] [INFO]
[2026-01-11T19:02:09.250Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T19:02:09.250Z] [INFO]
[2026-01-11T19:02:09.251Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T19:02:09.251Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T19:02:09.251Z] [INFO] β€’ API keys, tokens, or secrets
[2026-01-11T19:02:09.252Z] [INFO] β€’ File paths and directory structures
[2026-01-11T19:02:09.252Z] [INFO] β€’ Command outputs and error messages
[2026-01-11T19:02:09.252Z] [INFO] β€’ Internal system information
[2026-01-11T19:02:09.252Z] [INFO]
[2026-01-11T19:02:09.252Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T19:02:09.253Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T19:02:09.253Z] [INFO]
[2026-01-11T19:02:09.253Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T19:02:09.253Z] [INFO]
[2026-01-11T19:02:14.257Z] [INFO]
[2026-01-11T19:02:14.283Z] [INFO] πŸ’Ύ Disk space check: 39826MB available (2048MB required) βœ…
[2026-01-11T19:02:14.285Z] [INFO] 🧠 Memory check: 8186MB available, swap: 4095MB (633MB used), total: 11648MB (256MB required) βœ…
[2026-01-11T19:02:14.286Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T19:02:14.286Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T19:02:14.286Z] [INFO] πŸ“‹ URL validation:
[2026-01-11T19:02:14.286Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/6
[2026-01-11T19:02:14.286Z] [INFO] Is Issue URL: true
[2026-01-11T19:02:14.287Z] [INFO] Is PR URL: false
[2026-01-11T19:02:14.287Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-01-11T19:02:14.966Z] [INFO] Repository visibility: public
[2026-01-11T19:02:14.967Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-01-11T19:02:14.967Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-01-11T19:02:15.351Z] [INFO] Repository visibility: public
[2026-01-11T19:02:15.352Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T19:02:15.353Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #6...
[2026-01-11T19:02:16.008Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-template...
[2026-01-11T19:02:16.794Z] [INFO] πŸ“ No existing PRs found for issue #6 - creating new PR
[2026-01-11T19:02:16.794Z] [INFO] πŸ“ Issue mode: Working with issue #6
[2026-01-11T19:02:16.795Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768158136795
[2026-01-11T19:02:16.797Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T19:02:16.798Z] [INFO] Checking fork status...
[2026-01-11T19:02:17.118Z] [INFO] πŸ” Detecting fork conflicts...
[2026-01-11T19:02:18.108Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-01-11T19:02:18.446Z] [INFO] βœ… Fork exists: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T19:02:18.446Z] [INFO] πŸ” Validating fork parent...
[2026-01-11T19:02:18.870Z] [INFO] βœ… Fork parent validated: Jhon-Crow/godot-topdown-template
[2026-01-11T19:02:18.872Z] [INFO]
πŸ“₯ Cloning repository: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T19:02:20.101Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1768158136795
[2026-01-11T19:02:20.148Z] [INFO] πŸ”— Setting upstream: Jhon-Crow/godot-topdown-template
[2026-01-11T19:02:20.193Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T19:02:20.193Z] [INFO] πŸ”„ Fetching upstream...
[2026-01-11T19:02:20.510Z] [INFO] βœ… Upstream fetched: Successfully
[2026-01-11T19:02:20.511Z] [INFO] πŸ”„ Syncing default branch...
[2026-01-11T19:02:20.876Z] [INFO] ℹ️ Default branch: main
[2026-01-11T19:02:20.921Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-01-11T19:02:20.921Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-01-11T19:02:21.727Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-01-11T19:02:21.859Z] [INFO]
πŸ“Œ Default branch: main
[2026-01-11T19:02:21.907Z] [INFO]
🌿 Creating branch: issue-6-281fb933b3b7 from main (default)
[2026-01-11T19:02:21.952Z] [INFO] πŸ” Verifying: Branch creation...
[2026-01-11T19:02:21.991Z] [INFO] βœ… Branch created: issue-6-281fb933b3b7
[2026-01-11T19:02:21.991Z] [INFO] βœ… Current branch: issue-6-281fb933b3b7
[2026-01-11T19:02:21.991Z] [INFO] Branch operation: Create new branch
[2026-01-11T19:02:21.991Z] [INFO] Branch verification: Matches expected
[2026-01-11T19:02:21.994Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-01-11T19:02:21.994Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T19:02:21.994Z] [INFO]
[2026-01-11T19:02:21.994Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T19:02:21.995Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-01-11T19:02:21.995Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-template/issues/6
[2026-01-11T19:02:21.995Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T19:02:21.995Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/6
[2026-01-11T19:02:21.996Z] [INFO] βœ… File created: CLAUDE.md
[2026-01-11T19:02:21.996Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-01-11T19:02:22.083Z] [INFO] Git status after add: A CLAUDE.md
[2026-01-11T19:02:22.084Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-01-11T19:02:22.128Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-01-11T19:02:22.128Z] [INFO] Commit output: [issue-6-281fb933b3b7 f1b753a] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-01-11T19:02:22.172Z] [INFO] Commit hash: f1b753a...
[2026-01-11T19:02:22.212Z] [INFO] Latest commit: f1b753a Initial commit with task details
[2026-01-11T19:02:22.254Z] [INFO] Git status: clean
[2026-01-11T19:02:22.300Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-template.git (fetch)
[2026-01-11T19:02:22.342Z] [INFO] Branch info: * issue-6-281fb933b3b7 f1b753a [origin/main: ahead 1] Initial commit with task details
main 4ef0a72 [origin/main] Merge pull request #15 from konard/issue-7-97b70de0bffc
[2026-01-11T19:02:22.343Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-01-11T19:02:22.343Z] [INFO] Push command: git push -u origin issue-6-281fb933b3b7
[2026-01-11T19:02:23.107Z] [INFO] Push exit code: 0
[2026-01-11T19:02:23.108Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-6-281fb933b3b7' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-6-281fb933b3b7
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-6-281fb933b3b7 -> issue-6-281fb933b3b7
branch 'issue-6-281fb933b3b7' set up to track 'origin/issue-6-281fb933b3b7'.
[2026-01-11T19:02:23.108Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-01-11T19:02:23.109Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-6-281fb933b3b7' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-6-281fb933b3b7
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-6-281fb933b3b7 -> issue-6-281fb933b3b7
branch 'issue-6-281fb933b3b7' set up to track 'origin/issue-6-281fb933b3b7'.
[2026-01-11T19:02:23.109Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T19:02:25.611Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T19:02:25.612Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T19:02:25.886Z] [INFO] Branch verified on GitHub: issue-6-281fb933b3b7
[2026-01-11T19:02:26.164Z] [INFO] Remote commit SHA: f1b753a...
[2026-01-11T19:02:26.164Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-01-11T19:02:26.494Z] [INFO] Issue title: "Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…"
[2026-01-11T19:02:26.494Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-01-11T19:02:26.777Z] [INFO] Current user: konard
[2026-01-11T19:02:27.011Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T19:02:27.013Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T19:02:27.031Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-01-11T19:02:27.339Z] [INFO] βœ… Base updated: Fetched latest main
[2026-01-11T19:02:27.339Z] [INFO] πŸ” Checking: Commits between branches...
[2026-01-11T19:02:27.387Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T19:02:27.387Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-01-11T19:02:27.388Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-01-11T19:02:27.388Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T19:02:27.388Z] [INFO] PR Title: [WIP] Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…
[2026-01-11T19:02:27.388Z] [INFO] Base branch: main
[2026-01-11T19:02:27.388Z] [INFO] Head branch: issue-6-281fb933b3b7
[2026-01-11T19:02:27.388Z] [INFO] Assignee: konard
[2026-01-11T19:02:27.389Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#6.
### πŸ“‹ Issue Reference
Fixes Jhon-Crow/godot-topdown-template#6
### 🚧 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*
[2026-01-11T19:02:27.391Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768158136795" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768158147391.txt')" --body-file "/tmp/pr-body-1768158147390.md" --base main --head konard:issue-6-281fb933b3b7 --repo Jhon-Crow/godot-topdown-template
[2026-01-11T19:02:29.199Z] [INFO] πŸ” Verifying: PR creation...
[2026-01-11T19:02:29.534Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-01-11T19:02:29.534Z] [INFO] βœ… PR created: #16
[2026-01-11T19:02:29.535Z] [INFO] πŸ“ PR URL: https://github.com/Jhon-Crow/godot-topdown-template/pull/16
[2026-01-11T19:02:29.535Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T19:02:29.535Z] [INFO] πŸ”— Linking: Issue #6 to PR #16...
[2026-01-11T19:02:29.861Z] [INFO] Issue node ID: I_kwDOQ31oaM7imSx3
[2026-01-11T19:02:30.201Z] [INFO] PR node ID: PR_kwDOQ31oaM68koys
[2026-01-11T19:02:30.610Z] [INFO]
[2026-01-11T19:02:30.610Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T19:02:30.610Z] [INFO]
[2026-01-11T19:02:30.610Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T19:02:30.611Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-template#6" in PR body
[2026-01-11T19:02:30.611Z] [INFO]
[2026-01-11T19:02:30.611Z] [WARNING] To fix manually:
[2026-01-11T19:02:30.611Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-template/pull/16
[2026-01-11T19:02:30.611Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-template#6
[2026-01-11T19:02:30.611Z] [INFO]
[2026-01-11T19:02:30.892Z] [INFO] πŸ‘€ Current user: konard
[2026-01-11T19:02:30.893Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-01-11T19:02:30.893Z] [INFO] prNumber: 16
[2026-01-11T19:02:30.893Z] [INFO] branchName: issue-6-281fb933b3b7
[2026-01-11T19:02:30.893Z] [INFO] isContinueMode: false
[2026-01-11T19:02:30.893Z] [INFO] Will count comments: true
[2026-01-11T19:02:30.894Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-01-11T19:02:30.894Z] [INFO] PR #16 on branch: issue-6-281fb933b3b7
[2026-01-11T19:02:30.894Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-template
[2026-01-11T19:02:31.324Z] [INFO] πŸ“… Last commit time (from API): 2026-01-11T19:02:22.000Z
[2026-01-11T19:02:32.208Z] [INFO] πŸ’¬ New PR comments: 0
[2026-01-11T19:02:32.209Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-01-11T19:02:32.209Z] [INFO] πŸ’¬ New issue comments: 0
[2026-01-11T19:02:32.209Z] [INFO] Total new comments: 0
[2026-01-11T19:02:32.209Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T19:02:32.210Z] [INFO] PR review comments fetched: 0
[2026-01-11T19:02:32.210Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T19:02:32.210Z] [INFO] Total PR comments checked: 0
[2026-01-11T19:02:34.988Z] [INFO] Feedback info will be added to prompt:
[2026-01-11T19:02:34.989Z] [INFO] - Pull request description was edited after last commit
[2026-01-11T19:02:34.989Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-01-11T19:02:35.295Z] [INFO] πŸ“ Issue updated: 2026-01-11T17:46:45.000Z
[2026-01-11T19:02:35.563Z] [INFO] πŸ’¬ Comments: None found
[2026-01-11T19:02:35.955Z] [INFO] πŸ”€ Recent PR: 2026-01-11T19:02:28.000Z
[2026-01-11T19:02:35.955Z] [INFO]
βœ… Reference time: 2026-01-11T19:02:28.000Z
[2026-01-11T19:02:35.956Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-01-11T19:02:35.998Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T19:02:37.939Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T19:02:37.944Z] [INFO]
πŸ“ Final prompt structure:
[2026-01-11T19:02:37.944Z] [INFO] Characters: 415
[2026-01-11T19:02:37.944Z] [INFO] System prompt characters: 11936
[2026-01-11T19:02:37.945Z] [INFO] Feedback info: Included
[2026-01-11T19:02:37.946Z] [INFO]
πŸ€– Executing Claude: SONNET
[2026-01-11T19:02:37.946Z] [INFO] Model: sonnet
[2026-01-11T19:02:37.946Z] [INFO] Working directory: /tmp/gh-issue-solver-1768158136795
[2026-01-11T19:02:37.947Z] [INFO] Branch: issue-6-281fb933b3b7
[2026-01-11T19:02:37.947Z] [INFO] Prompt length: 415 chars
[2026-01-11T19:02:37.947Z] [INFO] System prompt length: 11936 chars
[2026-01-11T19:02:37.947Z] [INFO] Feedback info included: Yes (1 lines)
[2026-01-11T19:02:37.996Z] [INFO] πŸ“ˆ System resources before execution:
[2026-01-11T19:02:37.997Z] [INFO] Memory: MemFree: 5155004 kB
[2026-01-11T19:02:37.997Z] [INFO] Load: 0.56 0.26 0.40 2/680 733956
[2026-01-11T19:02:37.997Z] [INFO]
πŸ“ Raw command:
[2026-01-11T19:02:37.998Z] [INFO] (cd "/tmp/gh-issue-solver-1768158136795" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-sonnet-4-5-20250929 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/6
Your prepared branch: issue-6-281fb933b3b7
Your prepared working directory: /tmp/gh-issue-solver-1768158136795
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/16
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-6-281fb933b3b7 --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/6.
- 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/16/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/16/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/16/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/6/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 16 --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 16, 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 16.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-6-281fb933b3b7.
- When you finish, create a pull request from branch issue-6-281fb933b3b7. (Note: PR 16 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-6-281fb933b3b7.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 16 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 .)
[2026-01-11T19:02:37.998Z] [INFO]
[2026-01-11T19:02:37.998Z] [INFO] πŸ“‹ User prompt:
[2026-01-11T19:02:37.998Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T19:02:37.999Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/6
Your prepared branch: issue-6-281fb933b3b7
Your prepared working directory: /tmp/gh-issue-solver-1768158136795
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/16
Your forked repository: konard/Jhon-Crow-godot-topdown-template
Original repository (upstream): Jhon-Crow/godot-topdown-template
Proceed.
[2026-01-11T19:02:37.999Z] [INFO] ---END USER PROMPT---
[2026-01-11T19:02:37.999Z] [INFO]
[2026-01-11T19:02:37.999Z] [INFO] πŸ“‹ System prompt:
[2026-01-11T19:02:37.999Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T19:02:37.999Z] [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-6-281fb933b3b7 --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/6.
- 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/16/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/16/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/16/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/6/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 16 --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 16, 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 16.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-6-281fb933b3b7.
- When you finish, create a pull request from branch issue-6-281fb933b3b7. (Note: PR 16 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-6-281fb933b3b7.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 16 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.
[2026-01-11T19:02:38.000Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T19:02:38.000Z] [INFO]
[2026-01-11T19:02:38.000Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T19:02:38.001Z] [INFO] πŸ“‹ Command details:
[2026-01-11T19:02:38.001Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1768158136795
[2026-01-11T19:02:38.001Z] [INFO] 🌿 Branch: issue-6-281fb933b3b7
[2026-01-11T19:02:38.001Z] [INFO] πŸ€– Model: Claude SONNET
[2026-01-11T19:02:38.001Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T19:02:38.001Z] [INFO]
▢️ Streaming output:
[2026-01-11T19:02:39.904Z] [INFO] {
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"mcp__playwright__browser_file_upload",
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"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": [
{
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"model": "claude-sonnet-4-5-20250929",
"permissionMode": "bypassPermissions",
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[2026-01-11T19:02:39.904Z] [INFO] πŸ“Œ Session ID: 3ff27f06-84da-4614-8e4a-8e27abd35fa6
[2026-01-11T19:02:39.905Z] [INFO] πŸ“ Log renamed to: /home/hive/3ff27f06-84da-4614-8e4a-8e27abd35fa6.log
[2026-01-11T19:02:42.234Z] [INFO] {
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[2026-01-11T19:02:43.117Z] [INFO] {
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[2026-01-11T19:02:43.946Z] [INFO] {
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[2026-01-11T19:02:45.906Z] [INFO] {
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[2026-01-11T19:02:47.518Z] [INFO] {
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[2026-01-11T19:03:00.804Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01MgNPmjDrg13dEbKHqqws4K","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”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\n 31β†’β”‚ β”‚ └── Bullet.tscn # Bullet projectile\n 32β†’β”‚ β”œβ”€β”€ objects/ # Game object scenes\n 33β†’β”‚ β”‚ └── Target.tscn # Shootable target\n 34β†’β”‚ └── ui/ # UI scenes\n 35β†’β”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\n 36β†’β”‚ └── ControlsMenu.tscn # Key rebinding interface\n 37β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 38β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 39β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 40β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 41β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 42β†’β”‚ β”‚ └── input_settings.gd # Input settings manager (singleton)\n 43β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 44β†’β”‚ β”‚ └── player.gd # Player movement and shooting script\n 45β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\n 46β†’β”‚ β”‚ └── bullet.gd # Bullet behavior script\n 47β†’β”‚ β”œβ”€β”€ objects/ # Game object scripts\n 48β†’β”‚ β”‚ └── target.gd # Target hit reaction script\n 49β†’β”‚ β”œβ”€β”€ ui/ # UI scripts\n 50β†’β”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\n 51β†’β”‚ β”‚ └── controls_menu.gd # Key rebinding controller\n 52β†’β”‚ └── utils/ # Utility scripts\n 53β†’β”œβ”€β”€ assets/ # Game assets\n 54β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 55β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 56β†’β”‚ └── fonts/ # Custom fonts\n 57→└── addons/ # Third-party Godot plugins\n 58β†’```\n 59β†’\n 60β†’## Scenes\n 61β†’\n 62β†’### Main.tscn\n 63β†’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 64β†’\n 65β†’### TestTier.tscn\n 66β†’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 67β†’\n 68β†’#### Features\n 69β†’- **Enclosed play area** with walls that prevent the player from leaving\n 70β†’- **Obstacles** placed within the arena for cover and movement testing\n 71β†’- **Target zone** with red shooting targets that react when hit\n 72β†’- **Shooting mechanics** - click to shoot bullets at targets\n 73β†’- **UI overlay** showing level name and control instructions\n 74β†’\n 75β†’#### Scene Structure\n 76β†’```\n 77β†’TestTier\n 78β†’β”œβ”€β”€ Environment\n 79β†’β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n 80β†’β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n 81β†’β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n 82β†’β”‚ β”‚ β”œβ”€β”€ WallTop\n 83β†’β”‚ β”‚ β”œβ”€β”€ WallBottom\n 84β†’β”‚ β”‚ β”œβ”€β”€ WallLeft\n 85β†’β”‚ β”‚ └── WallRight\n 86β†’β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n 87β†’β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n 88β†’β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n 89β†’β”‚ β”‚ └── Obstacle3 # Wide obstacle\n 90β†’β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n 91β†’β”‚ β”‚ β”œβ”€β”€ Target1\n 92β†’β”‚ β”‚ β”œβ”€β”€ Target2\n 93β†’β”‚ β”‚ └── Target3\n 94β†’β”‚ └── TargetArea # Label marking the target zone\n 95β†’β”œβ”€β”€ Entities\n 96β†’β”‚ └── Player # Player instance at starting position\n 97→└── CanvasLayer\n 98β†’ └── UI # HUD with level label and instructions\n 99β†’```\n 100β†’\n 101β†’#### Collision Setup\n 102β†’- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n 103β†’- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n 104β†’- The player cannot pass through walls or obstacles\n 105β†’\n 106β†’#### Running the Test Tier\n 107β†’To test the shooting range directly:\n 108β†’1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 109β†’2. Press F6 to run the current scene (or F5 if set as main scene)\n 110β†’3. Use WASD or Arrow Keys to move the player\n 111β†’4. Verify collision with walls and obstacles works correctly\n 112β†’\n 113β†’### Player.tscn\n 114β†’The player character scene with smooth physics-based movement. Features:\n 115β†’- **CharacterBody2D** root node for physics-based movement\n 116β†’- **CollisionShape2D** with circular collision (16px radius)\n 117β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 118β†’- **Camera2D** that smoothly follows the player with configurable limits\n 119β†’\n 120β†’#### Player Properties (Inspector)\n 121β†’| Property | Default | Description |\n 122β†’|----------|---------|-------------|\n 123β†’| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 124β†’| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 125β†’| `friction` | 1000.0 | How quickly the player stops when not moving |\n 126β†’\n 127β†’The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 128β†’\n 129β†’#### Shooting System\n 130β†’The player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n 131β†’- **Bullet spawning** with offset from player center in the shooting direction\n 132β†’- **Automatic bullet scene loading** via preload\n 133β†’- **Direction calculation** towards mouse cursor position\n 134β†’\n 135β†’### Bullet.tscn\n 136β†’A projectile scene for the shooting system. Features:\n 137β†’- **Area2D** root node for collision detection\n 138β†’- **CircleShape2D** for precise hit detection (4px radius)\n 139β†’- **Sprite2D** with yellow placeholder texture\n 140β†’- **Auto-destruction** after collision or lifetime timeout\n 141β†’\n 142β†’#### Bullet Properties (Inspector)\n 143β†’| Property | Default | Description |\n 144β†’|----------|---------|-------------|\n 145β†’| `speed` | 600.0 | Bullet travel speed in pixels/second |\n 146β†’| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n 147β†’\n 148β†’#### Collision Setup\n 149β†’- **Layer**: 5 (projectiles)\n 150β†’- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n 151β†’\n 152β†’### Target.tscn\n 153β†’A shootable target that reacts when hit by bullets. Features:\n 154β†’- **Area2D** root node for hit detection\n 155β†’- **Visual feedback** - changes color when hit (red to green)\n 156β†’- **Respawn system** - resets to original state after delay\n 157β†’- **Optional destruction** - can be configured to destroy on hit\n 158β†’\n 159β†’#### Target Properties (Inspector)\n 160β†’| Property | Default | Description |\n 161β†’|----------|---------|-------------|\n 162β†’| `hit_color` | Green | Color when target is hit |\n 163β†’| `normal_color` | Red | Default target color |\n 164β†’| `destroy_on_hit` | false | Whether to destroy target when hit |\n 165β†’| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n 166β†’\n 167β†’#### Collision Setup\n 168β†’- **Layer**: 6 (targets)\n 169β†’- **Mask**: 5 (projectiles) - targets detect bullets\n 170β†’\n 171β†’### PauseMenu.tscn\n 172β†’A pause menu that appears when pressing Escape during gameplay. Features:\n 173β†’- **Resume** - Return to gameplay\n 174β†’- **Controls** - Open the key rebinding menu\n 175β†’- **Quit** - Exit the game\n 176β†’- Pauses the game tree when visible\n 177β†’- Works during gameplay in any level\n 178β†’\n 179β†’### ControlsMenu.tscn\n 180β†’A key rebinding interface accessible from the pause menu. Features:\n 181β†’- **Action list** - Shows all remappable actions with current key bindings\n 182β†’- **Rebinding** - Click any action button and press a new key to reassign\n 183β†’- **Conflict detection** - Warns when a key is already assigned to another action\n 184β†’- **Apply/Reset/Back** - Save changes, reset to defaults, or return to pause menu\n 185β†’- **Persistent settings** - Key bindings are saved to `user://input_settings.cfg`\n 186β†’\n 187β†’#### Remappable Actions\n 188β†’| Action | Default Key | Description |\n 189β†’|--------|-------------|-------------|\n 190β†’| Move Up | W | Move player upward |\n 191β†’| Move Down | S | Move player downward |\n 192β†’| Move Left | A | Move player left |\n 193β†’| Move Right | D | Move player right |\n 194β†’| Shoot | Left Mouse Button | Fire projectile towards cursor |\n 195β†’| Pause | Escape | Toggle pause menu |\n 196β†’\n 197β†’#### Using the Controls Menu\n 198β†’1. Press Escape to open the pause menu\n 199β†’2. Click \"Controls\" to open the key rebinding menu\n 200β†’3. Click any action button to start rebinding\n 201β†’4. Press the desired new key (or Escape to cancel)\n 202β†’5. Click \"Apply\" to save changes\n 203β†’6. Click \"Reset\" to restore default bindings\n 204β†’7. Click \"Back\" to return to the pause menu\n 205β†’\n 206β†’## Input Actions\n 207β†’\n 208β†’The project includes pre-configured input actions for top-down movement:\n 209β†’\n 210β†’| Action | Keys |\n 211β†’|--------|------|\n 212β†’| `move_up` | W, Up Arrow |\n 213β†’| `move_down` | S, Down Arrow |\n 214β†’| `move_left` | A, Left Arrow |\n 215β†’| `move_right` | D, Right Arrow |\n 216β†’| `shoot` | Left Mouse Button |\n 217β†’| `pause` | Escape |\n 218β†’\n 219β†’## Physics Layers\n 220β†’\n 221β†’Pre-configured collision layers for top-down games:\n 222β†’\n 223β†’| Layer | Name | Purpose |\n 224β†’|-------|------|---------|\n 225β†’| 1 | player | Player character |\n 226β†’| 2 | enemies | Enemy characters |\n 227β†’| 3 | obstacles | Walls, barriers |\n 228β†’| 4 | pickups | Items, collectibles |\n 229β†’| 5 | projectiles | Bullets, spells |\n 230β†’| 6 | targets | Shooting targets |\n 231β†’\n 232β†’## Best Practices\n 233β†’\n 234β†’This template follows Godot best practices:\n 235β†’\n 236β†’- **Snake_case naming** for files and folders\n 237β†’- **Scenes and scripts grouped together** or in parallel folder structures\n 238β†’- **Modular scene structure** with separate nodes for environment, entities, and UI\n 239β†’- **Input actions** instead of hardcoded key checks\n 240β†’- **Named collision layers** for clear physics setup\n 241β†’\n 242β†’## Extending the Template\n 243β†’\n 244β†’### Adding a New Level\n 245β†’1. Create a new scene in `scenes/levels/`\n 246β†’2. Add a corresponding script in `scripts/levels/`\n 247β†’3. Follow the structure of `TestTier.tscn`\n 248β†’\n 249β†’### Adding a Character\n 250β†’1. Create a new scene in `scenes/characters/`\n 251β†’2. Add a corresponding script in `scripts/characters/`\n 252β†’3. Use CharacterBody2D as the root node for physics-based characters\n 253β†’\n 254β†’### Adding Autoloads\n 255β†’1. Create a script in `scripts/autoload/`\n 256β†’2. Go to Project > Project Settings > Autoload\n 257β†’3. Add the script as a singleton\n 258β†’\n 259β†’## License\n 260β†’\n 261β†’See [LICENSE](LICENSE) for details.\n 262β†’\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":"3ff27f06-84da-4614-8e4a-8e27abd35fa6","uuid":"06102590-23e2-4c8c-ad9c-e7f71ac8f2ec","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768158136795/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”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\nβ”‚ └── ControlsMenu.tscn # Key rebinding interface\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”‚ └── input_settings.gd # Input settings manager (singleton)\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ β”œβ”€β”€ ui/ # UI scripts\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\nβ”‚ β”‚ └── controls_menu.gd # Key rebinding controller\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 that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\
[2026-01-11T19:03:00.810Z] [INFO] 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 with configurable limits\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#### Shooting System\nThe player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direction calculation** towards mouse cursor position\n\n### Bullet.tscn\nA projectile scene for the shooting system. Features:\n- **Area2D** root node for collision detection\n- **CircleShape2D** for precise hit detection (4px radius)\n- **Sprite2D** with yellow placeholder texture\n- **Auto-destruction** after collision or lifetime timeout\n\n#### Bullet Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `speed` | 600.0 | Bullet travel speed in pixels/second |\n| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n\n#### Collision Setup\n- **Layer**: 5 (projectiles)\n- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n\n### Target.tscn\nA shootable target that reacts when hit by bullets. Features:\n- **Area2D** root node for hit detection\n- **Visual feedback** - changes color when hit (red to green)\n- **Respawn system** - resets to original state after delay\n- **Optional destruction** - can be configured to destroy on hit\n\n#### Target Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `hit_color` | Green | Color when target is hit |\n| `normal_color` | Red | Default target color |\n| `destroy_on_hit` | false | Whether to destroy target when hit |\n| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n\n#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n### PauseMenu.tscn\nA pause menu that appears when pressing Escape during gameplay. Features:\n- **Resume** - Return to gameplay\n- **Controls** - Open the key rebinding menu\n- **Quit** - Exit the game\n- Pauses the game tree when visible\n- Works during gameplay in any level\n\n### ControlsMenu.tscn\nA key rebinding interface accessible from the pause menu. Features:\n- **Action list** - Shows all remappable actions with current key bindings\n- **Rebinding** - Click any action button and press a new key to reassign\n- **Conflict detection** - Warns when a key is already assigned to another action\n- **Apply/Reset/Back** - Save changes, reset to defaults, or return to pause menu\n- **Persistent settings** - Key bindings are saved to `user://input_settings.cfg`\n\n#### Remappable Actions\n| Action | Default Key | Description |\n|--------|-------------|-------------|\n| Move Up | W | Move player upward |\n| Move Down | S | Move player downward |\n| Move Left | A | Move player left |\n| Move Right | D | Move player right |\n| Shoot | Left Mouse Button | Fire projectile towards cursor |\n| Pause | Escape | Toggle pause menu |\n\n#### Using the Controls Menu\n1. Press Escape to open the pause menu\n2. Click \"Controls\" to open the key rebinding menu\n3. Click any action button to start rebinding\n4. Press the desired new key (or Escape to cancel)\n5. Click \"Apply\" to save changes\n6. Click \"Reset\" to restore default bindings\n7. Click \"Back\" to return to the pause menu\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| `shoot` | Left Mouse Button |\n| `pause` | Escape |\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| 6 | targets | Shooting targets |\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":262,"startLine":1,"totalLines":262}}}
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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†’[autoload]\n 12β†’\n 13β†’InputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 14β†’\n 15β†’[application]\n 16β†’\n 17β†’config/name=\"Godot Top-Down Template\"\n 18β†’config/description=\"A template project for creating top-down games in Godot 4.\n 19β†’Includes basic project structure and example scenes.\"\n 20β†’config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 21β†’run/main_scene=\"res://scenes/main/Main.tscn\"\n 22β†’config/features=PackedStringArray(\"4.3\")\n 23β†’config/icon=\"res://icon.svg\"\n 24β†’\n 25β†’[display]\n 26β†’\n 27β†’window/size/viewport_width=1280\n 28β†’window/size/viewport_height=720\n 29β†’window/stretch/mode=\"canvas_items\"\n 30β†’window/stretch/aspect=\"keep\"\n 31β†’\n 32β†’[input]\n 33β†’\n 34β†’move_up={\n 35β†’\"deadzone\": 0.5,\n 36β†’\"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 37β†’, 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 38β†’]\n 39β†’}\n 40β†’move_down={\n 41β†’\"deadzone\": 0.5,\n 42β†’\"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 43β†’, 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 44β†’]\n 45β†’}\n 46β†’move_left={\n 47β†’\"deadzone\": 0.5,\n 48β†’\"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 49β†’, 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 50β†’]\n 51β†’}\n 52β†’move_right={\n 53β†’\"deadzone\": 0.5,\n 54β†’\"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 55β†’, 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 56β†’]\n 57β†’}\n 58β†’shoot={\n 59β†’\"deadzone\": 0.5,\n 60β†’\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 61β†’]\n 62β†’}\n 63β†’pause={\n 64β†’\"deadzone\": 0.5,\n 65β†’\"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\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 66β†’]\n 67β†’}\n 68β†’\n 69β†’[layer_names]\n 70β†’\n 71β†’2d_physics/layer_1=\"player\"\n 72β†’2d_physics/layer_2=\"enemies\"\n 73β†’2d_physics/layer_3=\"obstacles\"\n 74β†’2d_physics/layer_4=\"pickups\"\n 75β†’2d_physics/layer_5=\"projectiles\"\n 76β†’2d_physics/layer_6=\"targets\"\n 77β†’\n 78β†’[rendering]\n 79β†’\n 80β†’renderer/rendering_method=\"gl_compatibility\"\n 81β†’renderer/rendering_method.mobile=\"gl_compatibility\"\n 82β†’textures/canvas_textures/default_texture_filter=0\n 83β†’\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[autoload]\n\nInputSettings=\"*res://scripts/autoload/input_settings.gd\"\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}\nshoot={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n]\n}\npause={\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\":4194305,\"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\"\n2d_physics/layer_6=\"targets\"\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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[2026-01-11T19:03:07.936Z] [INFO] {
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{
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"stdout": "scenes/characters/Player.tscn\nscenes/levels/TestTier.tscn\nscenes/main/Main.tscn\nscenes/objects/Target.tscn\nscenes/projectiles/Bullet.tscn\nscenes/ui/ControlsMenu.tscn\nscenes/ui/PauseMenu.tscn\nscripts/autoload/input_settings.gd\nscripts/characters/player.gd\nscripts/levels/test_tier.gd\nscripts/main.gd\nscripts/objects/target.gd\nscripts/projectiles/bullet.gd\nscripts/ui/controls_menu.gd\nscripts/ui/pause_menu.gd",
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[2026-01-11T19:03:10.682Z] [INFO] {
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{
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"text": "Now let me read all the script files to understand the parameters and architecture:"
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[2026-01-11T19:03:11.648Z] [INFO] {
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[2026-01-11T19:03:12.093Z] [INFO] {
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[2026-01-11T19:03:12.508Z] [INFO] {
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[2026-01-11T19:03:12.543Z] [INFO] {
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{
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"content": " 1β†’extends CharacterBody2D\n 2β†’## Player character controller for top-down movement and shooting.\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†’## Shoots bullets towards the mouse cursor on left mouse button click.\n 7β†’\n 8β†’## Maximum movement speed in pixels per second.\n 9β†’@export var max_speed: float = 200.0\n 10β†’\n 11β†’## Acceleration rate - how quickly the player reaches max speed.\n 12β†’@export var acceleration: float = 1200.0\n 13β†’\n 14β†’## Friction rate - how quickly the player slows down when not moving.\n 15β†’@export var friction: float = 1000.0\n 16β†’\n 17β†’## Bullet scene to instantiate when shooting.\n 18β†’@export var bullet_scene: PackedScene\n 19β†’\n 20β†’## Offset from player center for bullet spawn position.\n 21β†’@export var bullet_spawn_offset: float = 20.0\n 22β†’\n 23β†’\n 24β†’func _ready() -> void:\n 25β†’\t# Preload bullet scene if not set in inspector\n 26β†’\tif bullet_scene == null:\n 27β†’\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 28β†’\n 29β†’\n 30β†’func _physics_process(delta: float) -> void:\n 31β†’\tvar input_direction := _get_input_direction()\n 32β†’\n 33β†’\tif input_direction != Vector2.ZERO:\n 34β†’\t\t# Apply acceleration towards the input direction\n 35β†’\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 36β†’\telse:\n 37β†’\t\t# Apply friction to slow down\n 38β†’\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 39β†’\n 40β†’\tmove_and_slide()\n 41β†’\n 42β†’\t# Handle shooting input\n 43β†’\tif Input.is_action_just_pressed(\"shoot\"):\n 44β†’\t\t_shoot()\n 45β†’\n 46β†’\n 47β†’func _get_input_direction() -> Vector2:\n 48β†’\tvar direction := Vector2.ZERO\n 49β†’\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 50β†’\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 51β†’\n 52β†’\t# Normalize to prevent faster diagonal movement\n 53β†’\tif direction.length() > 1.0:\n 54β†’\t\tdirection = direction.normalized()\n 55β†’\n 56β†’\treturn direction\n 57β†’\n 58β†’\n 59β†’func _shoot() -> void:\n 60β†’\tif bullet_scene == null:\n 61β†’\t\treturn\n 62β†’\n 63β†’\t# Calculate direction towards mouse cursor\n 64β†’\tvar mouse_pos := get_global_mouse_position()\n 65β†’\tvar shoot_direction := (mouse_pos - global_position).normalized()\n 66β†’\n 67β†’\t# Create bullet instance\n 68β†’\tvar bullet := bullet_scene.instantiate()\n 69β†’\n 70β†’\t# Set bullet position with offset in shoot direction\n 71β†’\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n 72β†’\n 73β†’\t# Set bullet direction\n 74β†’\tbullet.direction = shoot_direction\n 75β†’\n 76β†’\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n 77β†’\tget_tree().current_scene.add_child(bullet)\n 78β†’\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 and shooting.\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## Shoots bullets towards the mouse cursor on left mouse button click.\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## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Offset from player center for bullet spawn position.\n@export var bullet_spawn_offset: float = 20.0\n\n\nfunc _ready() -> void:\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\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\t# Handle shooting input\n\tif Input.is_action_just_pressed(\"shoot\"):\n\t\t_shoot()\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\n\nfunc _shoot() -> void:\n\tif bullet_scene == null:\n\t\treturn\n\n\t# Calculate direction towards mouse cursor\n\tvar mouse_pos := get_global_mouse_position()\n\tvar shoot_direction := (mouse_pos - global_position).normalized()\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\n\t# Set bullet position with offset in shoot direction\n\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n\n\t# Set bullet direction\n\tbullet.direction = shoot_direction\n\n\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n\tget_tree().current_scene.add_child(bullet)\n",
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[2026-01-11T19:03:12.550Z] [INFO] {
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{
"tool_use_id": "toolu_01HRR3Fv8PRS2nsR1xofTbzu",
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"content": " 1β†’extends Area2D\n 2β†’## Bullet projectile that travels in a direction and handles collisions.\n 3β†’##\n 4β†’## The bullet moves at a constant speed in its rotation direction.\n 5β†’## It destroys itself when hitting walls or targets, and triggers\n 6β†’## target reactions on hit.\n 7β†’\n 8β†’## Speed of the bullet in pixels per second.\n 9β†’@export var speed: float = 600.0\n 10β†’\n 11β†’## Maximum lifetime in seconds before auto-destruction.\n 12β†’@export var lifetime: float = 3.0\n 13β†’\n 14β†’## Direction the bullet travels (set by the shooter).\n 15β†’var direction: Vector2 = Vector2.RIGHT\n 16β†’\n 17β†’## Timer tracking remaining lifetime.\n 18β†’var _time_alive: float = 0.0\n 19β†’\n 20β†’\n 21β†’func _ready() -> void:\n 22β†’\t# Connect to collision signals\n 23β†’\tbody_entered.connect(_on_body_entered)\n 24β†’\tarea_entered.connect(_on_area_entered)\n 25β†’\n 26β†’\n 27β†’func _physics_process(delta: float) -> void:\n 28β†’\t# Move in the set direction\n 29β†’\tposition += direction * speed * delta\n 30β†’\n 31β†’\t# Track lifetime and auto-destroy if exceeded\n 32β†’\t_time_alive += delta\n 33β†’\tif _time_alive >= lifetime:\n 34β†’\t\tqueue_free()\n 35β†’\n 36β†’\n 37β†’func _on_body_entered(body: Node2D) -> void:\n 38β†’\t# Hit a static body (wall or obstacle)\n 39β†’\tqueue_free()\n 40β†’\n 41β†’\n 42β†’func _on_area_entered(area: Area2D) -> void:\n 43β†’\t# Hit another area (like a target)\n 44β†’\tif area.has_method(\"on_hit\"):\n 45β†’\t\tarea.on_hit()\n 46β†’\tqueue_free()\n 47β†’\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 Area2D\n## Bullet projectile that travels in a direction and handles collisions.\n##\n## The bullet moves at a constant speed in its rotation direction.\n## It destroys itself when hitting walls or targets, and triggers\n## target reactions on hit.\n\n## Speed of the bullet in pixels per second.\n@export var speed: float = 600.0\n\n## Maximum lifetime in seconds before auto-destruction.\n@export var lifetime: float = 3.0\n\n## Direction the bullet travels (set by the shooter).\nvar direction: Vector2 = Vector2.RIGHT\n\n## Timer tracking remaining lifetime.\nvar _time_alive: float = 0.0\n\n\nfunc _ready() -> void:\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\n\tarea_entered.connect(_on_area_entered)\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Move in the set direction\n\tposition += direction * speed * delta\n\n\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\tqueue_free()\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Hit a static body (wall or obstacle)\n\tqueue_free()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target)\n\tif area.has_method(\"on_hit\"):\n\t\tarea.on_hit()\n\tqueue_free()\n",
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[2026-01-11T19:03:12.558Z] [INFO] {
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"content": [
{
"tool_use_id": "toolu_018XZorceEyDj8hSgFt7JoSX",
"type": "tool_result",
"content": " 1β†’extends Area2D\n 2β†’## Target that reacts when hit by a bullet.\n 3β†’##\n 4β†’## When hit, the target shows a visual reaction (color change)\n 5β†’## and can optionally be destroyed after a delay.\n 6β†’\n 7β†’## Color to change to when hit.\n 8β†’@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n 9β†’\n 10β†’## Original color before being hit.\n 11β†’@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 12β†’\n 13β†’## Whether to destroy the target after being hit.\n 14β†’@export var destroy_on_hit: bool = false\n 15β†’\n 16β†’## Delay before respawning or destroying (in seconds).\n 17β†’@export var respawn_delay: float = 2.0\n 18β†’\n 19β†’## Reference to the sprite for color changes.\n 20β†’@onready var sprite: Sprite2D = $Sprite2D\n 21β†’\n 22β†’## Whether the target has been hit and is in hit state.\n 23β†’var _is_hit: bool = false\n 24β†’\n 25β†’\n 26β†’func _ready() -> void:\n 27β†’\t# Ensure the sprite has the normal color\n 28β†’\tif sprite:\n 29β†’\t\tsprite.modulate = normal_color\n 30β†’\n 31β†’\n 32β†’func on_hit() -> void:\n 33β†’\tif _is_hit:\n 34β†’\t\treturn\n 35β†’\n 36β†’\t_is_hit = true\n 37β†’\n 38β†’\t# Change color to show hit\n 39β†’\tif sprite:\n 40β†’\t\tsprite.modulate = hit_color\n 41β†’\n 42β†’\t# Handle destruction or respawn\n 43β†’\tif destroy_on_hit:\n 44β†’\t\t# Wait before destroying\n 45β†’\t\tawait get_tree().create_timer(respawn_delay).timeout\n 46β†’\t\tqueue_free()\n 47β†’\telse:\n 48β†’\t\t# Wait before resetting\n 49β†’\t\tawait get_tree().create_timer(respawn_delay).timeout\n 50β†’\t\t_reset()\n 51β†’\n 52β†’\n 53β†’func _reset() -> void:\n 54β†’\t_is_hit = false\n 55β†’\tif sprite:\n 56β†’\t\tsprite.modulate = normal_color\n 57β†’\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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},
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"filePath": "/tmp/gh-issue-solver-1768158136795/scripts/objects/target.gd",
"content": "extends Area2D\n## Target that reacts when hit by a bullet.\n##\n## When hit, the target shows a visual reaction (color change)\n## and can optionally be destroyed after a delay.\n\n## Color to change to when hit.\n@export var hit_color: Color = Color(0.2, 0.8, 0.2, 1.0)\n\n## Original color before being hit.\n@export var normal_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Whether to destroy the target after being hit.\n@export var destroy_on_hit: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Reference to the sprite for color changes.\n@onready var sprite: Sprite2D = $Sprite2D\n\n## Whether the target has been hit and is in hit state.\nvar _is_hit: bool = false\n\n\nfunc _ready() -> void:\n\t# Ensure the sprite has the normal color\n\tif sprite:\n\t\tsprite.modulate = normal_color\n\n\nfunc on_hit() -> void:\n\tif _is_hit:\n\t\treturn\n\n\t_is_hit = true\n\n\t# Change color to show hit\n\tif sprite:\n\t\tsprite.modulate = hit_color\n\n\t# Handle destruction or respawn\n\tif destroy_on_hit:\n\t\t# Wait before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\t# Wait before resetting\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\nfunc _reset() -> void:\n\t_is_hit = false\n\tif sprite:\n\t\tsprite.modulate = normal_color\n",
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[2026-01-11T19:03:16.106Z] [INFO] {
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[2026-01-11T19:03:16.935Z] [INFO] {
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{
"type": "tool_use",
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[2026-01-11T19:03:17.208Z] [INFO] {
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[2026-01-11T19:03:17.241Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WYVjmJRVnqTDaBaEe15vS5","type":"tool_result","content":" 1β†’extends Node\n 2β†’## Autoload singleton for managing input settings and key bindings.\n 3β†’##\n 4β†’## Handles saving and loading key bindings from a configuration file.\n 5β†’## Provides functionality for remapping controls and resetting to defaults.\n 6β†’\n 7β†’## Path to the settings configuration file.\n 8β†’const SETTINGS_PATH := \"user://input_settings.cfg\"\n 9β†’\n 10β†’## Configuration file for storing settings.\n 11β†’var _config := ConfigFile.new()\n 12β†’\n 13β†’## List of action names that can be remapped.\n 14β†’var remappable_actions: Array[String] = [\n 15β†’\t\"move_up\",\n 16β†’\t\"move_down\",\n 17β†’\t\"move_left\",\n 18β†’\t\"move_right\",\n 19β†’\t\"shoot\",\n 20β†’\t\"pause\"\n 21β†’]\n 22β†’\n 23β†’## Default key bindings stored at startup before any user modifications.\n 24β†’var _default_bindings: Dictionary = {}\n 25β†’\n 26β†’## Signal emitted when controls are changed.\n 27β†’signal controls_changed\n 28β†’\n 29β†’\n 30β†’func _ready() -> void:\n 31β†’\t_store_default_bindings()\n 32β†’\t_ensure_pause_action_exists()\n 33β†’\tload_settings()\n 34β†’\n 35β†’\n 36β†’## Ensures the pause action exists in InputMap (may not be defined by default).\n 37β†’func _ensure_pause_action_exists() -> void:\n 38β†’\tif not InputMap.has_action(\"pause\"):\n 39β†’\t\tInputMap.add_action(\"pause\")\n 40β†’\t\tvar event := InputEventKey.new()\n 41β†’\t\tevent.physical_keycode = KEY_ESCAPE\n 42β†’\t\tInputMap.action_add_event(\"pause\", event)\n 43β†’\n 44β†’\n 45β†’## Stores the default bindings from InputMap at startup.\n 46β†’func _store_default_bindings() -> void:\n 47β†’\tfor action_name in remappable_actions:\n 48β†’\t\tif InputMap.has_action(action_name):\n 49β†’\t\t\tvar events := InputMap.action_get_events(action_name)\n 50β†’\t\t\t_default_bindings[action_name] = events.duplicate()\n 51β†’\n 52β†’\n 53β†’## Loads settings from the configuration file.\n 54β†’func load_settings() -> void:\n 55β†’\tvar err := _config.load(SETTINGS_PATH)\n 56β†’\tif err != OK:\n 57β†’\t\treturn # No settings file exists yet, use defaults\n 58β†’\n 59β†’\tfor action_name in remappable_actions:\n 60β†’\t\tif not _config.has_section_key(\"controls\", action_name):\n 61β†’\t\t\tcontinue\n 62β†’\n 63β†’\t\tvar saved_key: int = _config.get_value(\"controls\", action_name, 0)\n 64β†’\t\tif saved_key == 0:\n 65β†’\t\t\tcontinue\n 66β†’\n 67β†’\t\t# Clear existing events and add the saved one\n 68β†’\t\t_set_action_key(action_name, saved_key)\n 69β†’\n 70β†’\tcontrols_changed.emit()\n 71β†’\n 72β†’\n 73β†’## Saves current settings to the configuration file.\n 74β†’func save_settings() -> void:\n 75β†’\tfor action_name in remappable_actions:\n 76β†’\t\tvar events := InputMap.action_get_events(action_name)\n 77β†’\t\tfor event in events:\n 78β†’\t\t\tif event is InputEventKey:\n 79β†’\t\t\t\tvar key_event: InputEventKey = event\n 80β†’\t\t\t\tvar keycode := key_event.physical_keycode\n 81β†’\t\t\t\tif keycode == 0:\n 82β†’\t\t\t\t\tkeycode = key_event.keycode\n 83β†’\t\t\t\t_config.set_value(\"controls\", action_name, keycode)\n 84β†’\t\t\t\tbreak\n 85β†’\t\t\telif event is InputEventMouseButton:\n 86β†’\t\t\t\t# For mouse buttons, save as negative values to distinguish\n 87β†’\t\t\t\tvar mouse_event: InputEventMouseButton = event\n 88β†’\t\t\t\t_config.set_value(\"controls\", action_name, -mouse_event.button_index)\n 89β†’\t\t\t\tbreak\n 90β†’\n 91β†’\tvar err := _config.save(SETTINGS_PATH)\n 92β†’\tif err != OK:\n 93β†’\t\tpush_error(\"Failed to save input settings: \" + str(err))\n 94β†’\n 95β†’\n 96β†’## Sets a new key for an action.\n 97β†’func set_action_key(action_name: String, event: InputEvent) -> void:\n 98β†’\tif not action_name in remappable_actions:\n 99β†’\t\treturn\n 100β†’\n 101β†’\t# Remove the old events\n 102β†’\tInputMap.action_erase_events(action_name)\n 103β†’\n 104β†’\t# Add the new event\n 105β†’\tInputMap.action_add_event(action_name, event)\n 106β†’\n 107β†’\tcontrols_changed.emit()\n 108β†’\n 109β†’\n 110β†’## Internal method to set action key from physical keycode.\n 111β†’func _set_action_key(action_name: String, keycode: int) -> void:\n 112β†’\tif not InputMap.has_action(action_name):\n 113β†’\t\tInputMap.add_action(action_name)\n 114β†’\n 115β†’\tInputMap.action_erase_events(action_name)\n 116β†’\n 117β†’\tif keycode < 0:\n 118β†’\t\t# Negative values indicate mouse buttons\n 119β†’\t\tvar mouse_event := InputEventMouseButton.new()\n 120β†’\t\tmouse_event.button_index = -keycode\n 121β†’\t\tmouse_event.pressed = true\n 122β†’\t\tInputMap.action_add_event(action_name, mouse_event)\n 123β†’\telse:\n 124β†’\t\tvar key_event := InputEventKey.new()\n 125β†’\t\tkey_event.physical_keycode = keycode\n 126β†’\t\tInputMap.action_add_event(action_name, key_event)\n 127β†’\n 128β†’\n 129β†’## Resets all controls to their default values.\n 130β†’func reset_to_defaults() -> void:\n 131β†’\tfor action_name in remappable_actions:\n 132β†’\t\tif action_name in _default_bindings:\n 133β†’\t\t\tInputMap.action_erase_events(action_name)\n 134β†’\t\t\tfor event in _default_bindings[action_name]:\n 135β†’\t\t\t\tInputMap.action_add_event(action_name, event)\n 136β†’\n 137β†’\tsave_settings()\n 138β†’\tcontrols_changed.emit()\n 139β†’\n 140β†’\n 141β†’## Gets the display name for an input event.\n 142β†’func get_event_name(event: InputEvent) -> String:\n 143β†’\tif event is InputEventKey:\n 144β†’\t\tvar key_event: InputEventKey = event\n 145β†’\t\tvar keycode := key_event.physical_keycode\n 146β†’\t\tif keycode == 0:\n 147β†’\t\t\tkeycode = key_event.keycode\n 148β†’\t\treturn OS.get_keycode_string(keycode)\n 149β†’\telif event is InputEventMouseButton:\n 150β†’\t\tvar mouse_event: InputEventMouseButton = event\n 151β†’\t\tmatch mouse_event.button_index:\n 152β†’\t\t\tMOUSE_BUTTON_LEFT:\n 153β†’\t\t\t\treturn \"Left Mouse\"\n 154β†’\t\t\tMOUSE_BUTTON_RIGHT:\n 155β†’\t\t\t\treturn \"Right Mouse\"\n 156β†’\t\t\tMOUSE_BUTTON_MIDDLE:\n 157β†’\t\t\t\treturn \"Middle Mouse\"\n 158β†’\t\t\tMOUSE_BUTTON_WHEEL_UP:\n 159β†’\t\t\t\treturn \"Mouse Wheel Up\"\n 160β†’\t\t\tMOUSE_BUTTON_WHEEL_DOWN:\n 161β†’\t\t\t\treturn \"Mouse Wheel Down\"\n 162β†’\t\t\t_:\n 163β†’\t\t\t\treturn \"Mouse \" + str(mouse_event.button_index)\n 164β†’\treturn \"Unknown\"\n 165β†’\n 166β†’\n 167β†’## Gets the first event assigned to an action.\n 168β†’func get_action_event(action_name: String) -> InputEvent:\n 169β†’\tif not InputMap.has_action(action_name):\n 170β†’\t\treturn null\n 171β†’\tvar events := InputMap.action_get_events(action_name)\n 172β†’\tif events.size() > 0:\n 173β†’\t\treturn events[0]\n 174β†’\treturn null\n 175β†’\n 176β†’\n 177β†’## Gets the display name for an action's current binding.\n 178β†’func get_action_key_name(action_name: String) -> String:\n 179β†’\tvar event := get_action_event(action_name)\n 180β†’\tif event:\n 181β†’\t\treturn get_event_name(event)\n 182β†’\treturn \"Not Set\"\n 183β†’\n 184β†’\n 185β†’## Gets a human-readable name for an action.\n 186β†’func get_action_display_name(action_name: String) -> String:\n 187β†’\tmatch action_name:\n 188β†’\t\t\"move_up\":\n 189β†’\t\t\treturn \"Move Up\"\n 190β†’\t\t\"move_down\":\n 191β†’\t\t\treturn \"Move Down\"\n 192β†’\t\t\"move_left\":\n 193β†’\t\t\treturn \"Move Left\"\n 194β†’\t\t\"move_right\":\n 195β†’\t\t\treturn \"Move Right\"\n 196β†’\t\t\"shoot\":\n 197β†’\t\t\treturn \"Shoot\"\n 198β†’\t\t\"pause\":\n 199β†’\t\t\treturn \"Pause\"\n 200β†’\t\t_:\n 201β†’\t\t\treturn action_name.capitalize().replace(\"_\", \" \")\n 202β†’\n 203β†’\n 204β†’## Checks if a key is already assigned to another action.\n 205β†’## Returns the action name if conflict exists, empty string otherwise.\n 206β†’func check_key_conflict(event: InputEvent, exclude_action: String = \"\") -> String:\n 207β†’\tfor action_name in remappable_actions:\n 208β†’\t\tif action_name == exclude_action:\n 209β†’\t\t\tcontinue\n 210β†’\n 211β†’\t\tvar action_event := get_action_event(action_name)\n 212β†’\t\tif action_event == null:\n 213β†’\t\t\tcontinue\n 214β†’\n 215β†’\t\tif _events_match(event, action_event):\n 216β†’\t\t\treturn action_name\n 217β†’\n 218β†’\treturn \"\"\n 219β†’\n 220β†’\n 221β†’## Checks if two input events match.\n 222β†’func _events_match(event1: InputEvent, event2: InputEvent) -> bool:\n 223β†’\tif event1 is InputEventKey and event2 is InputEventKey:\n 224β†’\t\tvar key1: InputEventKey = event1\n 225β†’\t\tvar key2: InputEventKey = event2\n 226β†’\t\tvar keycode1 := key1.physical_keycode if key1.physical_keycode != 0 else key1.keycode\n 227β†’\t\tvar keycode2 := key2.physical_keycode if key2.physical_keycode != 0 else key2.keycode\n 228β†’\t\treturn keycode1 == keycode2\n 229β†’\telif event1 is InputEventMouseButton and event2 is InputEventMouseButton:\n 230β†’\t\tvar mouse1: InputEventMouseButton = event1\n 231β†’\t\tvar mouse2: InputEventMouseButton = event2\n 232β†’\t\treturn mouse1.button_index == mouse2.button_index\n 233β†’\treturn false\n 234β†’\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":"3ff27f06-84da-4614-8e4a-8e27abd35fa6","uuid":"a308f092-d33e-4626-bfe3-20689c7f529d","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768158136795/scripts/autoload/input_settings.gd","content":"extends Node\n## Autoload singleton for managing input settings and key bindings.\n##\n## Handles saving and loading key bindings from a configuration file.\n## Provides functionality for remapping controls and resetting to defaults.\n\n## Path to the settings configuration file.\nconst SETTINGS_PATH := \"user://input_settings.cfg\"\n\n## Configuration file for storing settings.\nvar _config := ConfigFile.new()\n\n## List of action names that can be remapped.\nvar remappable_actions: Array[String] = [\n\t\"move_up\",\n\t\"move_down\",\n\t\"move_left\",\n\t\"move_right\",\n\t\"shoot\",\n\t\"pause\"\n]\n\n## Default key bindings stored at startup before any user modifications.\nvar _default_bindings: Dictionary = {}\n\n## Signal emitted when controls are changed.\nsignal controls_changed\n\n\nfunc _ready() -> void:\n\t_store_default_bindings()\n\t_ensure_pause_action_exists()\n\tload_settings()\n\n\n## Ensures the pause action exists in InputMap (may not be defined by default).\nfunc _ensure_pause_action_exists() -> void:\n\tif not InputMap.has_action(\"pause\"):\n\t\tInputMap.add_action(\"pause\")\n\t\tvar event := InputEventKey.new()\n\t\tevent.physical_keycode = KEY_ESCAPE\n\t\tInputMap.action_add_event(\"pause\", event)\n\n\n## Stores the default bindings from InputMap at startup.\nfunc _store_default_bindings() -> void:\n\tfor action_name in remappable_actions:\n\t\tif InputMap.has_action(action_name):\n\t\t\tvar events := InputMap.action_get_events(action_name)\n\t\t\t_default_bindings[action_name] = events.duplicate()\n\n\n## Loads settings from the configuration file.\nfunc load_settings() -> void:\n\tvar err := _config.load(SETTINGS_PATH)\n\tif err != OK:\n\t\treturn # No settings file exists yet, use defaults\n\n\tfor action_name in remappable_actions:\n\t\tif not _config.has_section_key(\"controls\", action_name):\n\t\t\tcontinue\n\n\t\tvar saved_key: int = _config.get_value(\"controls\", action_name, 0)\n\t\tif saved_key == 0:\n\t\t\tcontinue\n\n\t\t# Clear existing events and add the saved one\n\t\t_set_action_key(action_name, saved_key)\n\n\tcontrols_changed.emit()\n\n\n## Saves current settings to the configuration file.\nfunc save_settings() -> void:\n\tfor action_name in remappable_actions:\n\t\tvar events := InputMap.action_get_events(action_name)\n\t\tfor event in events:\n\t\t\tif event is InputEventKey:\n\t\t\t\tvar key_event: InputEventKey = event\n\t\t\t\tvar keycode := key_event.physical_keycode\n\t\t\t\tif keycode == 0:\n\t\t\t\t\tkeycode = key_event.keycode\n\t\t\t\t_config.set_value(\"controls\", action_name, keycode)\n\t\t\t\tbreak\n\t\t\telif event is InputEventMouseButton:\n\t\t\t\t# For mouse buttons, save as negative values to distinguish\n\t\t\t\tvar mouse_event: InputEventMouseButton = event\n\t\t\t\t_config.set_value(\"controls\", action_name, -mouse_event.button_index)\n\t\t\t\tbreak\n\n\tvar err := _config.save(SETTINGS_PATH)\n\tif err != OK:\n\t\tpush_error(\"Failed to save input settings: \" + str(err))\n\n\n## Sets a new key for an action.\nfunc set_action_key(action_name: String, event: InputEvent) -> void:\n\tif not action_name in remappable_actions:\n\t\treturn\n\n\t# Remove the old events\n\tInputMap.action_erase_events(action_name)\n\n\t# Add the new event\n\tInputMap.action_add_event(action_name, event)\n\n\tcontrols_changed.emit()\n\n\n## Internal method to set action key from physical keycode.\nfunc _set_action_key(action_name: String, keycode: int) -> void:\n\tif not InputMap.has_action(action_name):\n\t\tInputMap.add_action(action_name)\n\n\tInputMap.action_erase_events(action_name)\n\n\tif keycode < 0:\n\t\t# Negative values indicate mouse buttons\n\t\tvar mouse_event := InputEventMouseButton.new()\n\t\tmouse_event.button_index = -keycode\n\t\tmouse_event.pressed = true\n\t\tInputMap.action_add_event(action_name, mouse_event)\n\telse:\n\t\tvar key_event := InputEventKey.new()\n\t\tkey_event.physical_keycode = keycode\n\t\tInputMap.action_add_event(action_name, key_event)\n\n\n## Resets all controls to their default values.\nfunc reset_to_defaults() -> void:\n\tfor action_name in remappable_actions:\n\t\tif action_name in _default_bindings:\n\t\t\tInputMap.action_erase_events(action_name)\n\t\t\tfor event in _default_bindings[action_name]:\n\t\t\t\tInputMap.action_add_event(action_name, event)\n\n\tsave_settings()\n\tcontrols_changed.emit()\n\n\n## Gets the display name for an input event.\nfunc get_event_name(event: InputEvent) -> String:\n\tif event is InputEventKey:\n\t\tvar key_event: InputEventKey = event\n\t\tvar keycode := key_event.physical_keycode\n\t\tif keycode == 0:\n\t\t\tkeycode = key_event.keycode\n\t\treturn OS.get_keycode_string(keycode)\n\telif event is InputEventMouseButton:\n\t\tvar mouse_event: InputEventMouseButton = event\n\t\tmatch mouse_event.button_index:\n\t\t\tMOUSE_BUTTON_LEFT:\n\t\t\t\treturn \"Left Mouse\"\n\t\t\tMOUSE_BUTTON_RIGHT:\n\t\t\t\treturn \"Right Mouse\"\n\t\t\tMOUSE_BUTTON_MIDDLE:\n\t\t\t\treturn \"Middle Mouse\"\n\t\t\tMOUSE_BUTTON_WHEEL_UP:\n\t\t\t\treturn \"Mouse Wheel Up\"\n\t\t\tMOUSE_BUTTON_WHEEL_DOWN:\n\t\t\t\treturn \"Mouse Wheel Down\"\n\t\t\t_:\n\t\t\t\treturn \"Mouse \" + str(mouse_event.button_index)\n\treturn \"Unknown\"\n\n\n## Gets the first event assigned to an action.\nfunc get_action_event(action_name: String) -> InputEvent:\n\tif not InputMap.has_action(action_name):\n\t\treturn null\n\tvar events := InputMap.action_get_events(action_name)\n\tif events.size() > 0:\n\t\treturn events[0]\n\treturn null\n\n\n## Gets the display name for an action's current binding.\nfunc get_action_key_name(action_name: String) -> String:\n\tvar event := get_action_event(action_name)\n\tif event:\n\t\treturn get_event_name(event)\n\treturn \"Not Set\"\n\n\n## Gets a human-readable name for an action.\nfunc get_action_display_name(action_name: String) -> String:\n\tmatch action_name:\n\t\t\"move_up\":\n\t\t\treturn \"Move Up\"\n\t\t\"move_down\":\n\t\t\treturn \"Move Down\"\n\t\t\"move_left\":\n\t\t\treturn \"Move Left\"\n\t\t\"move_right\":\n\t\t\treturn \"Move Right\"\n\t\t\"shoot\":\n\t\t\treturn \"Shoot\"\n\t\t\"pause\":\n\t\t\treturn \"Pause\"\n\t\t_:\n\t\t\treturn action_name
[2026-01-11T19:03:17.244Z] [INFO] .capitalize().replace(\"_\", \" \")\n\n\n## Checks if a key is already assigned to another action.\n## Returns the action name if conflict exists, empty string otherwise.\nfunc check_key_conflict(event: InputEvent, exclude_action: String = \"\") -> String:\n\tfor action_name in remappable_actions:\n\t\tif action_name == exclude_action:\n\t\t\tcontinue\n\n\t\tvar action_event := get_action_event(action_name)\n\t\tif action_event == null:\n\t\t\tcontinue\n\n\t\tif _events_match(event, action_event):\n\t\t\treturn action_name\n\n\treturn \"\"\n\n\n## Checks if two input events match.\nfunc _events_match(event1: InputEvent, event2: InputEvent) -> bool:\n\tif event1 is InputEventKey and event2 is InputEventKey:\n\t\tvar key1: InputEventKey = event1\n\t\tvar key2: InputEventKey = event2\n\t\tvar keycode1 := key1.physical_keycode if key1.physical_keycode != 0 else key1.keycode\n\t\tvar keycode2 := key2.physical_keycode if key2.physical_keycode != 0 else key2.keycode\n\t\treturn keycode1 == keycode2\n\telif event1 is InputEventMouseButton and event2 is InputEventMouseButton:\n\t\tvar mouse1: InputEventMouseButton = event1\n\t\tvar mouse2: InputEventMouseButton = event2\n\t\treturn mouse1.button_index == mouse2.button_index\n\treturn false\n","numLines":234,"startLine":1,"totalLines":234}}}
[2026-01-11T19:03:17.253Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_017BB2w14A8dYjvZsirkGFyp",
"type": "tool_result",
"content": " 1β†’extends CanvasLayer\n 2β†’## Pause menu controller.\n 3β†’##\n 4β†’## Handles game pausing and provides access to controls menu and resume/quit options.\n 5β†’## This menu pauses the game tree when visible.\n 6β†’\n 7β†’## Reference to the controls menu scene.\n 8β†’@export var controls_menu_scene: PackedScene\n 9β†’\n 10β†’## Reference to the main menu container.\n 11β†’@onready var menu_container: Control = $MenuContainer\n 12β†’@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n 13β†’@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n 14β†’@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n 15β†’\n 16β†’## The instantiated controls menu.\n 17β†’var _controls_menu: CanvasLayer = null\n 18β†’\n 19β†’\n 20β†’func _ready() -> void:\n 21β†’\t# Start hidden\n 22β†’\thide()\n 23β†’\tset_process_unhandled_input(true)\n 24β†’\n 25β†’\t# Connect button signals\n 26β†’\tresume_button.pressed.connect(_on_resume_pressed)\n 27β†’\tcontrols_button.pressed.connect(_on_controls_pressed)\n 28β†’\tquit_button.pressed.connect(_on_quit_pressed)\n 29β†’\n 30β†’\t# Preload controls menu if not set\n 31β†’\tif controls_menu_scene == null:\n 32β†’\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n 33β†’\n 34β†’\n 35β†’func _unhandled_input(event: InputEvent) -> void:\n 36β†’\tif event.is_action_pressed(\"pause\"):\n 37β†’\t\ttoggle_pause()\n 38β†’\t\tget_viewport().set_input_as_handled()\n 39β†’\n 40β†’\n 41β†’## Toggles the pause state.\n 42β†’func toggle_pause() -> void:\n 43β†’\tif visible:\n 44β†’\t\tresume_game()\n 45β†’\telse:\n 46β†’\t\tpause_game()\n 47β†’\n 48β†’\n 49β†’## Pauses the game and shows the menu.\n 50β†’func pause_game() -> void:\n 51β†’\tget_tree().paused = true\n 52β†’\tshow()\n 53β†’\tresume_button.grab_focus()\n 54β†’\n 55β†’\n 56β†’## Resumes the game and hides the menu.\n 57β†’func resume_game() -> void:\n 58β†’\tget_tree().paused = false\n 59β†’\thide()\n 60β†’\n 61β†’\t# Also close controls menu if open\n 62β†’\tif _controls_menu and _controls_menu.visible:\n 63β†’\t\t_controls_menu.hide()\n 64β†’\n 65β†’\n 66β†’func _on_resume_pressed() -> void:\n 67β†’\tresume_game()\n 68β†’\n 69β†’\n 70β†’func _on_controls_pressed() -> void:\n 71β†’\t# Hide main menu, show controls menu\n 72β†’\tmenu_container.hide()\n 73β†’\n 74β†’\tif _controls_menu == null:\n 75β†’\t\t_controls_menu = controls_menu_scene.instantiate()\n 76β†’\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n 77β†’\t\tadd_child(_controls_menu)\n 78β†’\telse:\n 79β†’\t\t_controls_menu.show()\n 80β†’\n 81β†’\n 82β†’func _on_controls_back() -> void:\n 83β†’\t# Show main menu again\n 84β†’\tif _controls_menu:\n 85β†’\t\t_controls_menu.hide()\n 86β†’\tmenu_container.show()\n 87β†’\tcontrols_button.grab_focus()\n 88β†’\n 89β†’\n 90β†’func _on_quit_pressed() -> void:\n 91β†’\tget_tree().paused = false\n 92β†’\tget_tree().quit()\n 93β†’\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": "3ff27f06-84da-4614-8e4a-8e27abd35fa6",
"uuid": "d5298cde-7dcf-4c43-87f1-0e05e6790b96",
"tool_use_result": {
"type": "text",
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"filePath": "/tmp/gh-issue-solver-1768158136795/scripts/ui/pause_menu.gd",
"content": "extends CanvasLayer\n## Pause menu controller.\n##\n## Handles game pausing and provides access to controls menu and resume/quit options.\n## This menu pauses the game tree when visible.\n\n## Reference to the controls menu scene.\n@export var controls_menu_scene: PackedScene\n\n## Reference to the main menu container.\n@onready var menu_container: Control = $MenuContainer\n@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n\n## The instantiated controls menu.\nvar _controls_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Start hidden\n\thide()\n\tset_process_unhandled_input(true)\n\n\t# Connect button signals\n\tresume_button.pressed.connect(_on_resume_pressed)\n\tcontrols_button.pressed.connect(_on_controls_pressed)\n\tquit_button.pressed.connect(_on_quit_pressed)\n\n\t# Preload controls menu if not set\n\tif controls_menu_scene == null:\n\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n\n\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif event.is_action_pressed(\"pause\"):\n\t\ttoggle_pause()\n\t\tget_viewport().set_input_as_handled()\n\n\n## Toggles the pause state.\nfunc toggle_pause() -> void:\n\tif visible:\n\t\tresume_game()\n\telse:\n\t\tpause_game()\n\n\n## Pauses the game and shows the menu.\nfunc pause_game() -> void:\n\tget_tree().paused = true\n\tshow()\n\tresume_button.grab_focus()\n\n\n## Resumes the game and hides the menu.\nfunc resume_game() -> void:\n\tget_tree().paused = false\n\thide()\n\n\t# Also close controls menu if open\n\tif _controls_menu and _controls_menu.visible:\n\t\t_controls_menu.hide()\n\n\nfunc _on_resume_pressed() -> void:\n\tresume_game()\n\n\nfunc _on_controls_pressed() -> void:\n\t# Hide main menu, show controls menu\n\tmenu_container.hide()\n\n\tif _controls_menu == null:\n\t\t_controls_menu = controls_menu_scene.instantiate()\n\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n\t\tadd_child(_controls_menu)\n\telse:\n\t\t_controls_menu.show()\n\n\nfunc _on_controls_back() -> void:\n\t# Show main menu again\n\tif _controls_menu:\n\t\t_controls_menu.hide()\n\tmenu_container.show()\n\tcontrols_button.grab_focus()\n\n\nfunc _on_quit_pressed() -> void:\n\tget_tree().paused = false\n\tget_tree().quit()\n",
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[2026-01-11T19:03:17.271Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_015XMuH9QvETDVUAGhFQ6tYz",
"type": "tool_result",
"content": " 1β†’extends CanvasLayer\n 2β†’## Controls menu for remapping game key bindings.\n 3β†’##\n 4β†’## Displays a list of all remappable actions with their current key bindings.\n 5β†’## Allows users to rebind keys by clicking on an action and pressing a new key.\n 6β†’## Includes conflict detection and settings persistence.\n 7β†’\n 8β†’## Signal emitted when the back button is pressed.\n 9β†’signal back_pressed\n 10β†’\n 11β†’## Reference to the action list container.\n 12β†’@onready var action_list: VBoxContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/ActionList\n 13β†’@onready var apply_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/ApplyButton\n 14β†’@onready var reset_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/ResetButton\n 15β†’@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/BackButton\n 16β†’@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 17β†’@onready var conflict_dialog: AcceptDialog = $ConflictDialog\n 18β†’\n 19β†’## Currently selected action for rebinding. Empty string means no action selected.\n 20β†’var _rebinding_action: String = \"\"\n 21β†’\n 22β†’## Dictionary mapping action names to their UI button references.\n 23β†’var _action_buttons: Dictionary = {}\n 24β†’\n 25β†’## Flag to track if there are unsaved changes.\n 26β†’var _has_changes: bool = false\n 27β†’\n 28β†’## Temporary storage for new bindings before applying.\n 29β†’var _pending_bindings: Dictionary = {}\n 30β†’\n 31β†’\n 32β†’func _ready() -> void:\n 33β†’\t# Connect button signals\n 34β†’\tapply_button.pressed.connect(_on_apply_pressed)\n 35β†’\treset_button.pressed.connect(_on_reset_pressed)\n 36β†’\tback_button.pressed.connect(_on_back_pressed)\n 37β†’\tconflict_dialog.confirmed.connect(_on_conflict_confirmed)\n 38β†’\n 39β†’\t# Populate the action list\n 40β†’\t_populate_action_list()\n 41β†’\n 42β†’\t# Update button states\n 43β†’\t_update_button_states()\n 44β†’\n 45β†’\t# Set process mode to allow input while paused\n 46β†’\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 47β†’\n 48β†’\n 49β†’func _populate_action_list() -> void:\n 50β†’\t# Clear existing children (except template if any)\n 51β†’\tfor child in action_list.get_children():\n 52β†’\t\tchild.queue_free()\n 53β†’\t_action_buttons.clear()\n 54β†’\n 55β†’\t# Create a row for each remappable action\n 56β†’\tfor action_name in InputSettings.remappable_actions:\n 57β†’\t\tvar row := _create_action_row(action_name)\n 58β†’\t\taction_list.add_child(row)\n 59β†’\n 60β†’\n 61β†’func _create_action_row(action_name: String) -> HBoxContainer:\n 62β†’\tvar row := HBoxContainer.new()\n 63β†’\trow.name = action_name + \"_row\"\n 64β†’\n 65β†’\t# Action name label\n 66β†’\tvar label := Label.new()\n 67β†’\tlabel.text = InputSettings.get_action_display_name(action_name)\n 68β†’\tlabel.custom_minimum_size.x = 150\n 69β†’\tlabel.size_flags_horizontal = Control.SIZE_EXPAND_FILL\n 70β†’\trow.add_child(label)\n 71β†’\n 72β†’\t# Key binding button\n 73β†’\tvar button := Button.new()\n 74β†’\tbutton.name = action_name + \"_button\"\n 75β†’\tbutton.text = InputSettings.get_action_key_name(action_name)\n 76β†’\tbutton.custom_minimum_size = Vector2(150, 35)\n 77β†’\tbutton.pressed.connect(_on_action_button_pressed.bind(action_name))\n 78β†’\trow.add_child(button)\n 79β†’\n 80β†’\t_action_buttons[action_name] = button\n 81β†’\n 82β†’\treturn row\n 83β†’\n 84β†’\n 85β†’func _input(event: InputEvent) -> void:\n 86β†’\tif _rebinding_action.is_empty():\n 87β†’\t\treturn\n 88β†’\n 89β†’\t# Only handle key and mouse button events\n 90β†’\tif not (event is InputEventKey or event is InputEventMouseButton):\n 91β†’\t\treturn\n 92β†’\n 93β†’\t# Ignore key release events\n 94β†’\tif event is InputEventKey and not event.pressed:\n 95β†’\t\treturn\n 96β†’\n 97β†’\t# Ignore mouse button release events\n 98β†’\tif event is InputEventMouseButton and not event.pressed:\n 99β†’\t\treturn\n 100β†’\n 101β†’\t# Prevent the event from propagating\n 102β†’\tget_viewport().set_input_as_handled()\n 103β†’\n 104β†’\t# Handle escape key to cancel rebinding\n 105β†’\tif event is InputEventKey and event.physical_keycode == KEY_ESCAPE:\n 106β†’\t\t_cancel_rebinding()\n 107β†’\t\treturn\n 108β†’\n 109β†’\t# Check for conflicts\n 110β†’\tvar conflict := InputSettings.check_key_conflict(event, _rebinding_action)\n 111β†’\tif not conflict.is_empty():\n 112β†’\t\t_show_conflict_dialog(conflict, event)\n 113β†’\t\treturn\n 114β†’\n 115β†’\t# Apply the new binding\n 116β†’\t_apply_pending_binding(_rebinding_action, event)\n 117β†’\n 118β†’\n 119β†’func _on_action_button_pressed(action_name: String) -> void:\n 120β†’\t_start_rebinding(action_name)\n 121β†’\n 122β†’\n 123β†’func _start_rebinding(action_name: String) -> void:\n 124β†’\t_rebinding_action = action_name\n 125β†’\n 126β†’\t# Update button text to show waiting state\n 127β†’\tvar button: Button = _action_buttons[action_name]\n 128β†’\tbutton.text = \"Press a key...\"\n 129β†’\n 130β†’\t# Update status\n 131β†’\tstatus_label.text = \"Press a key for \" + InputSettings.get_action_display_name(action_name) + \" (Escape to cancel)\"\n 132β†’\n 133β†’\n 134β†’func _cancel_rebinding() -> void:\n 135β†’\tif _rebinding_action.is_empty():\n 136β†’\t\treturn\n 137β†’\n 138β†’\t# Restore the button text\n 139β†’\tvar button: Button = _action_buttons[_rebinding_action]\n 140β†’\tif _rebinding_action in _pending_bindings:\n 141β†’\t\tbutton.text = InputSettings.get_event_name(_pending_bindings[_rebinding_action])\n 142β†’\telse:\n 143β†’\t\tbutton.text = InputSettings.get_action_key_name(_rebinding_action)\n 144β†’\n 145β†’\t_rebinding_action = \"\"\n 146β†’\tstatus_label.text = \"\"\n 147β†’\n 148β†’\n 149β†’func _apply_pending_binding(action_name: String, event: InputEvent) -> void:\n 150β†’\t# Store in pending bindings\n 151β†’\t_pending_bindings[action_name] = event\n 152β†’\n 153β†’\t# Update button text\n 154β†’\tvar button: Button = _action_buttons[action_name]\n 155β†’\tbutton.text = InputSettings.get_event_name(event)\n 156β†’\n 157β†’\t# Mark as having unsaved changes\n 158β†’\t_has_changes = true\n 159β†’\t_update_button_states()\n 160β†’\n 161β†’\t# Clear rebinding state\n 162β†’\t_rebinding_action = \"\"\n 163β†’\tstatus_label.text = \"Changes pending. Click Apply to save.\"\n 164β†’\n 165β†’\n 166β†’func _show_conflict_dialog(conflicting_action: String, new_event: InputEvent) -> void:\n 167β†’\tvar conflict_name := InputSettings.get_action_display_name(conflicting_action)\n 168β†’\tvar key_name := InputSettings.get_event_name(new_event)\n 169β†’\n 170β†’\tconflict_dialog.dialog_text = \"'\" + key_name + \"' is already assigned to '\" + conflict_name + \"'.\\n\\nDo you want to replace it?\"\n 171β†’\n 172β†’\t# Store the event for when confirmed\n 173β†’\tconflict_dialog.set_meta(\"pending_event\", new_event)\n 174β†’\tconflict_dialog.set_meta(\"conflicting_action\", conflicting_action)\n 175β†’\n 176β†’\tconflict_dialog.popup_centered()\n 177β†’\n 178β†’\n 179β†’func _on_conflict_confirmed() -> void:\n 180β†’\tvar pending_event: InputEvent = conflict_dialog.get_meta(\"pending_event\")\n 181β†’\tvar conflicting_action: String = conflict_dialog.get_meta(\"conflicting_action\")\n 182β†’\n 183β†’\t# Clear the conflicting action's binding\n 184β†’\t_pending_bindings[conflicting_action] = null\n 185β†’\tvar conflict_button: Button = _action_buttons[conflicting_action]\n 186β†’\tconflict_button.text = \"Not Set\"\n 187β†’\n 188β†’\t# Apply the new binding\n 189β†’\t_apply_pending_binding(_rebinding_action, pending_event)\n 190β†’\n 191β†’\n 192β†’func _on_apply_pressed() -> void:\n 193β†’\t# Apply all pending bindings\n 194β†’\tfor action_name in _pending_bindings:\n 195β†’\t\tvar event: InputEvent = _pending_bindings[action_name]\n 196β†’\t\tif event != null:\n 197β†’\t\t\tInputSettings.set_action_key(action_name, event)\n 198β†’\t\telse:\n 199β†’\t\t\t# Clear the action\n 200β†’\t\t\tInputMap.action_erase_events(action_name)\n 201β†’\n 202β†’\t# Save settings\n 203β†’\tInputSettings.save_settings()\n 204β†’\n 205β†’\t# Clear pending changes\n 206β†’\t_pending_bindings.clear()\n 207β†’\t_has_changes = false\n 208β†’\t_update_button_states()\n 209β†’\n 210β†’\tstatus_label.text = \"Settings saved!\"\n 211β†’\n 212β†’\t# Clear status after a delay\n 213β†’\tawait get_tree().create_timer(2.0).timeout\n 214β†’\tif status_label.text == \"Settings saved!\":\n 215β†’\t\tstatus_label.text = \"\"\n 216β†’\n 217β†’\n 218β†’func _on_reset_pressed() -> void:\n 219β†’\t# Reset to defaults\n 220β†’\tInputSettings.reset_to_defaults()\n 221β†’\n 222β†’\t# Clear pending changes\n 223β†’\t_pending_bindings.clear()\n 224β†’\t_has_changes = false\n 225β†’\n 226β†’\t# Refresh the UI\n 227β†’\t_refresh_all_buttons()\n 228β†’\t_update_button_states()\n 229β†’\n 230β†’\tstatus_label.text = \"Controls reset to defaults.\"\n 231β†’\n 232β†’\n 233β†’func _on_back_pressed() -> void:\n 234β†’\t# If there are unsaved changes, discard them\n 235β†’\tif _has_changes:\n 236β†’\t\t_pending_bindings.clear()\n 237β†’\t\t_has_changes = false\n 238β†’\t\t_refresh_all_buttons()\n 239β†’\n 240β†’\t_rebinding_action = \"\"\n 241β†’\tstatus_label.text = \"\"\n 242β†’\n 243β†’\tback_pressed.emit()\n 244β†’\n 245β†’\n 246β†’func _refresh_all_buttons() -> void:\n 247β†’\tfor action_name in _action_buttons:\n 248β†’\t\tvar button: Button = _action_buttons[action_name]\n 249β†’\t\tbutton.text = InputSettings.get_action_key_name(action_name)\n 250β†’\n 251β†’\n 252β†’func _update_button_states() -> void:\n 253β†’\tapply_button.disabled = not _has_changes\n 254β†’\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 CanvasLayer\n## Controls menu for remapping game key bindings.\n##\n## Displays a list of all remappable actions with their current key bindings.\n## Allows users to rebind keys by clicking on an action and pressing a new key.\n## Includes conflict detection and settings persistence.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to the action list container.\n@onready var action_list: VBoxContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/ActionList\n@onready var apply_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/ApplyButton\n@onready var reset_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/ResetButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ButtonContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n@onready var conflict_dialog: AcceptDialog = $ConflictDialog\n\n## Currently selected action for rebinding. Empty string means no action selected.\nvar _rebinding_action: String = \"\"\n\n## Dictionary mapping action names to their UI button references.\nvar _action_buttons: Dictionary = {}\n\n## Flag to track if there are unsaved changes.\nvar _has_changes: bool = false\n\n## Temporary storage for new bindings before applying.\nvar _pending_bindings: Dictionary = {}\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tapply_button.pressed.connect(_on_apply_pressed)\n\treset_button.pressed.connect(_on_reset_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\tconflict_dialog.confirmed.connect(_on_conflict_confirmed)\n\n\t# Populate the action list\n\t_populate_action_list()\n\n\t# Update button states\n\t_update_button_states()\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _populate_action_list() -> void:\n\t# Clear existing children (except template if any)\n\tfor child in action_list.get_children():\n\t\tchild.queue_free()\n\t_action_buttons.clear()\n\n\t# Create a row for each remappable action\n\tfor action_name in InputSettings.remappable_actions:\n\t\tvar row := _create_action_row(action_name)\n\t\taction_list.add_child(row)\n\n\nfunc _create_action_row(action_name: String) -> HBoxContainer:\n\tvar row := HBoxContainer.new()\n\trow.name = action_name + \"_row\"\n\n\t# Action name label\n\tvar label := Label.new()\n\tlabel.text = InputSettings.get_action_display_name(action_name)\n\tlabel.custom_minimum_size.x = 150\n\tlabel.size_flags_horizontal = Control.SIZE_EXPAND_FILL\n\trow.add_child(label)\n\n\t# Key binding button\n\tvar button := Button.new()\n\tbutton.name = action_name + \"_button\"\n\tbutton.text = InputSettings.get_action_key_name(action_name)\n\tbutton.custom_minimum_size = Vector2(150, 35)\n\tbutton.pressed.connect(_on_action_button_pressed.bind(action_name))\n\trow.add_child(button)\n\n\t_action_buttons[action_name] = button\n\n\treturn row\n\n\nfunc _input(event: InputEvent) -> void:\n\tif _rebinding_action.is_empty():\n\t\treturn\n\n\t# Only handle key and mouse button events\n\tif not (event is InputEventKey or event is InputEventMouseButton):\n\t\treturn\n\n\t# Ignore key release events\n\tif event is InputEventKey and not event.pressed:\n\t\treturn\n\n\t# Ignore mouse button release events\n\tif event is InputEventMouseButton and not event.pressed:\n\t\treturn\n\n\t# Prevent the event from propagating\n\tget_viewport().set_input_as_handled()\n\n\t# Handle escape key to cancel rebinding\n\tif event is InputEventKey and event.physical_keycode == KEY_ESCAPE:\n\t\t_cancel_rebinding()\n\t\treturn\n\n\t# Check for conflicts\n\tvar conflict := InputSettings.check_key_conflict(event, _rebinding_action)\n\tif not conflict.is_empty():\n\t\t_show_conflict_dialog(conflict, event)\n\t\treturn\n\n\t# Apply the new binding\n\t_apply_pending_binding(_rebinding_action, event)\n\n\nfunc _on_action_button_pressed(action_name: String) -> void:\n\t_start_rebinding(action_name)\n\n\nfunc _start_rebinding(action_name: String) -> void:\n\t_rebinding_action = action_name\n\n\t# Update button text to show waiting state\n\tvar button: Button = _action_buttons[action_name]\n\tbutton.text = \"Press a key...\"\n\n\t# Update status\n\tstatus_label.text = \"Press a key for \" + InputSettings.get_action_display_name(action_name) + \" (Escape to cancel)\"\n\n\nfunc _cancel_rebinding() -> void:\n\tif _rebinding_action.is_empty():\n\t\treturn\n\n\t# Restore the button text\n\tvar button: Button = _action_buttons[_rebinding_action]\n\tif _rebinding_action in _pending_bindings:\n\t\tbutton.text = InputSettings.get_event_name(_pending_bindings[_rebinding_action])\n\telse:\n\t\tbutton.text = InputSettings.get_action_key_name(_rebinding_action)\n\n\t_rebinding_action = \"\"\n\tstatus_label.text = \"\"\n\n\nfunc _apply_pending_binding(action_name: String, event: InputEvent) -> void:\n\t# Store in pending bindings\n\t_pending_bindings[action_name] = event\n\n\t# Update button text\n\tvar button: Button = _action_buttons[action_name]\n\tbutton.text = InputSettings.get_event_name(event)\n\n\t# Mark as having unsaved changes\n\t_has_changes = true\n\t_update_button_states()\n\n\t# Clear rebinding state\n\t_rebinding_action = \"\"\n\tstatus_label.text = \"Changes pending. Click Apply to save.\"\n\n\nfunc _show_conflict_dialog(conflicting_action: String, new_event: InputEvent) -> void:\n\tvar conflict_name := InputSettings.get_action_display_name(conflicting_action)\n\tvar key_name := InputSettings.get_event_name(new_event)\n\n\tconflict_dialog.dialog_text = \"'\" + key_name + \"' is already assigned to '\" + conflict_name + \"'.\\n\\nDo you want to replace it?\"\n\n\t# Store the event for when confirmed\n\tconflict_dialog.set_meta(\"pending_event\", new_event)\n\tconflict_dialog.set_meta(\"conflicting_action\", conflicting_action)\n\n\tconflict_dialog.popup_centered()\n\n\nfunc _on_conflict_confirmed() -> void:\n\tvar pending_event: InputEvent = conflict_dialog.get_meta(\"pending_event\")\n\tvar conflicting_action: String = conflict_dialog.get_meta(\"conflicting_action\")\n\n\t# Clear the conflicting action's binding\n\t_pending_bindings[conflicting_action] = null\n\tvar conflict_button: Button = _action_buttons[conflicting_action]\n\tconflict_button.text = \"Not Set\"\n\n\t# Apply the new binding\n\t_apply_pending_binding(_rebinding_action, pending_event)\n\n\nfunc _on_apply_pressed() -> void:\n\t# Apply all pending bindings\n\tfor action_name in _pending_bindings:\n\t\tvar event: InputEvent = _pending_bindings[action_name]\n\t\tif event != null:\n\t\t\tInputSettings.set_action_key(action_name, event)\n\t\telse:\n\t\t\t# Clear the action\n\t\t\tInputMap.action_erase_events(action_name)\n\n\t# Save settings\n\tInputSettings.save_settings()\n\n\t# Clear pending changes\n\t_pending_bindings.clear()\n\t_has_changes = false\n\t_update_button_states()\n\n\tstatus_label.text = \"Settings saved!\"\n\n\t# Clear status after a delay\n\tawait get_tree().create_timer(2.0).timeout\n\tif status_label.text == \"Settings saved!\":\n\t\tstatus_label.text = \"\"\n\n\nfunc _on_reset_pressed() -> void:\n\t# Reset to defaults\n\tInputSettings.reset_to_defaults()\n\n\t# Clear pending changes\n\t_pending_bindings.clear()\n\t_has_changes = false\n\n\t# Refresh the UI\n\t_refresh_all_buttons()\n\t_update_button_states()\n\n\tstatus_label.text = \"Controls reset to defaults.\"\n\n\nfunc _on_back_pressed() -> void:\n\t# If there are unsaved changes, discard them\n\tif _has_changes:\n\t\t_pending_bindings.clear()\n\t\t_has_changes = false\n\t\t_refresh_all_buttons()\n\n\t_rebinding_action = \"\"\n\tstatus_label.text = \"\"\n\n\tback_pressed.emit()\n\n\nfunc _refresh_all_buttons() -> void:\n\tfor action_name in _action_buttons:\n\t\tvar button: Button = _action_buttons[action_name]\n\t\tbutton.text = InputSettings.get_action_key_name(action_name)\n\n\nfunc _update_button_states() -> void:\n\tapply_button.disabled = not _has_changes\n",
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[2026-01-11T19:07:40.360Z] [INFO] {"type":"assistant","message":{"model":"claude-sonnet-4-5-20250929","id":"msg_01EvjC27AazQhWvf7KoZRZjk","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01GeA9SaiNnn6C4yTdBEuX8D","name":"Write","input":{"file_path":"/tmp/gh-issue-solver-1768158136795/README_RU.md","content":"# Godot Top-Down Template (Π¨Π°Π±Π»ΠΎΠ½ для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху)\n\nΠ¨Π°Π±Π»ΠΎΠ½ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху (top-down) Π² Godot 4.3+.\n\n## πŸ“‹ Π‘ΠΎΠ΄Π΅Ρ€ΠΆΠ°Π½ΠΈΠ΅\n\n- [БистСмныС трСбования](#систСмныС-трСбования)\n- [Быстрый старт](#быстрый-старт)\n- [Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°](#структура-ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°)\n- [Π‘Ρ†Π΅Π½Ρ‹ ΠΈ ΠΈΡ… Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅](#сцСны-ΠΈ-ΠΈΡ…-Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅)\n- [ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ… элСмСнтов](#ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹-Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ…-элСмСнтов)\n- [БистСма управлСния](#систСма-управлСния)\n- [ЀизичСскиС слои](#физичСскиС-слои)\n- [Π Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅ шаблона](#Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅-шаблона)\n- [Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ](#Π»ΡƒΡ‡ΡˆΠΈΠ΅-ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ)\n- [АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°](#Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Π½Ρ‹Π΅-ΠΏΡ€Π°Π²ΠΈΠ»Π°)\n- [РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ](#Ρ€Π΅ΡˆΠ΅Π½ΠΈΠ΅-ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ)\n\n## БистСмныС трСбования\n\n### ΠœΠΈΠ½ΠΈΠΌΠ°Π»ΡŒΠ½Ρ‹Π΅ трСбования:\n- **Godot Engine 4.3** ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅ ([ΡΠΊΠ°Ρ‡Π°Ρ‚ΡŒ здСсь](https://godotengine.org/download))\n- **ΠžΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΎΠ½Π½Π°Ρ систСма**: Windows 7+, macOS 10.12+, ΠΈΠ»ΠΈ Linux\n- **Π’ΠΈΠ΄Π΅ΠΎΠΊΠ°Ρ€Ρ‚Π°**: ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° OpenGL 3.3 / OpenGL ES 3.0 (Π±ΠΎΠ»ΡŒΡˆΠΈΠ½ΡΡ‚Π²ΠΎ систСм с 2012 Π³ΠΎΠ΄Π° ΠΈ Π½ΠΎΠ²Π΅Π΅)\n- **ΠžΠΏΠ΅Ρ€Π°Ρ‚ΠΈΠ²Π½Π°Ρ ΠΏΠ°ΠΌΡΡ‚ΡŒ**: ΠΌΠΈΠ½ΠΈΠΌΡƒΠΌ 2 Π“Π‘\n- **ΠœΠ΅ΡΡ‚ΠΎ Π½Π° дискС**: ΠΎΠΊΠΎΠ»ΠΎ 50 ΠœΠ‘ для ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n### Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡƒΠ΅ΠΌΡ‹Π΅ трСбования:\n- **Godot Engine 4.3+** ΡΡ‚Π°Π±ΠΈΠ»ΡŒΠ½Π°Ρ вСрсия\n- 4 Π“Π‘ ΠΎΠΏΠ΅Ρ€Π°Ρ‚ΠΈΠ²Π½ΠΎΠΉ памяти\n- БоврСмСнная Π²ΠΈΠ΄Π΅ΠΎΠΊΠ°Ρ€Ρ‚Π° с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ OpenGL 4.5+\n\n## Быстрый старт\n\n### Бпособ 1: ΠšΠ»ΠΎΠ½ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ рСпозитория (рСкомСндуСтся)\n\n1. **УстановитС Git** (Ссли Π΅Ρ‰Π΅ Π½Π΅ установлСн):\n - Windows: [Git for Windows](https://git-scm.com/download/win)\n - macOS: `brew install git` ΠΈΠ»ΠΈ [Git for macOS](https://git-scm.com/download/mac)\n - Linux: `sudo apt-get install git` (Ubuntu/Debian) ΠΈΠ»ΠΈ `sudo yum install git` (Fedora/CentOS)\n\n2. **ΠšΠ»ΠΎΠ½ΠΈΡ€ΡƒΠΉΡ‚Π΅ Ρ€Π΅ΠΏΠΎΠ·ΠΈΡ‚ΠΎΡ€ΠΈΠΉ**:\n ```bash\n git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n cd godot-topdown-template\n ```\n\n3. **ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ Π² Godot**:\n - ЗапуститС Godot Engine\n - НаТмитС ΠΊΠ½ΠΎΠΏΠΊΡƒ \"Π˜ΠΌΠΏΠΎΡ€Ρ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ\" (Import)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π² ΠΏΠ°ΠΏΠΊΡƒ `godot-topdown-template`\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ Ρ„Π°ΠΉΠ» `project.godot`\n - НаТмитС \"Π˜ΠΌΠΏΠΎΡ€Ρ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ ΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ\" (Import & Edit)\n\n4. **ЗапуститС ΠΏΡ€ΠΎΠ΅ΠΊΡ‚**:\n - НаТмитС **F5** ΠΈΠ»ΠΈ ΠΊΠ½ΠΎΠΏΠΊΡƒ β–Ά (Play) Π² ΠΏΡ€Π°Π²ΠΎΠΌ Π²Π΅Ρ€Ρ…Π½Π΅ΠΌ ΡƒΠ³Π»Ρƒ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n - Π˜Π³Ρ€Π° Π΄ΠΎΠ»ΠΆΠ½Π° Π·Π°ΠΏΡƒΡΡ‚ΠΈΡ‚ΡŒΡΡ с Π³Π»Π°Π²Π½ΠΎΠΉ сцСной\n\n### Бпособ 2: Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ZIP-Π°Ρ€Ρ…ΠΈΠ²Π°\n\n1. **Π‘ΠΊΠ°Ρ‡Π°ΠΉΡ‚Π΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚**:\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° [Π³Π»Π°Π²Π½ΡƒΡŽ страницу рСпозитория](https://github.com/Jhon-Crow/godot-topdown-template)\n - НаТмитС Π·Π΅Π»Π΅Π½ΡƒΡŽ ΠΊΠ½ΠΎΠΏΠΊΡƒ \"Code\"\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ \"Download ZIP\"\n\n2. **РаспакуйтС Π°Ρ€Ρ…ΠΈΠ²**:\n - РаспакуйтС скачанный ZIP-Ρ„Π°ΠΉΠ» Π² ΡƒΠ΄ΠΎΠ±Π½ΠΎΠ΅ мСсто\n - РСкомСндуСтся ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ ΠΏΡƒΡ‚ΡŒ Π±Π΅Π· ΠΊΠΈΡ€ΠΈΠ»Π»ΠΈΡ†Ρ‹ ΠΈ ΠΏΡ€ΠΎΠ±Π΅Π»ΠΎΠ²\n\n3. **ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ Π² Godot** (см. шаги 3-4 ΠΈΠ· Бпособа 1)\n\n### ΠŸΠ΅Ρ€Π²Ρ‹ΠΉ запуск\n\nПослС открытия ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° Π²Ρ‹ ΡƒΠ²ΠΈΠ΄ΠΈΡ‚Π΅:\n- **Main.tscn** - главная сцСна, которая запускаСтся ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ F5\n- **TestTier.tscn** - тСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹, Π³Π΄Π΅ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠΏΡ€ΠΎΠ±ΠΎΠ²Π°Ρ‚ΡŒ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊΠΈ\n\n**Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ**:\n- **WASD** ΠΈΠ»ΠΈ **Π‘Ρ‚Ρ€Π΅Π»ΠΊΠΈ** - Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа\n- **ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ** - ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Π° Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ курсора\n- **ESC** - ΠΏΠ°ΡƒΠ·Π° / мСню настроСк\n\n## Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΡ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° Godot\nβ”œβ”€β”€ icon.svg # Иконка ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\nβ”‚\nβ”œβ”€β”€ scenes/ # ВсС ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Π΅ сцСны (.tscn Ρ„Π°ΠΉΠ»Ρ‹)\nβ”‚ β”œβ”€β”€ main/ # Π“Π»Π°Π²Π½Ρ‹Π΅ сцСны\nβ”‚ β”‚ └── Main.tscn # Главная Ρ‚ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° (запускаСтся ΠΏΠΎ F5)\nβ”‚ β”œβ”€β”€ levels/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ ΡƒΡ€ΠΎΠ²Π½ΠΈ\nβ”‚ β”‚ └── TestTier.tscn # ВСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ для Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\nβ”‚ β”œβ”€β”€ characters/ # ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆΠΈ\nβ”‚ β”‚ └── Player.tscn # Π˜Π³Ρ€ΠΎΠΊ с Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±ΠΎΠΉ\nβ”‚ β”œβ”€β”€ projectiles/ # Бнаряды\nβ”‚ β”‚ └── Bullet.tscn # ΠŸΡƒΠ»Ρ\nβ”‚ β”œβ”€β”€ objects/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹\nβ”‚ β”‚ └── Target.tscn # МишСнь для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\nβ”‚ └── ui/ # Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»Ρ\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # МСню ΠΏΠ°ΡƒΠ·Ρ‹\nβ”‚ └── ControlsMenu.tscn # МСню пСрСназначСния клавиш\nβ”‚\nβ”œβ”€β”€ scripts/ # GDScript Ρ„Π°ΠΉΠ»Ρ‹ (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Π‘ΠΊΡ€ΠΈΠΏΡ‚ Π³Π»Π°Π²Π½ΠΎΠΉ сцСны\nβ”‚ β”œβ”€β”€ autoload/ # АвтозагруТаСмыС скрипты (синглтоны)\nβ”‚ β”‚ └── input_settings.gd # ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ настроСк управлСния\nβ”‚ β”œβ”€β”€ levels/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ\nβ”‚ β”‚ └── test_tier.gd # Π‘ΠΊΡ€ΠΈΠΏΡ‚ тСстового ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Π°\nβ”‚ β”œβ”€β”€ characters/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ пСрсонаТСй\nβ”‚ β”‚ └── player.gd # Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΈΠ³Ρ€ΠΎΠΊΠ°\nβ”‚ β”œβ”€β”€ projectiles/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ снарядов\nβ”‚ β”‚ └── bullet.gd # ПовСдСниС ΠΏΡƒΠ»ΠΈ\nβ”‚ β”œβ”€β”€ objects/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\nβ”‚ β”‚ └── target.gd # РСакция мишСни Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅\nβ”‚ β”œβ”€β”€ ui/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ интСрфСйса\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ мСню ΠΏΠ°ΡƒΠ·Ρ‹\nβ”‚ β”‚ └── controls_menu.gd # ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ пСрСназначСния клавиш\nβ”‚ └── utils/ # Π’ΡΠΏΠΎΠΌΠΎΠ³Π°Ρ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ скрипты\nβ”‚\nβ”œβ”€β”€ assets/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ рСсурсы\nβ”‚ β”œβ”€β”€ sprites/ # 2D спрайты ΠΈ тСкстуры\nβ”‚ β”œβ”€β”€ audio/ # Π—Π²ΡƒΠΊΠΎΠ²Ρ‹Π΅ эффСкты ΠΈ ΠΌΡƒΠ·Ρ‹ΠΊΠ°\nβ”‚ └── fonts/ # Π¨Ρ€ΠΈΡ„Ρ‚Ρ‹\nβ”‚\n└── addons/ # Π‘Ρ‚ΠΎΡ€ΠΎΠ½Π½ΠΈΠ΅ ΠΏΠ»Π°Π³ΠΈΠ½Ρ‹ Godot\n```\n\n## Π‘Ρ†Π΅Π½Ρ‹ ΠΈ ΠΈΡ… Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅\n\n### Main.tscn - Главная сцСна\n\n**НазначСниС**: Π’ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° Π² ΠΈΠ³Ρ€Ρƒ, запускаСтся ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ F5.\n\n**ИспользованиС**:\n- ΠœΠ΅ΡΡ‚ΠΎ для Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ мСню\n- Π—Π°Π³Ρ€ΡƒΠ·Ρ‡ΠΈΠΊ Π΄Ρ€ΡƒΠ³ΠΈΡ… сцСн\n- Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм\n\n**Как ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π³Π»Π°Π²Π½ΡƒΡŽ сцСну**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n2. ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π² Ρ€Π°Π·Π΄Π΅Π» **Application > Run**\n3. Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ **Main Scene** Π½Π° Π½ΡƒΠΆΠ½ΡƒΡŽ сцСну\n\n### TestTier.tscn - ВСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½\n\n**НазначСниС**: ΠŸΠΎΠ»Π½ΠΎΡ†Π΅Π½Π½Ρ‹ΠΉ тСстовый ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ для ΠΎΡ‚Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹ ΠΈ двиТСния.\n\n**ΠžΡΠΎΠ±Π΅Π½Π½ΠΎΡΡ‚ΠΈ**:\n- Закрытая Π°Ρ€Π΅Π½Π° с Π½Π΅ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΠΌΡ‹ΠΌΠΈ стСнами\n- ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ для укрытия ΠΈ тСстирования двиТСния\n- Π—ΠΎΠ½Π° с мишСнями для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n- Готовая настройка ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° сцСны**:\n```\nTestTier\nβ”œβ”€β”€ Environment # ΠžΠΊΡ€ΡƒΠΆΠ΅Π½ΠΈΠ΅\nβ”‚ β”œβ”€β”€ Background # Π’Π΅ΠΌΠ½ΠΎ-Π·Π΅Π»Π΅Π½Ρ‹ΠΉ Ρ„ΠΎΠ½ (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Π‘Π²Π΅Ρ‚Π»ΠΎ-Π·Π΅Π»Π΅Π½Ρ‹ΠΉ ΠΏΠΎΠ»\nβ”‚ β”œβ”€β”€ Walls # ΠšΠΎΡ€ΠΈΡ‡Π½Π΅Π²Ρ‹Π΅ стСны с ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ\nβ”‚ β”œβ”€β”€ Obstacles # ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ\nβ”‚ β”œβ”€β”€ Targets # ΠšΡ€Π°ΡΠ½Ρ‹Π΅ мишСни\nβ”‚ └── TargetArea # ΠœΠ΅Ρ‚ΠΊΠ° Π·ΠΎΠ½Ρ‹ мишСнСй\nβ”œβ”€β”€ Entities # Бущности\nβ”‚ └── Player # ЭкзСмпляр ΠΈΠ³Ρ€ΠΎΠΊΠ°\n└── CanvasLayer # UI\n └── UI # HUD с Π½Π°Π·Π²Π°Π½ΠΈΠ΅ΠΌ уровня\n```\n\n**Как Π·Π°ΠΏΡƒΡΡ‚ΠΈΡ‚ΡŒ**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ `scenes/levels/TestTier.tscn` Π² Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π΅\n2. НаТмитС **F6** для запуска Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΉ сцСны\n3. Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ WASD для двиТСния ΠΈ Π›ΠšΠœ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n### Player.tscn - Π˜Π³Ρ€ΠΎΠΊ\n\n**НазначСниС**: УправляСмый пСрсонаТ с ΠΏΠ»Π°Π²Π½Ρ‹ΠΌ физичСским Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **CharacterBody2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для физичСского двиТСния\n- **CollisionShape2D** - круглая коллизия (радиус 16 пиксСлСй)\n- **Sprite2D** - спрайт пСрсонаТа (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π½Π° свой)\n- **Camera2D** - ΠΊΠ°ΠΌΠ΅Ρ€Π°, ΠΏΠ»Π°Π²Π½ΠΎ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰Π°Ρ Π·Π° ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ\n\n**БистСма двиТСния**: Основана Π½Π° ускорСнии ΠΈ Ρ‚Ρ€Π΅Π½ΠΈΠΈ для ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ управлСния Π±Π΅Π· Ρ€Ρ‹Π²ΠΊΠΎΠ². Π”ΠΈΠ°Π³ΠΎΠ½Π°Π»ΡŒΠ½ΠΎΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π½ΠΎΡ€ΠΌΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ для прСдотвращСния ΠΏΠΎΠ²Ρ‹ΡˆΠ΅Π½Π½ΠΎΠΉ скорости.\n\n**БистСма ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹**: Π˜Π³Ρ€ΠΎΠΊ стрСляСт пулями Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ курсора ΠΌΡ‹ΡˆΠΈ ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ Π›ΠšΠœ. ΠŸΡƒΠ»ΠΈ ΡΠΎΠ·Π΄Π°ΡŽΡ‚ΡΡ со смСщСниСм ΠΎΡ‚ Ρ†Π΅Π½Ρ‚Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹.\n\n### Bullet.tscn - ΠŸΡƒΠ»Ρ\n\n**НазначСниС**: Бнаряд для систСмы ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **Area2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для дСтСктирования столкновСний\n- **CircleShape2D** - точная Ρ„ΠΎΡ€ΠΌΠ° попадания (радиус 4 пиксСля)\n- **Sprite2D** - ΠΆΠ΅Π»Ρ‚Ρ‹ΠΉ спрайт ΠΏΡƒΠ»ΠΈ (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ)\n\n**ПовСдСниС**:\n- ДвиТСтся с постоянной ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒΡŽ Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΌ Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ\n- АвтоматичСски уничтоТаСтся ΠΏΡ€ΠΈ столкновСнии\n- УдаляСтся Ρ‡Π΅Ρ€Π΅Π· Π·Π°Π΄Π°Π½Π½ΠΎΠ΅ врСмя ΠΆΠΈΠ·Π½ΠΈ (Π·Π°Ρ‰ΠΈΡ‚Π° ΠΎΡ‚ бСсконСчных ΠΏΡƒΠ»ΡŒ)\n\n### Target.tscn - МишСнь\n\n**НазначСниС**: БтрСляСмая мишСнь, Ρ€Π΅Π°Π³ΠΈΡ€ΡƒΡŽΡ‰Π°Ρ Π½Π° попадания.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **Area2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для дСтСктирования ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΉ\n- **Sprite2D** - Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт мишСни\n\n**ПовСдСниС**:\n- ΠœΠ΅Π½ΡΠ΅Ρ‚ Ρ†Π²Π΅Ρ‚ ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ (красный β†’ Π·Π΅Π»Π΅Π½Ρ‹ΠΉ)\n- АвтоматичСски восстанавливаСтся послС Π·Π°Π΄Π΅Ρ€ΠΆΠΊΠΈ\n- ΠžΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ ΠΌΠΎΠΆΠ΅Ρ‚ ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Ρ‚ΡŒΡΡ ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ\n\n### PauseMenu.tscn - МСню ΠΏΠ°ΡƒΠ·Ρ‹\n\n**НазначСниС**: МСню ΠΏΠ°ΡƒΠ·Ρ‹, ΠΏΠΎΡΠ²Π»ΡΡŽΡ‰Π΅Π΅ΡΡ ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ ESC.\n\n**Π€ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n- **Resume** (ΠŸΡ€ΠΎΠ΄ΠΎΠ»ΠΆΠΈΡ‚ΡŒ) - Π²ΠΎΠ·Π²Ρ€Π°Ρ‚ ΠΊ ΠΈΠ³Ρ€Π΅\n- **Controls** (Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅) - ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΈΠ΅ мСню пСрСназначСния клавиш\n- **Quit** (Π’Ρ‹Ρ…ΠΎΠ΄) - Π²Ρ‹Ρ…ΠΎΠ΄ ΠΈΠ· ΠΈΠ³Ρ€Ρ‹\n\n**Как Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚**:\n- Π‘Ρ‚Π°Π²ΠΈΡ‚ ΠΈΠ³Ρ€Ρƒ Π½Π° ΠΏΠ°ΡƒΠ·Ρƒ (`get_tree().paused = true`)\n- ΠžΡ‚ΠΊΡ€Ρ‹Π²Π°Π΅Ρ‚ΡΡ ΠΏΠΎ Π½Π°ΠΆΠ°Ρ‚ΠΈΡŽ ESC Π²ΠΎ врСмя ΠΈΠ³Ρ€Ρ‹\n- ВстроСно Π² TestTier для дСмонстрации\n\n### ControlsMenu.tscn - МСню управлСния\n\n**НазначСниС**: Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ пСрСназначСния клавиш управлСния.\n\n**Π€ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n- ΠžΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ всС доступныС для пСрСназначСния дСйствия\n- ΠŸΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ Ρ‚Π΅ΠΊΡƒΡ‰ΠΈΠ΅ Π½Π°Π·Π½Π°Ρ‡Π΅Π½Π½Ρ‹Π΅ клавиши\n- ΠŸΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ‚ ΠΏΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡ΠΈΡ‚ΡŒ Π»ΡŽΠ±ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ\n- Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΊΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚Ρ‹ клавиш\n- БохраняСт настройки Π² Ρ„Π°ΠΉΠ» `user://input_settings.cfg`\n\n**ΠŸΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡Π°Π΅ΠΌΡ‹Π΅ дСйствия**:\n| ДСйствиС | Клавиша ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС |\n|----------|---------------------|----------|\n| Move Up | W | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π²Π΅Ρ€Ρ… |\n| Move Down | S | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π½ΠΈΠ· |\n| Move Left | A | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π»Π΅Π²ΠΎ |\n| Move Right | D | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²ΠΏΡ€Π°Π²ΠΎ |\n| Shoot | ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ | Π‘Ρ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΊ курсору |\n| Pause | Escape | ΠŸΠ°ΡƒΠ·Π°/мСню |\n\n**Как ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ**:\n1. НаТмитС ESC для открытия мСню ΠΏΠ°ΡƒΠ·Ρ‹\n2. НаТмитС \"Controls\" для открытия мСню управлСния\n3. ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ Π½Π° Π»ΡŽΠ±ΡƒΡŽ ΠΊΠ½ΠΎΠΏΠΊΡƒ дСйствия\n4. НаТмитС ΠΆΠ΅Π»Π°Π΅ΠΌΡƒΡŽ Π½ΠΎΠ²ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ (ΠΈΠ»ΠΈ ESC для ΠΎΡ‚ΠΌΠ΅Π½Ρ‹)\n5. НаТмитС \"Apply\" для сохранСния ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n6. НаТмитС \"Reset\" для сброса ΠΊ настройкам ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n\n## ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ… элСмСнтов\n\n### Player (Π˜Π³Ρ€ΠΎΠΊ) - scripts/characters/player.gd\n\nВсС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **Π˜Π½ΡΠΏΠ΅ΠΊΡ‚ΠΎΡ€Π΅** (Inspector) ΠΏΡ€ΠΈ Π²Ρ‹Π±ΠΎΡ€Π΅ ΡƒΠ·Π»Π° Player Π² сцСнС.\n\n#### ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ двиТСния\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|-----
[2026-01-11T19:07:40.368Z] [INFO] -----|-----|--------------|----------|---------------------|\n| `max_speed` | float | 200.0 | Максимальная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ двиТСния (пиксСлСй/сСкунду) | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅ Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅, Ρ‚Π΅ΠΌ быстрСС Π±Π΅Π³Π°Π΅Ρ‚ пСрсонаТ. 200 - умСрСнная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ, 400+ - ΠΎΡ‡Π΅Π½ΡŒ быстро |\n| `acceleration` | float | 1200.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ Ρ€Π°Π·Π³ΠΎΠ½Π° Π΄ΠΎ максимальной скорости | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ Ρ€Π΅Π·Ρ‡Π΅ пСрсонаТ Π½Π°Ρ‡ΠΈΠ½Π°Π΅Ρ‚ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅. НизкиС значСния (300-500) = ΠΏΠ»Π°Π²Π½Ρ‹ΠΉ Ρ€Π°Π·Π³ΠΎΠ½, высокиС (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½Ρ‹ΠΉ старт |\n| `friction` | float | 1000.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ тормоТСния ΠΏΡ€ΠΈ отпускании клавиш | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ Ρ€Π΅Π·Ρ‡Π΅ пСрсонаТ останавливаСтся. НизкиС значСния (200-400) = скольТСниС, высокиС (1500+) = мгновСнная остановка |\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€**:\n\n- **Аркадный ΡˆΡƒΡ‚Π΅Ρ€** (Ρ€Π΅Π·ΠΊΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅):\n - `max_speed = 250`\n - `acceleration = 2000`\n - `friction = 1500`\n\n- **РСалистичноС ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅** (инСрция):\n - `max_speed = 180`\n - `acceleration = 400`\n - `friction = 300`\n\n- **Быстрый экшСн** (высокая ΠΌΠΎΠ±ΠΈΠ»ΡŒΠ½ΠΎΡΡ‚ΡŒ):\n - `max_speed = 350`\n - `acceleration = 1800`\n - `friction = 1200`\n\n#### ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `bullet_scene` | PackedScene | Bullet.tscn | Π‘Ρ†Π΅Π½Π° ΠΏΡƒΠ»ΠΈ для создания | МоТно Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π½Π° свою сцСну ΠΏΡƒΠ»ΠΈ с Π΄Ρ€ΡƒΠ³ΠΈΠΌ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ/внСшним Π²ΠΈΠ΄ΠΎΠΌ |\n| `bullet_spawn_offset` | float | 20.0 | Π‘ΠΌΠ΅Ρ‰Π΅Π½ΠΈΠ΅ Ρ‚ΠΎΡ‡ΠΊΠΈ появлСния ΠΏΡƒΠ»ΠΈ ΠΎΡ‚ Ρ†Π΅Π½Ρ‚Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° (пиксСлСй) | ΠžΠΏΡ€Π΅Π΄Π΅Π»ΡΠ΅Ρ‚, Π³Π΄Π΅ появляСтся пуля. 20 = ΠΏΠ΅Ρ€Π΅Π΄ ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ, 0 = Π² Ρ†Π΅Π½Ρ‚Ρ€Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ° |\n\n**Как ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚ΡŒ**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ сцСну Player.tscn ΠΈΠ»ΠΈ ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ с ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ\n2. Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ ΡƒΠ·Π΅Π» Player Π² Π΄Π΅Ρ€Π΅Π²Π΅ сцСны\n3. Π’ ΠΏΠ°Π½Π΅Π»ΠΈ Inspector справа Π½Π°ΠΉΠ΄ΠΈΡ‚Π΅ Ρ€Π°Π·Π΄Π΅Π» \"Script Variables\"\n4. Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ Π½ΡƒΠΆΠ½Ρ‹Π΅ значСния\n5. НаТмитС Ctrl+S для сохранСния сцСны\n\n### Bullet (ΠŸΡƒΠ»Ρ) - scripts/projectiles/bullet.gd\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `speed` | float | 600.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ ΠΏΠΎΠ»Π΅Ρ‚Π° ΠΏΡƒΠ»ΠΈ (пиксСлСй/сСкунду) | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ быстрСС Π»Π΅Ρ‚ΠΈΡ‚ пуля. 300 = ΠΌΠ΅Π΄Π»Π΅Π½Π½ΠΎ, 1000+ = ΠΎΡ‡Π΅Π½ΡŒ быстро |\n| `lifetime` | float | 3.0 | МаксимальноС врСмя ΠΆΠΈΠ·Π½ΠΈ ΠΏΡƒΠ»ΠΈ (сСкунд) | Π§Π΅Ρ€Π΅Π· это врСмя пуля автоматичСски уничтоТаСтся, Π΄Π°ΠΆΠ΅ Ссли Π½ΠΈ Π²ΠΎ Ρ‡Ρ‚ΠΎ Π½Π΅ ΠΏΠΎΠΏΠ°Π»Π° |\n\n**ΠŸΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Π°Ρ (устанавливаСтся ΠΈΠ· ΠΊΠΎΠ΄Π°)**:\n- `direction: Vector2` - Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ двиТСния ΠΏΡƒΠ»ΠΈ (устанавливаСтся ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ ΠΏΡ€ΠΈ выстрСлС)\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк**:\n\n- **МСдлСнная пуля** (ΠΊΠ°ΠΊ Ρ„Π°ΠΉΡ€Π±ΠΎΠ»):\n - `speed = 300`\n - `lifetime = 5.0`\n\n- **Быстрая пуля** (ΠΊΠ°ΠΊ Π»Π°Π·Π΅Ρ€):\n - `speed = 1200`\n - `lifetime = 2.0`\n\n- **ΠžΠ±Ρ‹Ρ‡Π½Π°Ρ пуля**:\n - `speed = 600`\n - `lifetime = 3.0`\n\n### Target (МишСнь) - scripts/objects/target.gd\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `hit_color` | Color | Π—Π΅Π»Π΅Π½Ρ‹ΠΉ | Π¦Π²Π΅Ρ‚ мишСни ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ индикация попадания. По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ Π·Π΅Π»Π΅Π½Ρ‹ΠΉ (0.2, 0.8, 0.2) |\n| `normal_color` | Color | ΠšΡ€Π°ΡΠ½Ρ‹ΠΉ | ΠžΠ±Ρ‹Ρ‡Π½Ρ‹ΠΉ Ρ†Π²Π΅Ρ‚ мишСни | Π¦Π²Π΅Ρ‚ Π² исходном состоянии. По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ красный (0.9, 0.2, 0.2) |\n| `destroy_on_hit` | bool | false | Π£Π½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Ρ‚ΡŒ мишСнь ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | false = мишСнь восстанавливаСтся, true = мишСнь исчСзаСт |\n| `respawn_delay` | float | 2.0 | Π—Π°Π΄Π΅Ρ€ΠΆΠΊΠ° ΠΏΠ΅Ρ€Π΅Π΄ восстановлСниСм/ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ (сСкунд) | ВрСмя, Ρ‡Π΅Ρ€Π΅Π· ΠΊΠΎΡ‚ΠΎΡ€ΠΎΠ΅ мишСнь Π»ΠΈΠ±ΠΎ восстанавливаСтся (Ссли destroy_on_hit = false), Π»ΠΈΠ±ΠΎ уничтоТаСтся (Ссли true) |\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк**:\n\n- **ВрСнировочная мишСнь** (восстанавливаСтся):\n - `destroy_on_hit = false`\n - `respawn_delay = 2.0`\n - МишСнь ΠΌΠΎΠΆΠ½ΠΎ ΡΡ‚Ρ€Π΅Π»ΡΡ‚ΡŒ ΠΌΠ½ΠΎΠ³ΠΎΠΊΡ€Π°Ρ‚Π½ΠΎ\n\n- **Π Π°Π·Ρ€ΡƒΡˆΠ°Π΅ΠΌΠ°Ρ мишСнь**:\n - `destroy_on_hit = true`\n - `respawn_delay = 1.0`\n - МишСнь исчСзаСт послС попадания\n\n- **Быстро Π²ΠΎΡΡΡ‚Π°Π½Π°Π²Π»ΠΈΠ²Π°ΡŽΡ‰Π°ΡΡΡ мишСнь**:\n - `destroy_on_hit = false`\n - `respawn_delay = 0.5`\n - Для интСнсивной ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n### InputSettings (Настройки управлСния) - scripts/autoload/input_settings.gd\n\nΠ­Ρ‚ΠΎ синглтон (autoload), ΠΊΠΎΡ‚ΠΎΡ€Ρ‹ΠΉ автоматичСски загруТаСтся ΠΏΡ€ΠΈ стартС ΠΈΠ³Ρ€Ρ‹.\n\n**ΠšΠΎΠ½ΡΡ‚Π°Π½Ρ‚Ρ‹**:\n- `SETTINGS_PATH = \"user://input_settings.cfg\"` - ΠΏΡƒΡ‚ΡŒ ΠΊ Ρ„Π°ΠΉΠ»Ρƒ сохранСния настроСк\n\n**ΠŸΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅**:\n- `remappable_actions: Array[String]` - список дСйствий, доступных для пСрСназначСния\n\n**ΠœΠ΅Ρ‚ΠΎΠ΄Ρ‹ для использования Π² Π΄Ρ€ΡƒΠ³ΠΈΡ… скриптах**:\n\n```gdscript\n# ΠŸΠΎΠ»ΡƒΡ‡ΠΈΡ‚ΡŒ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅ΠΌΠΎΠ΅ имя дСйствия\nInputSettings.get_action_display_name(\"move_up\") # Π’Π΅Ρ€Π½Π΅Ρ‚ \"Move Up\"\n\n# ΠŸΠΎΠ»ΡƒΡ‡ΠΈΡ‚ΡŒ Ρ‚Π΅ΠΊΡƒΡ‰ΡƒΡŽ Π½Π°Π·Π½Π°Ρ‡Π΅Π½Π½ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ\nInputSettings.get_action_key_name(\"shoot\") # Π’Π΅Ρ€Π½Π΅Ρ‚ \"Left Mouse\"\n\n# Π£ΡΡ‚Π°Π½ΠΎΠ²ΠΈΡ‚ΡŒ Π½ΠΎΠ²ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ для дСйствия\nvar new_event = InputEventKey.new()\nnew_event.physical_keycode = KEY_SPACE\nInputSettings.set_action_key(\"shoot\", new_event)\n\n# Π‘Π±Ρ€ΠΎΡΠΈΡ‚ΡŒ всС настройки ΠΊ значСниям ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\nInputSettings.reset_to_defaults()\n\n# Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚ΡŒ настройки Π² Ρ„Π°ΠΉΠ»\nInputSettings.save_settings()\n\n# ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚ клавиш\nvar conflict = InputSettings.check_key_conflict(event, \"move_up\")\nif conflict != \"\":\n print(\"ΠšΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚ с дСйствиСм: \", conflict)\n```\n\n**Π‘ΠΈΠ³Π½Π°Π»Ρ‹**:\n- `controls_changed` - испускаСтся ΠΏΡ€ΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ настроСк управлСния\n\n## БистСма управлСния\n\n### НастроСнныС дСйствия Π²Π²ΠΎΠ΄Π° (Input Actions)\n\nВсС дСйствия Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > ΠšΠ°Ρ€Ρ‚Π° Π²Π²ΠΎΠ΄Π°** (Project > Project Settings > Input Map).\n\n| ДСйствиС | Клавиши ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | НазначСниС |\n|----------|----------------------|------------|\n| `move_up` | W, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π²Π΅Ρ€Ρ… | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π²Π΅Ρ€Ρ… |\n| `move_down` | S, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π½ΠΈΠ· | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π½ΠΈΠ· |\n| `move_left` | A, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π»Π΅Π²ΠΎ | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π»Π΅Π²ΠΎ |\n| `move_right` | D, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²ΠΏΡ€Π°Π²ΠΎ | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²ΠΏΡ€Π°Π²ΠΎ |\n| `shoot` | ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ | Π‘Ρ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΊ курсору |\n| `pause` | Escape | ΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΈΠ΅ мСню ΠΏΠ°ΡƒΠ·Ρ‹ |\n\n### Как Π΄ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Π½ΠΎΠ²ΠΎΠ΅ дСйствиС\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π”ΠΎΠ±Π°Π²ΠΈΠΌ дСйствиС для Π±Π΅Π³Π° (sprint)\n\n1. **Π’ настройках ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡƒ **ΠšΠ°Ρ€Ρ‚Π° Π²Π²ΠΎΠ΄Π°** (Input Map)\n - Π’Π²Π΅Π΄ΠΈΡ‚Π΅ имя дСйствия `sprint` Π² ΠΏΠΎΠ»Π΅ Π² Π²Π΅Ρ€Ρ…Π½Π΅ΠΉ части\n - НаТмитС **Π”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ** (Add)\n - ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ Π½Π° \"+\" справа ΠΎΡ‚ `sprint`\n - НаТмитС ΠΊΠ»Π°Π²ΠΈΡˆΡƒ Shift\n - НаТмитС **OK**\n\n2. **Π’ ΠΊΠΎΠ΄Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ°** (scripts/characters/player.gd):\n ```gdscript\n # Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€\n @export var sprint_multiplier: float = 1.5\n\n # Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄ _physics_process\n func _physics_process(delta: float) -> void:\n var input_direction := _get_input_direction()\n\n # ΠžΠΏΡ€Π΅Π΄Π΅Π»ΡΠ΅ΠΌ Ρ‚Π΅ΠΊΡƒΡ‰ΡƒΡŽ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡŒΠ½ΡƒΡŽ ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ\n var current_max_speed = max_speed\n if Input.is_action_pressed(\"sprint\"):\n current_max_speed *= sprint_multiplier\n\n if input_direction != Vector2.ZERO:\n velocity = velocity.move_toward(input_direction * current_max_speed, acceleration * delta)\n else:\n velocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n move_and_slide()\n ```\n\n3. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π² ΠΏΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡Π°Π΅ΠΌΡ‹Π΅ дСйствия** (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ):\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ `scripts/autoload/input_settings.gd`\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ `\"sprint\"` Π² массив `remappable_actions`\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΡƒ Π² ΠΌΠ΅Ρ‚ΠΎΠ΄Π΅ `get_action_display_name`:\n ```gdscript\n \"sprint\":\n return \"Sprint\"\n ```\n\n## ЀизичСскиС слои\n\nGodot ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ слои ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ для опрСдСлСния Ρ‚ΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ ΠΌΠΎΠ³ΡƒΡ‚ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ Π΄Ρ€ΡƒΠ³ с Π΄Ρ€ΡƒΠ³ΠΎΠΌ.\n\n### НастроСнныС слои\n\nΠ‘Π»ΠΎΠΈ Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > ИмСна слоСв > 2D Ρ„ΠΈΠ·ΠΈΠΊΠ°** (Project > Project Settings > Layer Names > 2D Physics).\n\n| Π‘Π»ΠΎΠΉ | НазваниС | НазначСниС | ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ |\n|------|----------|------------|---------|\n| 1 | player | Π˜Π³Ρ€ΠΎΠΊ | ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆ ΠΈΠ³Ρ€ΠΎΠΊΠ° |\n| 2 | enemies | Π’Ρ€Π°Π³ΠΈ | Π’Ρ€Π°ΠΆΠ΄Π΅Π±Π½Ρ‹Π΅ NPC, монстры |\n| 3 | obstacles | ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ | Π‘Ρ‚Π΅Π½Ρ‹, Π±Π°Ρ€ΡŒΠ΅Ρ€Ρ‹, Π½Π΅ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΠΌΡ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n| 4 | pickups | ΠŸΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Π΅ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ | ΠœΠΎΠ½Π΅Ρ‚Ρ‹, Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΠ΅, ΠΎΡ€ΡƒΠΆΠΈΠ΅ |\n| 5 | projectiles | Бнаряды | ΠŸΡƒΠ»ΠΈ, Ρ€Π°ΠΊΠ΅Ρ‚Ρ‹, магичСскиС снаряды |\n| 6 | targets | МишСни | БтрСляСмыС мишСни, ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n\n### Как Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚ слои\n\nΠšΠ°ΠΆΠ΄Ρ‹ΠΉ физичСский ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ (CharacterBody2D, Area2D, StaticBody2D ΠΈ Ρ‚.Π΄.) ΠΈΠΌΠ΅Π΅Ρ‚:\n\n1. **Collision Layer** (Π‘Π»ΠΎΠΉ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Π½Π° ΠΊΠ°ΠΊΠΎΠΌ слоС находится ΠΎΠ±ΡŠΠ΅ΠΊΡ‚\n2. **Collision Mask** (Маска ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - с ΠΊΠ°ΠΊΠΈΠΌΠΈ слоями ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ ΠΌΠΎΠΆΠ΅Ρ‚ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€ настройки ΠΈΠ³Ρ€ΠΎΠΊΠ°**:\n- **Collision Layer** = 1 (player) - ΠΈΠ³Ρ€ΠΎΠΊ находится Π½Π° слоС ΠΈΠ³Ρ€ΠΎΠΊΠ°\n- **Collision Mask** = 4 (obstacles) + 8 (pickups) - ΠΈΠ³Ρ€ΠΎΠΊ Π²ΠΈΠ΄ΠΈΡ‚ прСпятствия ΠΈ ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Π΅ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€ настройки ΠΏΡƒΠ»ΠΈ**:\n- **Collision Layer** = 5 (projectiles) - пуля находится Π½Π° слоС снарядов\n- **Collision Mask** = 4 (obstacles) + 32 (targets) - пуля Π²ΠΈΠ΄ΠΈΡ‚ стСны ΠΈ мишСни\n\n### Как Π½Π°ΡΡ‚Ρ€ΠΎΠΈΡ‚ΡŒ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ для Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡƒΡŽ ΠΌΠΎΠ½Π΅Ρ‚Ρƒ\n\n1. Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну с ΡƒΠ·Π»ΠΎΠΌ Area2D\n2. Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ ΡƒΠ·Π΅Π» Area2D\n3. Π’ Inspector Π½Π°ΠΉΠ΄ΠΈΡ‚Π΅ Ρ€Π°Π·Π΄Π΅Π» **Collision**\n4. **Collision Layer**: Π’ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ слой 4 (pickups)\n5. **Collision Mask**: Π’ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ слой 1 (player) - ΠΌΠΎΠ½Π΅Ρ‚Π° Π±ΡƒΠ΄Π΅Ρ‚ Π΄Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ ΠΈΠ³Ρ€ΠΎΠΊΠ°\n\n**Π’ скриптС ΠΌΠΎΠ½Π΅Ρ‚Ρ‹**:\n```gdscript\nextends Area2D\n\nfunc _ready() -> void:\n # Π‘Π»ΡƒΡˆΠ°Π΅ΠΌ Π²Ρ…ΠΎΠ΄ Π² ΠΎΠ±Π»Π°ΡΡ‚ΡŒ\n body_entered.connect(_on_body_entered)\n\nfunc _on_body_entered(body: Node2D) -> void:\n # Если это ΠΈΠ³Ρ€ΠΎΠΊ (находится Π½Π° слоС player)\n if body is CharacterBody2D:\n print(\"Π˜Π³Ρ€ΠΎΠΊ ΠΏΠΎΠ΄ΠΎΠ±Ρ€Π°Π» ΠΌΠΎΠ½Π΅Ρ‚Ρƒ!\")\n queue_free() # УдаляСм ΠΌΠΎΠ½Π΅Ρ‚Ρƒ\n```\n\n### Π’Π°Π±Π»ΠΈΡ†Π° взаимодСйствий\n\n| ΠžΠ±ΡŠΠ΅ΠΊΡ‚ | Π‘Π»ΠΎΠΉ | Маска | ВзаимодСйствуСт с |\n|--------|------|-------|-------------------|\n| Π˜Π³Ρ€ΠΎΠΊ | 1 (player) | 4 (obstacles) + 8 (pickups) | Π‘Ρ‚Π΅Π½Ρ‹, ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ |\n| Π’Ρ€Π°Π³ | 2 (enemies) | 1 (player) + 4 (obstacles) | Π˜Π³Ρ€ΠΎΠΊ, стСны |\n| Π‘Ρ‚Π΅Π½Π° | 3 (obstacles) | - | НичСго (статичная) |\n| ΠœΠΎΠ½Π΅Ρ‚Π° | 4 (pickups) | 1 (player) | Π˜Π³Ρ€ΠΎΠΊ |\n| ΠŸΡƒΠ»Ρ | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Π‘Ρ‚Π΅Π½Ρ‹, мишСни |\n| МишСнь | 6 (targets) | 16 (projectiles) | ΠŸΡƒΠ»ΠΈ |\n\n## Π Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅ шаблона\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ уровня\n\n**Π¨Π°Π³ Π·Π° шагом**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ Ρ„Π°ΠΉΠ» сцСны**:\n - ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ ΠΏΡ€Π°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ Π½Π° ΠΏΠ°ΠΏΠΊΡƒ `scenes/levels/`\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ **Π‘ΠΎΠ·Π΄Π°Ρ‚ΡŒ Π½ΠΎΠ²ΡƒΡŽ сцСну** (New Scene)\n - Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚Π΅ ΠΊΠ°ΠΊ `scenes/levels/MyLevel.tscn`\n\n2. **НастройтС структуру**:\n ```\n MyLevel (Node2D)\n β”œβ”€β”€ Environment (Node2D)\n β”‚ β”œβ”€β”€ Background (Sprite2D/ColorRect)\n β”‚ β”œβ”€β”€ Walls (Node2D)\n β”‚ β”‚ └── Wall1 (StaticBody2D + CollisionShape2D)\n β”‚ └── Objects (Node2D)\n β”œβ”€β”€ Entities (Node2D)\n β”‚ └── Player (экзСмпляр Player.tscn)\n └── CanvasLayer\n └── UI (Control)\n ```\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт уровня**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ Ρ„Π°ΠΉΠ» `scripts/levels/my_level.gd`\n - ΠŸΡ€ΠΈΠΊΡ€Π΅ΠΏΠΈΡ‚Π΅ ΠΊ ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΌΡƒ ΡƒΠ·Π»Ρƒ MyLevel\n\n ```gdscript\n extends Node2D\n ## My custom game level\n\n func _ready() -> void:\n print(\"Level loaded!\")\n # Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ уровня\n\n func _process(delta: float) -> void:\n # Π›ΠΎΠ³ΠΈΠΊΠ° уровня\n pass\n ```\n\n4. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ°**:\n - ΠŸΠ΅Ρ€Π΅Ρ‚Π°Ρ‰ΠΈΡ‚Π΅ `scenes/characters/Player.tscn` Π² ΡƒΠ·Π΅Π» Entities\n - УстановитС Π΅Π³ΠΎ position Π² ΠΆΠ΅Π»Π°Π΅ΠΌΡƒΡŽ ΡΡ‚Π°Ρ€Ρ‚ΠΎΠ²ΡƒΡŽ ΠΏΠΎΠ·ΠΈΡ†ΠΈΡŽ\n\n5. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ стСны**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ StaticBody2D ΠΏΠΎΠ΄ Walls\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ CollisionShape2D\n - УстановитС **Collision Layer** = 3 (obstacles)\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт ΠΈΠ»ΠΈ ColorRect\n\n6. **ЗапуститС ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ MyLevel.tscn\n - НаТмитС F6 для запуска Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΉ сцСны\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ пСрсонаТа (Π²Ρ€Π°Π³Π°)\n\n**Π¨Π°Π³ Π·Π° шагом**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `scenes/characters/Enemy.tscn`\n - ΠšΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π»: CharacterBody2D\n\n2. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n ```\n Enemy (CharacterBody2D)\n β”œβ”€β”€ CollisionShape2D (Ρ„ΠΎΡ€ΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ)\n β”œβ”€β”€ Sprite2D (Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт)\n └── DetectionArea (Area2D) - для дСтСктирования ΠΈΠ³Ρ€ΠΎΠΊΠ°\n └── CollisionShape2D\n ```\n\n3. **НастройтС ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n - **Enemy (CharacterBody2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player) + 4 (obstacles)\n - **DetectionArea (Area2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player)\n\n4. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/characters/enemy.gd`:\n ```gdscript\n extends CharacterBody2D\n ## Basic enemy that follows the player\n\n @export var move_speed: float = 100.0\n @export var detection_range: float = 200.0\n\n @onready var detection_area: Area2D = $DetectionArea\n\n var player: CharacterBody2D = null\n\n func _ready() -> void:\n # НастраиваСм Π·ΠΎΠ½Ρƒ дСтСктирования\n detection_area.body_entered.connect(_on_detection_entered)\n detection_area.body_exited.connect(_on_detection_exited)\n\n func _physics_process(delta: float) -> void:\n if player:\n # ДвигаСмся ΠΊ ΠΈΠ³Ρ€ΠΎΠΊΡƒ\n var direction = (player.global_position - global_position).normalized()\n velocity = direction * move_speed\n move_and_slide()\n\n func _on_detection_entered(body: Node2D) -> void:\n if body is CharacterBody2D and body.collision_layer & 1: # ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡΠ΅ΠΌ слой player\n player = body\n\n func _on_detection_exited(body: Node2D) -> void:\n if body == player:\n player = null\n ```\n\n5. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π½Π° ΡƒΡ€ΠΎΠ²Π½Π΅**:\n - ΠŸΠ΅Ρ€Π΅Ρ‚Π°Ρ‰ΠΈΡ‚Π΅ Enemy.tscn Π½Π° ваш ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ\n - НастройтС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π² Inspector\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ Ρ‚ΠΈΠΏΠ° снаряда\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π΄Π»Π΅Π½Π½Ρ‹ΠΉ ΠΎΠ³Π½Π΅Π½Π½Ρ‹ΠΉ ΡˆΠ°Ρ€\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну**:\n - Π‘ΠΊΠΎΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ `scenes/projectiles/Bullet.tscn`\n - Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚Π΅ ΠΊΠ°ΠΊ `scenes/projectiles/Fireball.tscn`\n\n2. **Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ Π²ΠΈΠ·ΡƒΠ°Π»**:\n - Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ спрайт Π½Π° красный/ΠΎΡ€Π°Π½ΠΆΠ΅Π²Ρ‹ΠΉ\n - Π£Π²Π΅Π»ΠΈΡ‡ΡŒΡ‚Π΅ Ρ€Π°Π·ΠΌΠ΅Ρ€ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ (Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, радиус 8)\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/projectiles/fireball.gd`:\n ```gdscript\n extends Area2D\n ## Fireball projectile with explosion effect\n\n @export var speed: float = 300.0 # МСдлСннСС ΠΎΠ±Ρ‹Ρ‡Π½ΠΎΠΉ ΠΏΡƒΠ»ΠΈ\n @export var lifetime: float = 5.0\n @export var explosion_radius: float = 50.0\n\n var direction: Vector2 = Vector2.RIGHT\n var _time_alive: float = 0.0\n\n func _ready() -> void:\n body_entered.connect(_on_body_entered)\n area_entered.connect(_on_area_entered)\n\n func _physics_process(delta: float) -> void:\n position += direction * speed * delta\n _time_alive += delta\n if _time_alive >= lifetime:\n _explode()\n\n func _on_body_entered(body: Node2D) -> void:\n _explode()\n\n func _on_area_entered(area: Area2D) -> void:\n if area.has_method(\"on_hit\"):\n area.on_hit()\n _explode()\n\n func _explode() -> void:\n # Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΎΠ±Π»Π°ΡΡ‚ΡŒ Π²Π·Ρ€Ρ‹Π²Π°\n var explosion_area = Area2D.new()\n var shape = CircleShape2D.new()\n shape.radius = explosion_radius\n var collision = CollisionShape2D.new()\n collision.shape = shape\n explosion_area.add_child(collision)\n explosion_area.global_position = global_position\n get_tree().current_scene.add_child(explosion_area)\n\n # Находим всСх Π²Ρ€Π°Π³ΠΎΠ² Π² радиусС\n explosion_area.collision_mask = 2 # enemies layer\n await get_tree().process_frame\n var bodies = explosion_area.get_overlapping_bodies()\n for body in bodies:\n if body.has_method(\"take_damage\"):\n body.take_damage(50)\n\n explosion_area.queue_free()\n queue_free()\n ```\n\n4. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² ΠΈΠ³Ρ€ΠΎΠΊΠ΅**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ Player.tscn\n - Π’ Inspector ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚Π΅ `bullet_scene` Π½Π° Fireball.tscn\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ (Autoload/Singleton)\n\nАвтозагрузки ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‚ΡΡ для Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм (ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€Ρ‹, настройки ΠΈ Ρ‚.Π΄.)\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ счСта\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/autoload/score_manager.gd`:\n ```gdscript\n extends Node\n ## Global score manager\n\n signal score_changed(new_score: int)\n\n var score: int = 0:\n set(value):\n score = value\n score_changed.emit(score)\n\n func add_score(amount: int) -> void:\n score += amount\n\n func reset_score() -> void:\n score = 0\n\n func get_score() -> int:\n return score\n ```\n\n2. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π² Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΡƒ**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡƒ **Autoload**\n - НаТмитС Π½Π° Π·Π½Π°Ρ‡ΠΎΠΊ ΠΏΠ°ΠΏΠΊΠΈ справа\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ `scripts/autoload/score_manager.gd`\n - Π’ ΠΏΠΎΠ»Π΅ **Node Name** Π²Π²Π΅Π΄ΠΈΡ‚Π΅ `ScoreManager`\n - НаТмитС **Π”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ** (Add)\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² любом скриптС**:\n ```gdscript\n # Π’ скриптС Π²Ρ€Π°Π³Π° ΠΏΡ€ΠΈ ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ΅Π½ΠΈΠΈ\n func die() -> void:\n ScoreManager.add_score(100)\n queue_free()\n\n # Π’ UI для отобраТСния счСта\n func _ready() -> void:\n ScoreManager.score_changed.connect(_on_score_changed)\n _update_score_label()\n\n func _on_score_changed(new_score: int) -> void:\n _update_score_label()\n\n func _update_score_label() -> void:\n $ScoreLabel.text = \"Score: \" + str(ScoreManager.get_score())\n ```\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI элСмСнта\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ полоску Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну** `scenes/ui/HealthBar.tscn`:\n ```\n HealthBar (Control)\n β”œβ”€β”€ Background (ColorRect) - Ρ‚Π΅ΠΌΠ½Ρ‹ΠΉ Ρ„ΠΎΠ½\n └── Bar (ProgressBar) - ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n ```\n\n2. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/ui/health_bar.gd`:\n ```gdscript\n extends Control\n ## Health bar UI component\n\n @onready var progress_bar: ProgressBar = $Bar\n\n func _ready() -> void:\n update_health(100, 100)\n\n func update_health(current: int, maximum: int) -> void:\n progress_bar.max_value = maximum\n progress_bar.value = current\n\n # МСняСм Ρ†Π²Π΅Ρ‚ Π² зависимости ΠΎΡ‚ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n var health_percent = float(current) / float(maximum)\n if health_percent > 0.5:\n progress_bar.modulate = Color.GREEN\n elif health_percent > 0.25:\n progress_bar.modulate = Color.YELLOW\n else:\n progress_bar.modulate = Color.RED\n ```\n\n3. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΠ΅ ΠΈΠ³Ρ€ΠΎΠΊΡƒ** (Π² scripts/characters/player.gd):\n ```gdscript\n @export var max_health: int = 100\n var current_health: int = max_health\n\n signal health_changed(current: int, maximum: int)\n\n func _ready() -> void:\n # ... ΡΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠΉ ΠΊΠΎΠ΄\n health_changed.emit(current_health, max_health)\n\n func take_damage(amount: int) -> void:\n current_health -= amount\n if current_health < 0:\n current_health = 0\n health_changed.emit(current_health, max_health)\n\n if current_health <= 0:\n die()\n\n func die() -> void:\n print(\"Player died!\")\n # Π›ΠΎΠ³ΠΈΠΊΠ° смСрти\n ```\n\n4. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π½Π° ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ**:\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ HealthBar.tscn ΠΊΠ°ΠΊ Π΄ΠΎΡ‡Π΅Ρ€Π½ΠΈΠΉ ΡƒΠ·Π΅Π» CanvasLayer\n - Π’ скриптС уровня свяТитС ΠΈΠ³Ρ€ΠΎΠΊΠ° ΠΈ health bar:\n ```gdscript\n @onready var player: CharacterBody2D = $Entities/Player\n @onready var health_bar: Control = $CanvasLayer/HealthBar\n\n func _ready() -> void:\n player.health_changed.connect(health_bar.update_health)\n ```\n\n## Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ\n\n### ИмСнованиС Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ snake_case** для всСх Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ:\n βœ… `player_character.gd`, `main_menu.tscn`\n ❌ `PlayerCharacter.gd`, `MainMenu.tscn`\n\n2. **Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ ΠΈ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n ```\n scenes/\n β”œβ”€β”€ characters/ # ВсС пСрсонаТи\n β”œβ”€β”€ levels/ # ВсС ΡƒΡ€ΠΎΠ²Π½ΠΈ\n └── ui/ # Π’Π΅ΡΡŒ интСрфСйс\n\n scripts/\n β”œβ”€β”€ characters/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ пСрсонаТСй\n β”œβ”€β”€ levels/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ\n └── ui/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ UI\n ```\n\n3. **БоотвСтствиС ΠΈΠΌΠ΅Π½**: Π€Π°ΠΉΠ»Ρ‹ сцСн ΠΈ скриптов Π΄ΠΎΠ»ΠΆΠ½Ρ‹ ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ:\n - Π‘Ρ†Π΅Π½Π°: `scenes/characters/Player.tscn`\n - Π‘ΠΊΡ€ΠΈΠΏΡ‚: `scripts/characters/player.gd`\n\n### ΠžΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΡ ΠΊΠΎΠ΄Π°\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ @export для настраиваСмых ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ Π²ΠΈΠ΄Π΅Π½ Π² Inspector\n @export var max_speed: float = 200.0\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ спрятан Π² ΠΊΠΎΠ΄Π΅\n var max_speed: float = 200.0\n ```\n\n2. **Π”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΡƒΠΉΡ‚Π΅ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ ΠΊΠΎΠΌΠΌΠ΅Π½Ρ‚Π°Ρ€ΠΈΠ΅Π² ##**:\n ```gdscript\n extends CharacterBody2D\n ## Player character controller for top-down movement.\n ##\n ## This script handles player movement, shooting, and health.\n\n ## Maximum movement speed in pixels per second.\n @export var max_speed: float = 200.0\n ```\n\n3. **ΠŸΠΎΡ€ΡΠ΄ΠΎΠΊ Π² скриптС**:\n ```gdscript\n # 1. Extends\n extends CharacterBody2D\n\n # 2. ДокумСнтация класса\n ## Class documentation\n\n # 3. Π‘ΠΈΠ³Π½Π°Π»Ρ‹\n signal health_changed(value: int)\n\n # 4. ЭкспортируСмыС ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n @export var max_speed: float = 200.0\n\n # 5. ΠŸΡƒΠ±Π»ΠΈΡ‡Π½Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n var velocity: Vector2 = Vector2.ZERO\n\n # 6. ΠŸΡ€ΠΈΠ²Π°Ρ‚Π½Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ (с ΠΏΠΎΠ΄Ρ‡Π΅Ρ€ΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n var _is_dead: bool = false\n\n # 7. @onready ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n @onready var sprite: Sprite2D = $Sprite2D\n\n # 8. ВстроСнныС ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ (_ready, _process ΠΈ Ρ‚.Π΄.)\n func _ready() -> void:\n pass\n\n # 9. ΠŸΡƒΠ±Π»ΠΈΡ‡Π½Ρ‹Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹\n func take_damage(amount: int) -> void:\n pass\n\n # 10. ΠŸΡ€ΠΈΠ²Π°Ρ‚Π½Ρ‹Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ (с ΠΏΠΎΠ΄Ρ‡Π΅Ρ€ΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n func _calculate_movement() -> Vector2:\n pass\n ```\n\n4. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Ρ‚ΠΈΠΏΠΈΠ·Π°Ρ†ΠΈΡŽ**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - явныС Ρ‚ΠΈΠΏΡ‹\n var health: int = 100\n var speed: float = 200.0\n var player: CharacterBody2D = null\n\n func get_direction() -> Vector2:\n return Vector2.ZERO\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - Π±Π΅Π· Ρ‚ΠΈΠΏΠΎΠ²\n var health = 100\n var speed = 200.0\n\n func get_direction():\n return Vector2.ZERO\n ```\n\n### Π Π°Π±ΠΎΡ‚Π° со сцСнами\n\n1. **ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ структура**:\n ```\n Level\n β”œβ”€β”€ Environment # ВсС статичСскоС ΠΎΠΊΡ€ΡƒΠΆΠ΅Π½ΠΈΠ΅\n β”œβ”€β”€ Entities # ВсС динамичСскиС сущности\n └── UI # Π’Π΅ΡΡŒ интСрфСйс\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ инстансы сцСн** вмСсто дублирования:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну Π²Ρ€Π°Π³Π° ΠΎΠ΄ΠΈΠ½ Ρ€Π°Π·\n - Π Π°Π·ΠΌΠ΅Ρ‰Π°ΠΉΡ‚Π΅ инстансы этой сцСны Π½Π° уровнях\n - ИзмСнСния Π² ΠΎΡ€ΠΈΠ³ΠΈΠ½Π°Π»ΡŒΠ½ΠΎΠΉ сцСнС автоматичСски примСнятся Π²Π΅Π·Π΄Π΅\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ @onready** для ссылок Π½Π° ΡƒΠ·Π»Ρ‹:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - загруТаСтся Π² _ready автоматичСски\n @onready var sprite: Sprite2D = $Sprite2D\n @onready var collision: CollisionShape2D = $CollisionShape2D\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - Π½ΡƒΠΆΠ½ΠΎ Π²Ρ€ΡƒΡ‡Π½ΡƒΡŽ Π·Π°Π³Ρ€ΡƒΠΆΠ°Ρ‚ΡŒ Π² _ready\n var sprite: Sprite2D\n var collision: CollisionShape2D\n\n func _ready() -> void:\n sprite = $Sprite2D\n collision = $CollisionShape2D\n ```\n\n### Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ\n\n1. **CharacterBody2D для управляСмых пСрсонаТСй**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΈΠ³Ρ€ΠΎΠΊΠ°, Π²Ρ€Π°Π³ΠΎΠ²\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `move_and_slide()` для ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ двиТСния\n - АвтоматичСская ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° столкновСний\n\n2. **Area2D для Ρ‚Ρ€ΠΈΠ³Π³Π΅Ρ€ΠΎΠ² ΠΈ снарядов**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΏΡƒΠ»ΡŒ, Π·ΠΎΠ½ ΡƒΡ€ΠΎΠ½Π°, ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Ρ… ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚ΠΎΠ²\n - Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ Π²Ρ…ΠΎΠ΄/Π²Ρ‹Ρ…ΠΎΠ΄ Π΄Ρ€ΡƒΠ³ΠΈΡ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n - НС Π±Π»ΠΎΠΊΠΈΡ€ΡƒΠ΅Ρ‚ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅\n\n3. **StaticBody2D для Π½Π΅ΠΏΠΎΠ΄Π²ΠΈΠΆΠ½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для стСн, прСпятствий\n - НС двиТСтся, Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π±Π»ΠΎΠΊΠΈΡ€ΡƒΠ΅Ρ‚\n\n4. **ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ настраивайтС слои**:\n - ΠžΠ±ΡŠΠ΅ΠΊΡ‚ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π±Ρ‹Ρ‚ΡŒ Π½Π° ΠžΠ”ΠΠžΠœ слоС (Layer)\n - ΠžΠ±ΡŠΠ΅ΠΊΡ‚ ΠΌΠΎΠΆΠ΅Ρ‚ Π²ΠΈΠ΄Π΅Ρ‚ΡŒ ΠΠ•Π‘ΠšΠžΠ›Π¬ΠšΠž слоСв (Mask)\n\n### ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ процСссы ΠΏΠΎ нСобходимости**:\n ```gdscript\n # Если Π½Π΅ Π½ΡƒΠΆΠ΅Π½ _process, Π½Π΅ создавайтС Π΅Π³ΠΎ\n # Π’Ρ‹ΠΊΠ»ΡŽΡ‡Π°ΠΉΡ‚Π΅ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΡƒ, ΠΊΠΎΠ³Π΄Π° Π½Π΅ Π½ΡƒΠΆΠ½ΠΎ\n func disable_processing() -> void:\n set_process(false)\n set_physics_process(false)\n ```\n\n2. **УдаляйтС Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹**:\n ```gdscript\n # ΠŸΡƒΠ»ΠΈ, эффСкты ΠΈ Ρ‚.Π΄. Π΄ΠΎΠ»ΠΆΠ½Ρ‹ ΡƒΠ΄Π°Π»ΡΡ‚ΡŒ сСбя\n func _on_lifetime_exceeded() -> void:\n queue_free() # βœ… БСзопасноС ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅\n ```\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ object pooling для частых ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²**:\n - ВмСсто создания/удалСния ΠΏΡƒΠ»ΡŒ ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ Ρ€Π°Π·\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ ΠΏΡƒΠ» ΠΏΡƒΠ»ΡŒ ΠΈ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ ΠΈΡ…\n\n## АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°\n\n### Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ отвСтствСнности\n\n1. **Один скрипт = ΠΎΠ΄Π½Π° ΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²Π΅Π½Π½ΠΎΡΡ‚ΡŒ**:\n - `player.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΈΠ³Ρ€ΠΎΠΊΠ°\n - `bullet.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΏΡƒΠ»ΠΈ\n - `game_manager.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΈΠ³Ρ€ΠΎΠΉ\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ сигналы для ΠΊΠΎΠΌΠΌΡƒΠ½ΠΈΠΊΠ°Ρ†ΠΈΠΈ**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - слабая связь Ρ‡Π΅Ρ€Π΅Π· сигналы\n # Π’ player.gd\n signal died\n\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n died.emit()\n\n # Π’ game_manager.gd\n func _ready() -> void:\n player.died.connect(_on_player_died)\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - прямая Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡ‚ΡŒ\n # Π’ player.gd\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n GameManager.player_died() # ΠŸΡ€ΡΠΌΠ°Ρ связь\n ```\n\n3. **Автозагрузки для Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ΠΎΠ² (GameManager, ScoreManager)\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для настроСк (InputSettings, AudioSettings)\n - НЕ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΎΠ±Ρ‹Ρ‡Π½ΠΎΠΉ ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠΉ Π»ΠΎΠ³ΠΈΠΊΠΈ\n\n### Π˜Π΅Ρ€Π°Ρ€Ρ…ΠΈΡ сцСн\n\n1. **ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ†ΠΈΠΈ**:\n ```\n Player\n β”œβ”€β”€ Sprite2D # Π’ΠΈΠ·ΡƒΠ°Π»\n β”œβ”€β”€ CollisionShape2D # Π€ΠΈΠ·ΠΈΠΊΠ°\n β”œβ”€β”€ HealthComponent # ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ)\n └── WeaponComponent # ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ оруТия (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ)\n ```\n\n2. **ΠŸΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅ΠΌΡ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `scenes/components/HealthComponent.tscn`\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² ΠΈΠ³Ρ€ΠΎΠΊΠ΅, Π²Ρ€Π°Π³Π°Ρ… ΠΈ Ρ‚.Π΄.\n - ИзмСнСния Π² ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Π΅ Π·Π°Ρ‚Ρ€ΠΎΠ½ΡƒΡ‚ всС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹\n\n### Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ состояниСм\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ пСрСчислСния (enum) для состояний**:\n ```gdscript\n enum State {\n IDLE,\n MOVING,\n ATTACKING,\n DEAD\n }\n\n var current_state: State = State.IDLE\n\n func _physics_process(delta: float) -> void:\n match current_state:\n State.IDLE:\n _process_idle(delta)\n State.MOVING:\n _process_moving(delta)\n State.ATTACKING:\n _process_attacking(delta)\n State.DEAD:\n return # НичСго Π½Π΅ Π΄Π΅Π»Π°Π΅ΠΌ\n ```\n\n2. **Машина состояний для слоТного повСдСния**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ ΠΎΡ‚Π΄Π΅Π»ΡŒΠ½Ρ‹Π΅ ΡƒΠ·Π»Ρ‹ для ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ состояния\n - ΠŸΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π°ΠΉΡ‚Π΅ΡΡŒ ΠΌΠ΅ΠΆΠ΄Ρƒ Π½ΠΈΠΌΠΈ Ρ‡Π΅Ρ€Π΅Π· ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€\n\n### Π”Π°Π½Π½Ρ‹Π΅ ΠΈ конфигурация\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Resources для Π΄Π°Π½Π½Ρ‹Ρ…**:\n ```gdscript\n # weapon_data.gd\n extends Resource\n class_name WeaponData\n\n @export var weapon_name: String\n @export var damage: int\n @export var fire_rate: float\n @export var bullet_scene: PackedScene\n ```\n\n Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `.tres` Ρ„Π°ΠΉΠ»Ρ‹ Π² `assets/data/weapons/`:\n - `pistol.tres`\n - `shotgun.tres`\n - `rifle.tres`\n\n2. **ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΎΠ½Π½Ρ‹Π΅ Ρ„Π°ΠΉΠ»Ρ‹ для настроСк**:\n ```gdscript\n # Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅ настроСк\n var config = ConfigFile.new()\n config.set_value(\"graphics\", \"fullscreen\", true)\n config.set_value(\"audio\", \"master_volume\", 0.8)\n config.save(\"user://settings.cfg\")\n\n # Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° настроСк\n var config = ConfigFile.new()\n config.load(\"user://settings.cfg\")\n var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n ```\n\n### ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок\n\n1. **ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡΠΉΡ‚Π΅ Π½Π° null**:\n ```gdscript\n func shoot() -> void:\n if bullet_scene == null:\n push_error(\"Bullet scene not set!\")\n return\n\n var bullet = bullet_scene.instantiate()\n # ...\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ assert для ΠΏΡ€ΠΎΠ²Π΅Ρ€ΠΊΠΈ условий**:\n ```gdscript\n func _ready() -> void:\n assert(max_speed > 0, \"Max speed must be positive!\")\n assert(sprite != null, \"Sprite node not found!\")\n ```\n\n### ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n\n1. **Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹**:\n ```gdscript\n # Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ Π² Π³Ρ€ΡƒΠΏΠΏΡƒ\n add_to_group(\"enemies\")\n add_to_group(\"damageable\")\n\n # НайдитС всС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ Π³Ρ€ΡƒΠΏΠΏΡ‹\n var enemies = get_tree().get_nodes_in_group(\"enemies\")\n for enemy in enemies:\n enemy.take_damage(10)\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ caching для частых ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ**:\n ```gdscript\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - поиск ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ ΠΊΠ°Π΄Ρ€\n func _process(delta: float) -> void:\n var player = get_tree().get_first_node_in_group(\"player\")\n look_at(player.position)\n\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - ΠΊΠ΅ΡˆΠΈΡ€ΡƒΠ΅ΠΌ ссылку\n var _player: Node2D = null\n\n func _ready() -> void:\n _player = get_tree().get_first_node_in_group(\"player\")\n\n func _process(delta: float) -> void:\n if _player:\n look_at(_player.position)\n ```\n\n## РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ\n\n### ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ Π½Π΅ открываСтся\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: Godot Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ‚ ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚\n\n**РСшСния**:\n1. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚Π΅ Godot 4.3 ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ Ρ„Π°ΠΉΠ» `project.godot` сущСствуСт\n3. ΠŸΠΎΠΏΡ€ΠΎΠ±ΡƒΠΉΡ‚Π΅ ΡƒΠ΄Π°Π»ΠΈΡ‚ΡŒ ΠΏΠ°ΠΏΠΊΡƒ `.godot` ΠΈ ΠΏΠ΅Ρ€Π΅ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚\n4. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ ΠΏΡ€Π°Π²Π° доступа ΠΊ ΠΏΠ°ΠΏΠΊΠ΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n### Коллизии Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠžΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ проходят сквозь стСны\n\n**РСшСния**:\n1. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ Collision Layer ΠΈ Collision Mask\n2. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ Ρƒ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² Π΅ΡΡ‚ΡŒ CollisionShape2D\n3. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ Ρ„ΠΎΡ€ΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ пустая\n4. Для CharacterBody2D ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `move_and_slide()`\n\n### ΠŸΡƒΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡŽΡ‚ Π² мишСни\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠŸΡƒΠ»ΠΈ ΠΏΡ€ΠΎΠ»Π΅Ρ‚Π°ΡŽΡ‚ сквозь мишСни\n\n**РСшСния**:\n1. ΠŸΡƒΠ»Ρ (Area2D):\n - Collision Layer: 5 (projectiles)\n - Collision Mask: 6 (targets) + 4 (obstacles)\n2. МишСнь (Area2D):\n - Collision Layer: 6 (targets)\n - Collision Mask: 5 (projectiles)\n3. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ пуля ΠΈΠΌΠ΅Π΅Ρ‚ ΠΌΠ΅Ρ‚ΠΎΠ΄ `area_entered.connect()`\n4. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ мишСнь ΠΈΠΌΠ΅Π΅Ρ‚ ΠΌΠ΅Ρ‚ΠΎΠ΄ `on_hit()`\n\n### Низкая ΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: Π˜Π³Ρ€Π° Ρ‚ΠΎΡ€ΠΌΠΎΠ·ΠΈΡ‚\n\n**РСшСния**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **Debug > Profiler** для Π°Π½Π°Π»ΠΈΠ·Π°\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ количСство Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (особСнно ΠΏΡƒΠ»ΡŒ)\n3. УдаляйтС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹, Π²Ρ‹ΡˆΠ΅Π΄ΡˆΠΈΠ΅ Π·Π° ΠΏΡ€Π΅Π΄Π΅Π»Ρ‹ экрана\n4. Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `queue_free()` вмСсто удалСния сразу\n5. ΠžΡ‚ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Π΅ процСссы с `set_process(false)`\n\n### Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆ Π½Π΅ Ρ€Π΅Π°Π³ΠΈΡ€ΡƒΠ΅Ρ‚ Π½Π° клавиши\n\n**РСшСния**:\n1. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > Input Map**\n2. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ дСйствия ΠΏΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ Π½Π°Π·Π²Π°Π½Ρ‹ (`move_up`, `move_down` ΠΈ Ρ‚.Π΄.)\n3. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ скрипт ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠ»Π΅Π½ ΠΊ пСрсонаТу\n4. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ `_physics_process` вызываСтся\n5. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ ΠΈΠ³Ρ€Π° Π½Π΅ Π½Π° ΠΏΠ°ΡƒΠ·Π΅ (`get_tree().paused`)\n\n### Настройки управлСния Π½Π΅ ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ПослС пСрСзапуска настройки клавиш ΡΠ±Ρ€Π°ΡΡ‹Π²Π°ΡŽΡ‚ΡΡ\n\n**РСшСния**:\n1. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ InputSettings Π² Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠ΅\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ ΠΏΡƒΡ‚ΡŒ `user://` доступСн для записи\n3. ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ \"Apply\" ΠΏΠ΅Ρ€Π΅Π΄ Π²Ρ‹Ρ…ΠΎΠ΄ΠΎΠΌ ΠΈΠ· мСню управлСния\n4. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ консоль Π½Π° ошибки сохранСния\n\n## Π”ΠΎΠΏΠΎΠ»Π½ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ рСсурсы\n\n### ΠžΡ„ΠΈΡ†ΠΈΠ°Π»ΡŒΠ½Π°Ρ докумСнтация Godot\n- [Godot 4 Documentation](https://docs.godotengine.org/en/stable/)\n- [GDScript Reference](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html)\n- [2D Movement](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html)\n\n### ΠžΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΠ΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹\n- [Godot Tutorials](https://docs.godotengine.org/en/stable/community/tutorials.html)\n- [GDQuest - Free Godot Tutorials](https://www.gdquest.com/)\n- [HeartBeast - Godot Tutorials (YouTube)](https://www.youtube.com/c/uheartbeast)\n\n### БообщСство\n- [Godot Forum](https://forum.godotengine.org/)\n- [Godot Discord](https://discord.gg/zH7NUgz)\n- [Reddit r/godot](https://www.reddit.com/r/godot/)\n\n## ЛицСнзия\n\nΠ‘ΠΌ. Ρ„Π°ΠΉΠ» [LICENSE](LICENSE) для получСния ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½Ρ„ΠΎΡ€ΠΌΠ°Ρ†ΠΈΠΈ.\n\n---\n\n**ВСрсия шаблона**: 1.0\n**Π‘ΠΎΠ²ΠΌΠ΅ΡΡ‚ΠΈΠΌΠΎΡΡ‚ΡŒ**: Godot 4.3+\n**ПослСднСС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅**: 2026-01-11\n"}}],"stop_reason":null,"stop_sequence":null,"usage":{"input_tokens":5,"cache_creation_input_tokens":412,"cache_read_input_tokens":44403,"cache_creation":{"ephemeral_5m_input_tokens":412,"ephemeral_1h_input_tokens":0},"output_tokens":15717,"service_tier":"standard"},"context_management":null},"parent_tool_use_id":null,"session_id":"3ff27f06-84da-4614-8e4a-8e27abd35fa6","uuid":"1221807d-a8e4-4e16-a085-7d2a4320f85a"}
[2026-01-11T19:07:40.403Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GeA9SaiNnn6C4yTdBEuX8D","type":"tool_result","content":"File created successfully at: /tmp/gh-issue-solver-1768158136795/README_RU.md"}]},"parent_tool_use_id":null,"session_id":"3ff27f06-84da-4614-8e4a-8e27abd35fa6","uuid":"9cc9f555-ad14-43af-a6a2-76c97bb2d5c4","tool_use_result":{"type":"create","filePath":"/tmp/gh-issue-solver-1768158136795/README_RU.md","content":"# Godot Top-Down Template (Π¨Π°Π±Π»ΠΎΠ½ для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху)\n\nΠ¨Π°Π±Π»ΠΎΠ½ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху (top-down) Π² Godot 4.3+.\n\n## πŸ“‹ Π‘ΠΎΠ΄Π΅Ρ€ΠΆΠ°Π½ΠΈΠ΅\n\n- [БистСмныС трСбования](#систСмныС-трСбования)\n- [Быстрый старт](#быстрый-старт)\n- [Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°](#структура-ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°)\n- [Π‘Ρ†Π΅Π½Ρ‹ ΠΈ ΠΈΡ… Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅](#сцСны-ΠΈ-ΠΈΡ…-Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅)\n- [ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ… элСмСнтов](#ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹-Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ…-элСмСнтов)\n- [БистСма управлСния](#систСма-управлСния)\n- [ЀизичСскиС слои](#физичСскиС-слои)\n- [Π Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅ шаблона](#Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅-шаблона)\n- [Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ](#Π»ΡƒΡ‡ΡˆΠΈΠ΅-ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ)\n- [АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°](#Π°Ρ€Ρ…ΠΈΡ‚Π΅ΠΊΡ‚ΡƒΡ€Π½Ρ‹Π΅-ΠΏΡ€Π°Π²ΠΈΠ»Π°)\n- [РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ](#Ρ€Π΅ΡˆΠ΅Π½ΠΈΠ΅-ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ)\n\n## БистСмныС трСбования\n\n### ΠœΠΈΠ½ΠΈΠΌΠ°Π»ΡŒΠ½Ρ‹Π΅ трСбования:\n- **Godot Engine 4.3** ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅ ([ΡΠΊΠ°Ρ‡Π°Ρ‚ΡŒ здСсь](https://godotengine.org/download))\n- **ΠžΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΎΠ½Π½Π°Ρ систСма**: Windows 7+, macOS 10.12+, ΠΈΠ»ΠΈ Linux\n- **Π’ΠΈΠ΄Π΅ΠΎΠΊΠ°Ρ€Ρ‚Π°**: ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° OpenGL 3.3 / OpenGL ES 3.0 (Π±ΠΎΠ»ΡŒΡˆΠΈΠ½ΡΡ‚Π²ΠΎ систСм с 2012 Π³ΠΎΠ΄Π° ΠΈ Π½ΠΎΠ²Π΅Π΅)\n- **ΠžΠΏΠ΅Ρ€Π°Ρ‚ΠΈΠ²Π½Π°Ρ ΠΏΠ°ΠΌΡΡ‚ΡŒ**: ΠΌΠΈΠ½ΠΈΠΌΡƒΠΌ 2 Π“Π‘\n- **ΠœΠ΅ΡΡ‚ΠΎ Π½Π° дискС**: ΠΎΠΊΠΎΠ»ΠΎ 50 ΠœΠ‘ для ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n### Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡƒΠ΅ΠΌΡ‹Π΅ трСбования:\n- **Godot Engine 4.3+** ΡΡ‚Π°Π±ΠΈΠ»ΡŒΠ½Π°Ρ вСрсия\n- 4 Π“Π‘ ΠΎΠΏΠ΅Ρ€Π°Ρ‚ΠΈΠ²Π½ΠΎΠΉ памяти\n- БоврСмСнная Π²ΠΈΠ΄Π΅ΠΎΠΊΠ°Ρ€Ρ‚Π° с ΠΏΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠΎΠΉ OpenGL 4.5+\n\n## Быстрый старт\n\n### Бпособ 1: ΠšΠ»ΠΎΠ½ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ рСпозитория (рСкомСндуСтся)\n\n1. **УстановитС Git** (Ссли Π΅Ρ‰Π΅ Π½Π΅ установлСн):\n - Windows: [Git for Windows](https://git-scm.com/download/win)\n - macOS: `brew install git` ΠΈΠ»ΠΈ [Git for macOS](https://git-scm.com/download/mac)\n - Linux: `sudo apt-get install git` (Ubuntu/Debian) ΠΈΠ»ΠΈ `sudo yum install git` (Fedora/CentOS)\n\n2. **ΠšΠ»ΠΎΠ½ΠΈΡ€ΡƒΠΉΡ‚Π΅ Ρ€Π΅ΠΏΠΎΠ·ΠΈΡ‚ΠΎΡ€ΠΈΠΉ**:\n ```bash\n git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n cd godot-topdown-template\n ```\n\n3. **ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚ Π² Godot**:\n - ЗапуститС Godot Engine\n - НаТмитС ΠΊΠ½ΠΎΠΏΠΊΡƒ \"Π˜ΠΌΠΏΠΎΡ€Ρ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ\" (Import)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π² ΠΏΠ°ΠΏΠΊΡƒ `godot-topdown-template`\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ Ρ„Π°ΠΉΠ» `project.godot`\n - НаТмитС \"Π˜ΠΌΠΏΠΎΡ€Ρ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ ΠΈ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ\" (Import & Edit)\n\n4. **ЗапуститС ΠΏΡ€ΠΎΠ΅ΠΊΡ‚**:\n - НаТмитС **F5** ΠΈΠ»ΠΈ ΠΊΠ½ΠΎΠΏΠΊΡƒ β–Ά (Play) Π² ΠΏΡ€Π°Π²ΠΎΠΌ Π²Π΅Ρ€Ρ…Π½Π΅ΠΌ ΡƒΠ³Π»Ρƒ Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π°\n - Π˜Π³Ρ€Π° Π΄ΠΎΠ»ΠΆΠ½Π° Π·Π°ΠΏΡƒΡΡ‚ΠΈΡ‚ΡŒΡΡ с Π³Π»Π°Π²Π½ΠΎΠΉ сцСной\n\n### Бпособ 2: Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ZIP-Π°Ρ€Ρ…ΠΈΠ²Π°\n\n1. **Π‘ΠΊΠ°Ρ‡Π°ΠΉΡ‚Π΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚**:\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° [Π³Π»Π°Π²Π½ΡƒΡŽ страницу рСпозитория](https://github.com/Jhon-Crow/godot-topdown-template)\n - НаТмитС Π·Π΅Π»Π΅Π½ΡƒΡŽ ΠΊΠ½ΠΎΠΏΠΊΡƒ \"Code\"\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ \"Download ZIP\"\n\n2. **РаспакуйтС Π°Ρ€Ρ…ΠΈΠ²**:\n - РаспакуйтС скачанный ZIP-Ρ„Π°ΠΉΠ» Π² ΡƒΠ΄ΠΎΠ±Π½ΠΎΠ΅ мСсто\n - РСкомСндуСтся ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ ΠΏΡƒΡ‚ΡŒ Π±Π΅Π· ΠΊΠΈΡ€ΠΈΠ»Π»ΠΈΡ†Ρ‹ ΠΈ ΠΏΡ€ΠΎΠ±Π΅Π»ΠΎΠ²\n\n3. **ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ Π² Godot** (см. шаги 3-4 ΠΈΠ· Бпособа 1)\n\n### ΠŸΠ΅Ρ€Π²Ρ‹ΠΉ запуск\n\nПослС открытия ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° Π²Ρ‹ ΡƒΠ²ΠΈΠ΄ΠΈΡ‚Π΅:\n- **Main.tscn** - главная сцСна, которая запускаСтся ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ F5\n- **TestTier.tscn** - тСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹, Π³Π΄Π΅ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠΏΡ€ΠΎΠ±ΠΎΠ²Π°Ρ‚ΡŒ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊΠΈ\n\n**Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ**:\n- **WASD** ΠΈΠ»ΠΈ **Π‘Ρ‚Ρ€Π΅Π»ΠΊΠΈ** - Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа\n- **ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ** - ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Π° Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ курсора\n- **ESC** - ΠΏΠ°ΡƒΠ·Π° / мСню настроСк\n\n## Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΡ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° Godot\nβ”œβ”€β”€ icon.svg # Иконка ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\nβ”‚\nβ”œβ”€β”€ scenes/ # ВсС ΠΈΠ³Ρ€ΠΎΠ²Ρ‹Π΅ сцСны (.tscn Ρ„Π°ΠΉΠ»Ρ‹)\nβ”‚ β”œβ”€β”€ main/ # Π“Π»Π°Π²Π½Ρ‹Π΅ сцСны\nβ”‚ β”‚ └── Main.tscn # Главная Ρ‚ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° (запускаСтся ΠΏΠΎ F5)\nβ”‚ β”œβ”€β”€ levels/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ ΡƒΡ€ΠΎΠ²Π½ΠΈ\nβ”‚ β”‚ └── TestTier.tscn # ВСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ для Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\nβ”‚ β”œβ”€β”€ characters/ # ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆΠΈ\nβ”‚ β”‚ └── Player.tscn # Π˜Π³Ρ€ΠΎΠΊ с Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±ΠΎΠΉ\nβ”‚ β”œβ”€β”€ projectiles/ # Бнаряды\nβ”‚ β”‚ └── Bullet.tscn # ΠŸΡƒΠ»Ρ\nβ”‚ β”œβ”€β”€ objects/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹\nβ”‚ β”‚ └── Target.tscn # МишСнь для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\nβ”‚ └── ui/ # Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ ΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚Π΅Π»Ρ\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # МСню ΠΏΠ°ΡƒΠ·Ρ‹\nβ”‚ └── ControlsMenu.tscn # МСню пСрСназначСния клавиш\nβ”‚\nβ”œβ”€β”€ scripts/ # GDScript Ρ„Π°ΠΉΠ»Ρ‹ (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Π‘ΠΊΡ€ΠΈΠΏΡ‚ Π³Π»Π°Π²Π½ΠΎΠΉ сцСны\nβ”‚ β”œβ”€β”€ autoload/ # АвтозагруТаСмыС скрипты (синглтоны)\nβ”‚ β”‚ └── input_settings.gd # ΠœΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ настроСк управлСния\nβ”‚ β”œβ”€β”€ levels/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ\nβ”‚ β”‚ └── test_tier.gd # Π‘ΠΊΡ€ΠΈΠΏΡ‚ тСстового ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Π°\nβ”‚ β”œβ”€β”€ characters/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ пСрсонаТСй\nβ”‚ β”‚ └── player.gd # Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΈΠ³Ρ€ΠΎΠΊΠ°\nβ”‚ β”œβ”€β”€ projectiles/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ снарядов\nβ”‚ β”‚ └── bullet.gd # ПовСдСниС ΠΏΡƒΠ»ΠΈ\nβ”‚ β”œβ”€β”€ objects/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\nβ”‚ β”‚ └── target.gd # РСакция мишСни Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅\nβ”‚ β”œβ”€β”€ ui/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ интСрфСйса\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ мСню ΠΏΠ°ΡƒΠ·Ρ‹\nβ”‚ β”‚ └── controls_menu.gd # ΠšΠΎΠ½Ρ‚Ρ€ΠΎΠ»Π»Π΅Ρ€ пСрСназначСния клавиш\nβ”‚ └── utils/ # Π’ΡΠΏΠΎΠΌΠΎΠ³Π°Ρ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ скрипты\nβ”‚\nβ”œβ”€β”€ assets/ # Π˜Π³Ρ€ΠΎΠ²Ρ‹Π΅ рСсурсы\nβ”‚ β”œβ”€β”€ sprites/ # 2D спрайты ΠΈ тСкстуры\nβ”‚ β”œβ”€β”€ audio/ # Π—Π²ΡƒΠΊΠΎΠ²Ρ‹Π΅ эффСкты ΠΈ ΠΌΡƒΠ·Ρ‹ΠΊΠ°\nβ”‚ └── fonts/ # Π¨Ρ€ΠΈΡ„Ρ‚Ρ‹\nβ”‚\n└── addons/ # Π‘Ρ‚ΠΎΡ€ΠΎΠ½Π½ΠΈΠ΅ ΠΏΠ»Π°Π³ΠΈΠ½Ρ‹ Godot\n```\n\n## Π‘Ρ†Π΅Π½Ρ‹ ΠΈ ΠΈΡ… Π½Π°Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅\n\n### Main.tscn - Главная сцСна\n\n**НазначСниС**: Π’ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π° Π² ΠΈΠ³Ρ€Ρƒ, запускаСтся ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ F5.\n\n**ИспользованиС**:\n- ΠœΠ΅ΡΡ‚ΠΎ для Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ мСню\n- Π—Π°Π³Ρ€ΡƒΠ·Ρ‡ΠΈΠΊ Π΄Ρ€ΡƒΠ³ΠΈΡ… сцСн\n- Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм\n\n**Как ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π³Π»Π°Π²Π½ΡƒΡŽ сцСну**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n2. ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π² Ρ€Π°Π·Π΄Π΅Π» **Application > Run**\n3. Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ **Main Scene** Π½Π° Π½ΡƒΠΆΠ½ΡƒΡŽ сцСну\n\n### TestTier.tscn - ВСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½\n\n**НазначСниС**: ΠŸΠΎΠ»Π½ΠΎΡ†Π΅Π½Π½Ρ‹ΠΉ тСстовый ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ для ΠΎΡ‚Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ ΠΌΠ΅Ρ…Π°Π½ΠΈΠΊ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹ ΠΈ двиТСния.\n\n**ΠžΡΠΎΠ±Π΅Π½Π½ΠΎΡΡ‚ΠΈ**:\n- Закрытая Π°Ρ€Π΅Π½Π° с Π½Π΅ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΠΌΡ‹ΠΌΠΈ стСнами\n- ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ для укрытия ΠΈ тСстирования двиТСния\n- Π—ΠΎΠ½Π° с мишСнями для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n- Готовая настройка ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° сцСны**:\n```\nTestTier\nβ”œβ”€β”€ Environment # ΠžΠΊΡ€ΡƒΠΆΠ΅Π½ΠΈΠ΅\nβ”‚ β”œβ”€β”€ Background # Π’Π΅ΠΌΠ½ΠΎ-Π·Π΅Π»Π΅Π½Ρ‹ΠΉ Ρ„ΠΎΠ½ (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Π‘Π²Π΅Ρ‚Π»ΠΎ-Π·Π΅Π»Π΅Π½Ρ‹ΠΉ ΠΏΠΎΠ»\nβ”‚ β”œβ”€β”€ Walls # ΠšΠΎΡ€ΠΈΡ‡Π½Π΅Π²Ρ‹Π΅ стСны с ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ\nβ”‚ β”œβ”€β”€ Obstacles # ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ\nβ”‚ β”œβ”€β”€ Targets # ΠšΡ€Π°ΡΠ½Ρ‹Π΅ мишСни\nβ”‚ └── TargetArea # ΠœΠ΅Ρ‚ΠΊΠ° Π·ΠΎΠ½Ρ‹ мишСнСй\nβ”œβ”€β”€ Entities # Бущности\nβ”‚ └── Player # ЭкзСмпляр ΠΈΠ³Ρ€ΠΎΠΊΠ°\n└── CanvasLayer # UI\n └── UI # HUD с Π½Π°Π·Π²Π°Π½ΠΈΠ΅ΠΌ уровня\n```\n\n**Как Π·Π°ΠΏΡƒΡΡ‚ΠΈΡ‚ΡŒ**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ `scenes/levels/TestTier.tscn` Π² Ρ€Π΅Π΄Π°ΠΊΡ‚ΠΎΡ€Π΅\n2. НаТмитС **F6** для запуска Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΉ сцСны\n3. Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ WASD для двиТСния ΠΈ Π›ΠšΠœ для ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n### Player.tscn - Π˜Π³Ρ€ΠΎΠΊ\n\n**НазначСниС**: УправляСмый пСрсонаТ с ΠΏΠ»Π°Π²Π½Ρ‹ΠΌ физичСским Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **CharacterBody2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для физичСского двиТСния\n- **CollisionShape2D** - круглая коллизия (радиус 16 пиксСлСй)\n- **Sprite2D** - спрайт пСрсонаТа (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π½Π° свой)\n- **Camera2D** - ΠΊΠ°ΠΌΠ΅Ρ€Π°, ΠΏΠ»Π°Π²Π½ΠΎ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰Π°Ρ Π·Π° ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ\n\n**БистСма двиТСния**: Основана Π½Π° ускорСнии ΠΈ Ρ‚Ρ€Π΅Π½ΠΈΠΈ для ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ управлСния Π±Π΅Π· Ρ€Ρ‹Π²ΠΊΠΎΠ². Π”ΠΈΠ°Π³ΠΎΠ½Π°Π»ΡŒΠ½ΠΎΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π½ΠΎΡ€ΠΌΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ для прСдотвращСния ΠΏΠΎΠ²Ρ‹ΡˆΠ΅Π½Π½ΠΎΠΉ скорости.\n\n**БистСма ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹**: Π˜Π³Ρ€ΠΎΠΊ стрСляСт пулями Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ курсора ΠΌΡ‹ΡˆΠΈ ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ Π›ΠšΠœ. ΠŸΡƒΠ»ΠΈ ΡΠΎΠ·Π΄Π°ΡŽΡ‚ΡΡ со смСщСниСм ΠΎΡ‚ Ρ†Π΅Π½Ρ‚Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° Π² Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹.\n\n### Bullet.tscn - ΠŸΡƒΠ»Ρ\n\n**НазначСниС**: Бнаряд для систСмы ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **Area2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для дСтСктирования столкновСний\n- **CircleShape2D** - точная Ρ„ΠΎΡ€ΠΌΠ° попадания (радиус 4 пиксСля)\n- **Sprite2D** - ΠΆΠ΅Π»Ρ‚Ρ‹ΠΉ спрайт ΠΏΡƒΠ»ΠΈ (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ)\n\n**ПовСдСниС**:\n- ДвиТСтся с постоянной ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒΡŽ Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΌ Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠΈ\n- АвтоматичСски уничтоТаСтся ΠΏΡ€ΠΈ столкновСнии\n- УдаляСтся Ρ‡Π΅Ρ€Π΅Π· Π·Π°Π΄Π°Π½Π½ΠΎΠ΅ врСмя ΠΆΠΈΠ·Π½
[2026-01-11T19:07:40.412Z] [INFO] ΠΈ (Π·Π°Ρ‰ΠΈΡ‚Π° ΠΎΡ‚ бСсконСчных ΠΏΡƒΠ»ΡŒ)\n\n### Target.tscn - МишСнь\n\n**НазначСниС**: БтрСляСмая мишСнь, Ρ€Π΅Π°Π³ΠΈΡ€ΡƒΡŽΡ‰Π°Ρ Π½Π° попадания.\n\n**ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n- **Area2D** - ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π» для дСтСктирования ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΉ\n- **Sprite2D** - Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт мишСни\n\n**ПовСдСниС**:\n- ΠœΠ΅Π½ΡΠ΅Ρ‚ Ρ†Π²Π΅Ρ‚ ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ (красный β†’ Π·Π΅Π»Π΅Π½Ρ‹ΠΉ)\n- АвтоматичСски восстанавливаСтся послС Π·Π°Π΄Π΅Ρ€ΠΆΠΊΠΈ\n- ΠžΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ ΠΌΠΎΠΆΠ΅Ρ‚ ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Ρ‚ΡŒΡΡ ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ\n\n### PauseMenu.tscn - МСню ΠΏΠ°ΡƒΠ·Ρ‹\n\n**НазначСниС**: МСню ΠΏΠ°ΡƒΠ·Ρ‹, ΠΏΠΎΡΠ²Π»ΡΡŽΡ‰Π΅Π΅ΡΡ ΠΏΡ€ΠΈ Π½Π°ΠΆΠ°Ρ‚ΠΈΠΈ ESC.\n\n**Π€ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n- **Resume** (ΠŸΡ€ΠΎΠ΄ΠΎΠ»ΠΆΠΈΡ‚ΡŒ) - Π²ΠΎΠ·Π²Ρ€Π°Ρ‚ ΠΊ ΠΈΠ³Ρ€Π΅\n- **Controls** (Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅) - ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΈΠ΅ мСню пСрСназначСния клавиш\n- **Quit** (Π’Ρ‹Ρ…ΠΎΠ΄) - Π²Ρ‹Ρ…ΠΎΠ΄ ΠΈΠ· ΠΈΠ³Ρ€Ρ‹\n\n**Как Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚**:\n- Π‘Ρ‚Π°Π²ΠΈΡ‚ ΠΈΠ³Ρ€Ρƒ Π½Π° ΠΏΠ°ΡƒΠ·Ρƒ (`get_tree().paused = true`)\n- ΠžΡ‚ΠΊΡ€Ρ‹Π²Π°Π΅Ρ‚ΡΡ ΠΏΠΎ Π½Π°ΠΆΠ°Ρ‚ΠΈΡŽ ESC Π²ΠΎ врСмя ΠΈΠ³Ρ€Ρ‹\n- ВстроСно Π² TestTier для дСмонстрации\n\n### ControlsMenu.tscn - МСню управлСния\n\n**НазначСниС**: Π˜Π½Ρ‚Π΅Ρ€Ρ„Π΅ΠΉΡ пСрСназначСния клавиш управлСния.\n\n**Π€ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n- ΠžΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅Ρ‚ всС доступныС для пСрСназначСния дСйствия\n- ΠŸΠΎΠΊΠ°Π·Ρ‹Π²Π°Π΅Ρ‚ Ρ‚Π΅ΠΊΡƒΡ‰ΠΈΠ΅ Π½Π°Π·Π½Π°Ρ‡Π΅Π½Π½Ρ‹Π΅ клавиши\n- ΠŸΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ‚ ΠΏΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡ΠΈΡ‚ΡŒ Π»ΡŽΠ±ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ\n- Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ ΠΊΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚Ρ‹ клавиш\n- БохраняСт настройки Π² Ρ„Π°ΠΉΠ» `user://input_settings.cfg`\n\n**ΠŸΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡Π°Π΅ΠΌΡ‹Π΅ дСйствия**:\n| ДСйствиС | Клавиша ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС |\n|----------|---------------------|----------|\n| Move Up | W | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π²Π΅Ρ€Ρ… |\n| Move Down | S | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π½ΠΈΠ· |\n| Move Left | A | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π»Π΅Π²ΠΎ |\n| Move Right | D | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²ΠΏΡ€Π°Π²ΠΎ |\n| Shoot | ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ | Π‘Ρ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΊ курсору |\n| Pause | Escape | ΠŸΠ°ΡƒΠ·Π°/мСню |\n\n**Как ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ**:\n1. НаТмитС ESC для открытия мСню ΠΏΠ°ΡƒΠ·Ρ‹\n2. НаТмитС \"Controls\" для открытия мСню управлСния\n3. ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ Π½Π° Π»ΡŽΠ±ΡƒΡŽ ΠΊΠ½ΠΎΠΏΠΊΡƒ дСйствия\n4. НаТмитС ΠΆΠ΅Π»Π°Π΅ΠΌΡƒΡŽ Π½ΠΎΠ²ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ (ΠΈΠ»ΠΈ ESC для ΠΎΡ‚ΠΌΠ΅Π½Ρ‹)\n5. НаТмитС \"Apply\" для сохранСния ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n6. НаТмитС \"Reset\" для сброса ΠΊ настройкам ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n\n## ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½Ρ‹Ρ… элСмСнтов\n\n### Player (Π˜Π³Ρ€ΠΎΠΊ) - scripts/characters/player.gd\n\nВсС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **Π˜Π½ΡΠΏΠ΅ΠΊΡ‚ΠΎΡ€Π΅** (Inspector) ΠΏΡ€ΠΈ Π²Ρ‹Π±ΠΎΡ€Π΅ ΡƒΠ·Π»Π° Player Π² сцСнС.\n\n#### ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ двиТСния\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `max_speed` | float | 200.0 | Максимальная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ двиТСния (пиксСлСй/сСкунду) | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅ Π·Π½Π°Ρ‡Π΅Π½ΠΈΠ΅, Ρ‚Π΅ΠΌ быстрСС Π±Π΅Π³Π°Π΅Ρ‚ пСрсонаТ. 200 - умСрСнная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ, 400+ - ΠΎΡ‡Π΅Π½ΡŒ быстро |\n| `acceleration` | float | 1200.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ Ρ€Π°Π·Π³ΠΎΠ½Π° Π΄ΠΎ максимальной скорости | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ Ρ€Π΅Π·Ρ‡Π΅ пСрсонаТ Π½Π°Ρ‡ΠΈΠ½Π°Π΅Ρ‚ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅. НизкиС значСния (300-500) = ΠΏΠ»Π°Π²Π½Ρ‹ΠΉ Ρ€Π°Π·Π³ΠΎΠ½, высокиС (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½Ρ‹ΠΉ старт |\n| `friction` | float | 1000.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ тормоТСния ΠΏΡ€ΠΈ отпускании клавиш | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ Ρ€Π΅Π·Ρ‡Π΅ пСрсонаТ останавливаСтся. НизкиС значСния (200-400) = скольТСниС, высокиС (1500+) = мгновСнная остановка |\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€**:\n\n- **Аркадный ΡˆΡƒΡ‚Π΅Ρ€** (Ρ€Π΅Π·ΠΊΠΎΠ΅ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅):\n - `max_speed = 250`\n - `acceleration = 2000`\n - `friction = 1500`\n\n- **РСалистичноС ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅** (инСрция):\n - `max_speed = 180`\n - `acceleration = 400`\n - `friction = 300`\n\n- **Быстрый экшСн** (высокая ΠΌΠΎΠ±ΠΈΠ»ΡŒΠ½ΠΎΡΡ‚ΡŒ):\n - `max_speed = 350`\n - `acceleration = 1800`\n - `friction = 1200`\n\n#### ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `bullet_scene` | PackedScene | Bullet.tscn | Π‘Ρ†Π΅Π½Π° ΠΏΡƒΠ»ΠΈ для создания | МоТно Π·Π°ΠΌΠ΅Π½ΠΈΡ‚ΡŒ Π½Π° свою сцСну ΠΏΡƒΠ»ΠΈ с Π΄Ρ€ΡƒΠ³ΠΈΠΌ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ/внСшним Π²ΠΈΠ΄ΠΎΠΌ |\n| `bullet_spawn_offset` | float | 20.0 | Π‘ΠΌΠ΅Ρ‰Π΅Π½ΠΈΠ΅ Ρ‚ΠΎΡ‡ΠΊΠΈ появлСния ΠΏΡƒΠ»ΠΈ ΠΎΡ‚ Ρ†Π΅Π½Ρ‚Ρ€Π° ΠΈΠ³Ρ€ΠΎΠΊΠ° (пиксСлСй) | ΠžΠΏΡ€Π΅Π΄Π΅Π»ΡΠ΅Ρ‚, Π³Π΄Π΅ появляСтся пуля. 20 = ΠΏΠ΅Ρ€Π΅Π΄ ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ, 0 = Π² Ρ†Π΅Π½Ρ‚Ρ€Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ° |\n\n**Как ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚ΡŒ**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ сцСну Player.tscn ΠΈΠ»ΠΈ ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ с ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ\n2. Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ ΡƒΠ·Π΅Π» Player Π² Π΄Π΅Ρ€Π΅Π²Π΅ сцСны\n3. Π’ ΠΏΠ°Π½Π΅Π»ΠΈ Inspector справа Π½Π°ΠΉΠ΄ΠΈΡ‚Π΅ Ρ€Π°Π·Π΄Π΅Π» \"Script Variables\"\n4. Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ Π½ΡƒΠΆΠ½Ρ‹Π΅ значСния\n5. НаТмитС Ctrl+S для сохранСния сцСны\n\n### Bullet (ΠŸΡƒΠ»Ρ) - scripts/projectiles/bullet.gd\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `speed` | float | 600.0 | Π‘ΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ ΠΏΠΎΠ»Π΅Ρ‚Π° ΠΏΡƒΠ»ΠΈ (пиксСлСй/сСкунду) | Π§Π΅ΠΌ Π²Ρ‹ΡˆΠ΅, Ρ‚Π΅ΠΌ быстрСС Π»Π΅Ρ‚ΠΈΡ‚ пуля. 300 = ΠΌΠ΅Π΄Π»Π΅Π½Π½ΠΎ, 1000+ = ΠΎΡ‡Π΅Π½ΡŒ быстро |\n| `lifetime` | float | 3.0 | МаксимальноС врСмя ΠΆΠΈΠ·Π½ΠΈ ΠΏΡƒΠ»ΠΈ (сСкунд) | Π§Π΅Ρ€Π΅Π· это врСмя пуля автоматичСски уничтоТаСтся, Π΄Π°ΠΆΠ΅ Ссли Π½ΠΈ Π²ΠΎ Ρ‡Ρ‚ΠΎ Π½Π΅ ΠΏΠΎΠΏΠ°Π»Π° |\n\n**ΠŸΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Π°Ρ (устанавливаСтся ΠΈΠ· ΠΊΠΎΠ΄Π°)**:\n- `direction: Vector2` - Π½Π°ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ двиТСния ΠΏΡƒΠ»ΠΈ (устанавливаСтся ΠΈΠ³Ρ€ΠΎΠΊΠΎΠΌ ΠΏΡ€ΠΈ выстрСлС)\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк**:\n\n- **МСдлСнная пуля** (ΠΊΠ°ΠΊ Ρ„Π°ΠΉΡ€Π±ΠΎΠ»):\n - `speed = 300`\n - `lifetime = 5.0`\n\n- **Быстрая пуля** (ΠΊΠ°ΠΊ Π»Π°Π·Π΅Ρ€):\n - `speed = 1200`\n - `lifetime = 2.0`\n\n- **ΠžΠ±Ρ‹Ρ‡Π½Π°Ρ пуля**:\n - `speed = 600`\n - `lifetime = 3.0`\n\n### Target (МишСнь) - scripts/objects/target.gd\n\n| ΠŸΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ | Π’ΠΈΠΏ | По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | ОписаниС | ВлияниС Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `hit_color` | Color | Π—Π΅Π»Π΅Π½Ρ‹ΠΉ | Π¦Π²Π΅Ρ‚ мишСни ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | Π’ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Π°Ρ индикация попадания. По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ Π·Π΅Π»Π΅Π½Ρ‹ΠΉ (0.2, 0.8, 0.2) |\n| `normal_color` | Color | ΠšΡ€Π°ΡΠ½Ρ‹ΠΉ | ΠžΠ±Ρ‹Ρ‡Π½Ρ‹ΠΉ Ρ†Π²Π΅Ρ‚ мишСни | Π¦Π²Π΅Ρ‚ Π² исходном состоянии. По ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ красный (0.9, 0.2, 0.2) |\n| `destroy_on_hit` | bool | false | Π£Π½ΠΈΡ‡Ρ‚ΠΎΠΆΠ°Ρ‚ΡŒ мишСнь ΠΏΡ€ΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | false = мишСнь восстанавливаСтся, true = мишСнь исчСзаСт |\n| `respawn_delay` | float | 2.0 | Π—Π°Π΄Π΅Ρ€ΠΆΠΊΠ° ΠΏΠ΅Ρ€Π΅Π΄ восстановлСниСм/ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ (сСкунд) | ВрСмя, Ρ‡Π΅Ρ€Π΅Π· ΠΊΠΎΡ‚ΠΎΡ€ΠΎΠ΅ мишСнь Π»ΠΈΠ±ΠΎ восстанавливаСтся (Ссли destroy_on_hit = false), Π»ΠΈΠ±ΠΎ уничтоТаСтся (Ссли true) |\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк**:\n\n- **ВрСнировочная мишСнь** (восстанавливаСтся):\n - `destroy_on_hit = false`\n - `respawn_delay = 2.0`\n - МишСнь ΠΌΠΎΠΆΠ½ΠΎ ΡΡ‚Ρ€Π΅Π»ΡΡ‚ΡŒ ΠΌΠ½ΠΎΠ³ΠΎΠΊΡ€Π°Ρ‚Π½ΠΎ\n\n- **Π Π°Π·Ρ€ΡƒΡˆΠ°Π΅ΠΌΠ°Ρ мишСнь**:\n - `destroy_on_hit = true`\n - `respawn_delay = 1.0`\n - МишСнь исчСзаСт послС попадания\n\n- **Быстро Π²ΠΎΡΡΡ‚Π°Π½Π°Π²Π»ΠΈΠ²Π°ΡŽΡ‰Π°ΡΡΡ мишСнь**:\n - `destroy_on_hit = false`\n - `respawn_delay = 0.5`\n - Для интСнсивной ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n\n### InputSettings (Настройки управлСния) - scripts/autoload/input_settings.gd\n\nΠ­Ρ‚ΠΎ синглтон (autoload), ΠΊΠΎΡ‚ΠΎΡ€Ρ‹ΠΉ автоматичСски загруТаСтся ΠΏΡ€ΠΈ стартС ΠΈΠ³Ρ€Ρ‹.\n\n**ΠšΠΎΠ½ΡΡ‚Π°Π½Ρ‚Ρ‹**:\n- `SETTINGS_PATH = \"user://input_settings.cfg\"` - ΠΏΡƒΡ‚ΡŒ ΠΊ Ρ„Π°ΠΉΠ»Ρƒ сохранСния настроСк\n\n**ΠŸΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅**:\n- `remappable_actions: Array[String]` - список дСйствий, доступных для пСрСназначСния\n\n**ΠœΠ΅Ρ‚ΠΎΠ΄Ρ‹ для использования Π² Π΄Ρ€ΡƒΠ³ΠΈΡ… скриптах**:\n\n```gdscript\n# ΠŸΠΎΠ»ΡƒΡ‡ΠΈΡ‚ΡŒ ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°Π΅ΠΌΠΎΠ΅ имя дСйствия\nInputSettings.get_action_display_name(\"move_up\") # Π’Π΅Ρ€Π½Π΅Ρ‚ \"Move Up\"\n\n# ΠŸΠΎΠ»ΡƒΡ‡ΠΈΡ‚ΡŒ Ρ‚Π΅ΠΊΡƒΡ‰ΡƒΡŽ Π½Π°Π·Π½Π°Ρ‡Π΅Π½Π½ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ\nInputSettings.get_action_key_name(\"shoot\") # Π’Π΅Ρ€Π½Π΅Ρ‚ \"Left Mouse\"\n\n# Π£ΡΡ‚Π°Π½ΠΎΠ²ΠΈΡ‚ΡŒ Π½ΠΎΠ²ΡƒΡŽ ΠΊΠ»Π°Π²ΠΈΡˆΡƒ для дСйствия\nvar new_event = InputEventKey.new()\nnew_event.physical_keycode = KEY_SPACE\nInputSettings.set_action_key(\"shoot\", new_event)\n\n# Π‘Π±Ρ€ΠΎΡΠΈΡ‚ΡŒ всС настройки ΠΊ значСниям ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\nInputSettings.reset_to_defaults()\n\n# Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚ΡŒ настройки Π² Ρ„Π°ΠΉΠ»\nInputSettings.save_settings()\n\n# ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚ клавиш\nvar conflict = InputSettings.check_key_conflict(event, \"move_up\")\nif conflict != \"\":\n print(\"ΠšΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚ с дСйствиСм: \", conflict)\n```\n\n**Π‘ΠΈΠ³Π½Π°Π»Ρ‹**:\n- `controls_changed` - испускаСтся ΠΏΡ€ΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ настроСк управлСния\n\n## БистСма управлСния\n\n### НастроСнныС дСйствия Π²Π²ΠΎΠ΄Π° (Input Actions)\n\nВсС дСйствия Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > ΠšΠ°Ρ€Ρ‚Π° Π²Π²ΠΎΠ΄Π°** (Project > Project Settings > Input Map).\n\n| ДСйствиС | Клавиши ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ | НазначСниС |\n|----------|----------------------|------------|\n| `move_up` | W, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π²Π΅Ρ€Ρ… | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π²Π΅Ρ€Ρ… |\n| `move_down` | S, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π½ΠΈΠ· | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π½ΠΈΠ· |\n| `move_left` | A, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²Π»Π΅Π²ΠΎ | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²Π»Π΅Π²ΠΎ |\n| `move_right` | D, Π‘Ρ‚Ρ€Π΅Π»ΠΊΠ° Π²ΠΏΡ€Π°Π²ΠΎ | Π”Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ пСрсонаТа Π²ΠΏΡ€Π°Π²ΠΎ |\n| `shoot` | ЛСвая ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡ‹ΡˆΠΈ | Π‘Ρ‚Ρ€Π΅Π»ΡŒΠ±Π° ΠΊ курсору |\n| `pause` | Escape | ΠžΡ‚ΠΊΡ€Ρ‹Ρ‚ΠΈΠ΅ мСню ΠΏΠ°ΡƒΠ·Ρ‹ |\n\n### Как Π΄ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ Π½ΠΎΠ²ΠΎΠ΅ дСйствиС\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π”ΠΎΠ±Π°Π²ΠΈΠΌ дСйствиС для Π±Π΅Π³Π° (sprint)\n\n1. **Π’ настройках ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡƒ **ΠšΠ°Ρ€Ρ‚Π° Π²Π²ΠΎΠ΄Π°** (Input Map)\n - Π’Π²Π΅Π΄ΠΈΡ‚Π΅ имя дСйствия `sprint` Π² ΠΏΠΎΠ»Π΅ Π² Π²Π΅Ρ€Ρ…Π½Π΅ΠΉ части\n - НаТмитС **Π”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ** (Add)\n - ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ Π½Π° \"+\" справа ΠΎΡ‚ `sprint`\n - НаТмитС ΠΊΠ»Π°Π²ΠΈΡˆΡƒ Shift\n - НаТмитС **OK**\n\n2. **Π’ ΠΊΠΎΠ΄Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ°** (scripts/characters/player.gd):\n ```gdscript\n # Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€\n @export var sprint_multiplier: float = 1.5\n\n # Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄ _physics_process\n func _physics_process(delta: float) -> void:\n var input_direction := _get_input_direction()\n\n # ΠžΠΏΡ€Π΅Π΄Π΅Π»ΡΠ΅ΠΌ Ρ‚Π΅ΠΊΡƒΡ‰ΡƒΡŽ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡŒΠ½ΡƒΡŽ ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ\n var current_max_speed = max_speed\n if Input.is_action_pressed(\"sprint\"):\n current_max_speed *= sprint_multiplier\n\n if input_direction != Vector2.ZERO:\n velocity = velocity.move_toward(input_direction * current_max_speed, acceleration * delta)\n else:\n velocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n move_and_slide()\n ```\n\n3. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π² ΠΏΠ΅Ρ€Π΅Π½Π°Π·Π½Π°Ρ‡Π°Π΅ΠΌΡ‹Π΅ дСйствия** (ΠΎΠΏΡ†ΠΈΠΎΠ½Π°Π»ΡŒΠ½ΠΎ):\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ `scripts/autoload/input_settings.gd`\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ `\"sprint\"` Π² массив `remappable_actions`\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΡƒ Π² ΠΌΠ΅Ρ‚ΠΎΠ΄Π΅ `get_action_display_name`:\n ```gdscript\n \"sprint\":\n return \"Sprint\"\n ```\n\n## ЀизичСскиС слои\n\nGodot ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚ слои ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ для опрСдСлСния Ρ‚ΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ ΠΌΠΎΠ³ΡƒΡ‚ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ Π΄Ρ€ΡƒΠ³ с Π΄Ρ€ΡƒΠ³ΠΎΠΌ.\n\n### НастроСнныС слои\n\nΠ‘Π»ΠΎΠΈ Π½Π°ΡΡ‚Ρ€Π°ΠΈΠ²Π°ΡŽΡ‚ΡΡ Π² **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > ИмСна слоСв > 2D Ρ„ΠΈΠ·ΠΈΠΊΠ°** (Project > Project Settings > Layer Names > 2D Physics).\n\n| Π‘Π»ΠΎΠΉ | НазваниС | НазначСниС | ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ |\n|------|----------|------------|---------|\n| 1 | player | Π˜Π³Ρ€ΠΎΠΊ | ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆ ΠΈΠ³Ρ€ΠΎΠΊΠ° |\n| 2 | enemies | Π’Ρ€Π°Π³ΠΈ | Π’Ρ€Π°ΠΆΠ΄Π΅Π±Π½Ρ‹Π΅ NPC, монстры |\n| 3 | obstacles | ΠŸΡ€Π΅ΠΏΡΡ‚ΡΡ‚Π²ΠΈΡ | Π‘Ρ‚Π΅Π½Ρ‹, Π±Π°Ρ€ΡŒΠ΅Ρ€Ρ‹, Π½Π΅ΠΏΡ€ΠΎΡ…ΠΎΠ΄ΠΈΠΌΡ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n| 4 | pickups | ΠŸΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Π΅ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ | ΠœΠΎΠ½Π΅Ρ‚Ρ‹, Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΠ΅, ΠΎΡ€ΡƒΠΆΠΈΠ΅ |\n| 5 | projectiles | Бнаряды | ΠŸΡƒΠ»ΠΈ, Ρ€Π°ΠΊΠ΅Ρ‚Ρ‹, магичСскиС снаряды |\n| 6 | targets | МишСни | БтрСляСмыС мишСни, ΠΈΠ½Ρ‚Π΅Ρ€Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ |\n\n### Как Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚ слои\n\nΠšΠ°ΠΆΠ΄Ρ‹ΠΉ физичСский ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ (CharacterBody2D, Area2D, StaticBody2D ΠΈ Ρ‚.Π΄.) ΠΈΠΌΠ΅Π΅Ρ‚:\n\n1. **Collision Layer** (Π‘Π»ΠΎΠΉ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Π½Π° ΠΊΠ°ΠΊΠΎΠΌ слоС находится ΠΎΠ±ΡŠΠ΅ΠΊΡ‚\n2. **Collision Mask** (Маска ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - с ΠΊΠ°ΠΊΠΈΠΌΠΈ слоями ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ ΠΌΠΎΠΆΠ΅Ρ‚ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€ настройки ΠΈΠ³Ρ€ΠΎΠΊΠ°**:\n- **Collision Layer** = 1 (player) - ΠΈΠ³Ρ€ΠΎΠΊ находится Π½Π° слоС ΠΈΠ³Ρ€ΠΎΠΊΠ°\n- **Collision Mask** = 4 (obstacles) + 8 (pickups) - ΠΈΠ³Ρ€ΠΎΠΊ Π²ΠΈΠ΄ΠΈΡ‚ прСпятствия ΠΈ ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Π΅ ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€ настройки ΠΏΡƒΠ»ΠΈ**:\n- **Collision Layer** = 5 (projectiles) - пуля находится Π½Π° слоС снарядов\n- **Collision Mask** = 4 (obstacles) + 32 (targets) - пуля Π²ΠΈΠ΄ΠΈΡ‚ стСны ΠΈ мишСни\n\n### Как Π½Π°ΡΡ‚Ρ€ΠΎΠΈΡ‚ΡŒ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ для Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡƒΡŽ ΠΌΠΎΠ½Π΅Ρ‚Ρƒ\n\n1. Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну с ΡƒΠ·Π»ΠΎΠΌ Area2D\n2. Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ ΡƒΠ·Π΅Π» Area2D\n3. Π’ Inspector Π½Π°ΠΉΠ΄ΠΈΡ‚Π΅ Ρ€Π°Π·Π΄Π΅Π» **Collision**\n4. **Collision Layer**: Π’ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ слой 4 (pickups)\n5. **Collision Mask**: Π’ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ слой 1 (player) - ΠΌΠΎΠ½Π΅Ρ‚Π° Π±ΡƒΠ΄Π΅Ρ‚ Π΄Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΠΎΠ²Π°Ρ‚ΡŒ ΠΈΠ³Ρ€ΠΎΠΊΠ°\n\n**Π’ скриптС ΠΌΠΎΠ½Π΅Ρ‚Ρ‹**:\n```gdscript\nextends Area2D\n\nfunc _ready() -> void:\n # Π‘Π»ΡƒΡˆΠ°Π΅ΠΌ Π²Ρ…ΠΎΠ΄ Π² ΠΎΠ±Π»Π°ΡΡ‚ΡŒ\n body_entered.connect(_on_body_entered)\n\nfunc _on_body_entered(body: Node2D) -> void:\n # Если это ΠΈΠ³Ρ€ΠΎΠΊ (находится Π½Π° слоС player)\n if body is CharacterBody2D:\n print(\"Π˜Π³Ρ€ΠΎΠΊ ΠΏΠΎΠ΄ΠΎΠ±Ρ€Π°Π» ΠΌΠΎΠ½Π΅Ρ‚Ρƒ!\")\n queue_free() # УдаляСм ΠΌΠΎΠ½Π΅Ρ‚Ρƒ\n```\n\n### Π’Π°Π±Π»ΠΈΡ†Π° взаимодСйствий\n\n| ΠžΠ±ΡŠΠ΅ΠΊΡ‚ | Π‘Π»ΠΎΠΉ | Маска | ВзаимодСйствуСт с |\n|--------|------|-------|-------------------|\n| Π˜Π³Ρ€ΠΎΠΊ | 1 (player) | 4 (obstacles) + 8 (pickups) | Π‘Ρ‚Π΅Π½Ρ‹, ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚Ρ‹ |\n| Π’Ρ€Π°Π³ | 2 (enemies) | 1 (player) + 4 (obstacles) | Π˜Π³Ρ€ΠΎΠΊ, стСны |\n| Π‘Ρ‚Π΅Π½Π° | 3 (obstacles) | - | НичСго (статичная) |\n| ΠœΠΎΠ½Π΅Ρ‚Π° | 4 (pickups) | 1 (player) | Π˜Π³Ρ€ΠΎΠΊ |\n| ΠŸΡƒΠ»Ρ | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Π‘Ρ‚Π΅Π½Ρ‹, мишСни |\n| МишСнь | 6 (targets) | 16 (projectiles) | ΠŸΡƒΠ»ΠΈ |\n\n## Π Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΠ΅ шаблона\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ уровня\n\n**Π¨Π°Π³ Π·Π° шагом**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ Ρ„Π°ΠΉΠ» сцСны**:\n - ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ ΠΏΡ€Π°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ Π½Π° ΠΏΠ°ΠΏΠΊΡƒ `scenes/levels/`\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ **Π‘ΠΎΠ·Π΄Π°Ρ‚ΡŒ Π½ΠΎΠ²ΡƒΡŽ сцСну** (New Scene)\n - Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚Π΅ ΠΊΠ°ΠΊ `scenes/levels/MyLevel.tscn`\n\n2. **НастройтС структуру**:\n ```\n MyLevel (Node2D)\n β”œβ”€β”€ Environment (Node2D)\n β”‚ β”œβ”€β”€ Background (Sprite2D/ColorRect)\n β”‚ β”œβ”€β”€ Walls (Node2D)\n β”‚ β”‚ └── Wall1 (StaticBody2D + CollisionShape2D)\n β”‚ └── Objects (Node2D)\n β”œβ”€β”€ Entities (Node2D)\n β”‚ └── Player (экзСмпляр Player.tscn)\n └── CanvasLayer\n └── UI (Control)\n ```\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт уровня**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ Ρ„Π°ΠΉΠ» `scripts/levels/my_level.gd`\n - ΠŸΡ€ΠΈΠΊΡ€Π΅ΠΏΠΈΡ‚Π΅ ΠΊ ΠΊΠΎΡ€Π½Π΅Π²ΠΎΠΌΡƒ ΡƒΠ·Π»Ρƒ MyLevel\n\n ```gdscript\n extends Node2D\n ## My custom game level\n\n func _ready() -> void:\n print(\"Level loaded!\")\n # Π˜Π½ΠΈΡ†ΠΈΠ°Π»ΠΈΠ·Π°Ρ†ΠΈΡ уровня\n\n func _process(delta: float) -> void:\n # Π›ΠΎΠ³ΠΈΠΊΠ° уровня\n pass\n ```\n\n4. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΈΠ³Ρ€ΠΎΠΊΠ°**:\n - ΠŸΠ΅Ρ€Π΅Ρ‚Π°Ρ‰ΠΈΡ‚Π΅ `scenes/characters/Player.tscn` Π² ΡƒΠ·Π΅Π» Entities\n - УстановитС Π΅Π³ΠΎ position Π² ΠΆΠ΅Π»Π°Π΅ΠΌΡƒΡŽ ΡΡ‚Π°Ρ€Ρ‚ΠΎΠ²ΡƒΡŽ ΠΏΠΎΠ·ΠΈΡ†ΠΈΡŽ\n\n5. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ стСны**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ StaticBody2D ΠΏΠΎΠ΄ Walls\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ CollisionShape2D\n - УстановитС **Collision Layer** = 3 (obstacles)\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт ΠΈΠ»ΠΈ ColorRect\n\n6. **ЗапуститС ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ MyLevel.tscn\n - НаТмитС F6 для запуска Ρ‚Π΅ΠΊΡƒΡ‰Π΅ΠΉ сцСны\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ пСрсонаТа (Π²Ρ€Π°Π³Π°)\n\n**Π¨Π°Π³ Π·Π° шагом**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `scenes/characters/Enemy.tscn`\n - ΠšΠΎΡ€Π½Π΅Π²ΠΎΠΉ ΡƒΠ·Π΅Π»: CharacterBody2D\n\n2. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n ```\n Enemy (CharacterBody2D)\n β”œβ”€β”€ CollisionShape2D (Ρ„ΠΎΡ€ΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ)\n β”œβ”€β”€ Sprite2D (Π²ΠΈΠ·ΡƒΠ°Π»ΡŒΠ½Ρ‹ΠΉ спрайт)\n └── DetectionArea (Area2D) - для дСтСктирования ΠΈΠ³Ρ€ΠΎΠΊΠ°\n └── CollisionShape2D\n ```\n\n3. **НастройтС ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n - **Enemy (CharacterBody2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player) + 4 (obstacles)\n - **DetectionArea (Area2D)**:\n - Collision Layer: 2 (enemies)\n - Collision Mask: 1 (player)\n\n4. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/characters/enemy.gd`:\n ```gdscript\n extends CharacterBody2D\n ## Basic enemy that follows the player\n\n @export var move_speed: float = 100.0\n @export var detection_range: float = 200.0\n\n @onready var detection_area: Area2D = $DetectionArea\n\n var player: CharacterBody2D = null\n\n func _ready() -> void:\n # НастраиваСм Π·ΠΎΠ½Ρƒ дСтСктирования\n detection_area.body_entered.connect(_on_detection_entered)\n detection_area.body_exited.connect(_on_detection_exited)\n\n func _physics_process(delta: float) -> void:\n if player:\n # ДвигаСмся ΠΊ ΠΈΠ³Ρ€ΠΎΠΊΡƒ\n var direction = (player.global_position - global_position).normalized()\n velocity = direction * move_speed\n move_and_slide()\n\n func _on_detection_entered(body: Node2D) -> void:\n if body is CharacterBody2D and body.collision_layer & 1: # ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡΠ΅ΠΌ слой player\n player = body\n\n func _on_detection_exited(body: Node2D) -> void:\n if body == player:\n player = null\n ```\n\n5. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π½Π° ΡƒΡ€ΠΎΠ²Π½Π΅**:\n - ΠŸΠ΅Ρ€Π΅Ρ‚Π°Ρ‰ΠΈΡ‚Π΅ Enemy.tscn Π½Π° ваш ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ\n - НастройтС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹ Π² Inspector\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ Ρ‚ΠΈΠΏΠ° снаряда\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π΄Π»Π΅Π½Π½Ρ‹ΠΉ ΠΎΠ³Π½Π΅Π½Π½Ρ‹ΠΉ ΡˆΠ°Ρ€\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну**:\n - Π‘ΠΊΠΎΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ `scenes/projectiles/Bullet.tscn`\n - Π‘ΠΎΡ…Ρ€Π°Π½ΠΈΡ‚Π΅ ΠΊΠ°ΠΊ `scenes/projectiles/Fireball.tscn`\n\n2. **Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ Π²ΠΈΠ·ΡƒΠ°Π»**:\n - Π˜Π·ΠΌΠ΅Π½ΠΈΡ‚Π΅ спрайт Π½Π° красный/ΠΎΡ€Π°Π½ΠΆΠ΅Π²Ρ‹ΠΉ\n - Π£Π²Π΅Π»ΠΈΡ‡ΡŒΡ‚Π΅ Ρ€Π°Π·ΠΌΠ΅Ρ€ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ (Π½Π°ΠΏΡ€ΠΈΠΌΠ΅Ρ€, радиус 8)\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/projectiles/fireball.gd`:\n ```gdscript\n extends Area2D\n ## Fireball projectile with explosion effect\n\n @export var speed: float = 300.0 # МСдлСннСС ΠΎΠ±Ρ‹Ρ‡Π½ΠΎΠΉ ΠΏΡƒΠ»ΠΈ\n @export var lifetime: float = 5.0\n @export var explosion_radius: float = 50.0\n\n var direction: Vector2 = Vector2.RIGHT\n var _time_alive: float = 0.0\n\n func _ready() -> void:\n body_entered.connect(_on_body_entered)\n area_entered.connect(_on_area_entered)\n\n func _physics_process(delta: float) -> void:\n position += direction * speed * delta\n _time_alive += delta\n if _time_alive >= lifetime:\n _explode()\n\n func _on_body_entered(body: Node2D) -> void:\n _explode()\n\n func _on_area_entered(area: Area2D) -> void:\n if area.has_method(\"on_hit\"):\n area.on_hit()\n _explode()\n\n func _explode() -> void:\n # Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΎΠ±Π»Π°ΡΡ‚ΡŒ Π²Π·Ρ€Ρ‹Π²Π°\n var explosion_area = Area2D.new()\n var shape = CircleShape2D.new()\n shape.radius = explosion_radius\n var collision = CollisionShape2D.new()\n collision.shape = shape\n explosion_area.add_child(collision)\n explosion_area.global_position = global_position\n get_tree().current_scene.add_child(explosion_area)\n\n # Находим всСх Π²Ρ€Π°Π³ΠΎΠ² Π² радиусС\n explosion_area.collision_mask = 2 # enemies layer\n await get_tree().process_frame\n var bodies = explosion_area.get_overlapping_bodies()\n for body in bodies:\n if body.has_method(\"take_damage\"):\n body.take_damage(50)\n\n explosion_area.queue_free()\n queue_free()\n ```\n\n4. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² ΠΈΠ³Ρ€ΠΎΠΊΠ΅**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ Player.tscn\n - Π’ Inspector ΠΈΠ·ΠΌΠ΅Π½ΠΈΡ‚Π΅ `bullet_scene` Π½Π° Fireball.tscn\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ (Autoload/Singleton)\n\nАвтозагрузки ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‚ΡΡ для Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм (ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€Ρ‹, настройки ΠΈ Ρ‚.Π΄.)\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ счСта\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/autoload/score_manager.gd`:\n ```gdscript\n extends Node\n ## Global score manager\n\n signal score_changed(new_score: int)\n\n var score: int = 0:\n set(value):\n score = value\n score_changed.emit(score)\n\n func add_score(amount: int) -> void:\n score += amount\n\n func reset_score() -> void:\n score = 0\n\n func get_score() -> int:\n return score\n ```\n\n2. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π² Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΡƒ**:\n - ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°** (Project > Project Settings)\n - ΠŸΠ΅Ρ€Π΅ΠΉΠ΄ΠΈΡ‚Π΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡƒ **Autoload**\n - НаТмитС Π½Π° Π·Π½Π°Ρ‡ΠΎΠΊ ΠΏΠ°ΠΏΠΊΠΈ справа\n - Π’Ρ‹Π±Π΅Ρ€ΠΈΡ‚Π΅ `scripts/autoload/score_manager.gd`\n - Π’ ΠΏΠΎΠ»Π΅ **Node Name** Π²Π²Π΅Π΄ΠΈΡ‚Π΅ `ScoreManager`\n - НаТмитС **Π”ΠΎΠ±Π°Π²ΠΈΡ‚ΡŒ** (Add)\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² любом скриптС**:\n ```gdscript\n # Π’ скриптС Π²Ρ€Π°Π³Π° ΠΏΡ€ΠΈ ΡƒΠ½ΠΈΡ‡Ρ‚ΠΎΠΆΠ΅Π½ΠΈΠΈ\n func die() -> void:\n ScoreManager.add_score(100)\n queue_free()\n\n # Π’ UI для отобраТСния счСта\n func _ready() -> void:\n ScoreManager.score_changed.connect(_on_score_changed)\n _update_score_label()\n\n func _on_score_changed(new_score: int) -> void:\n _update_score_label()\n\n func _update_score_label() -> void:\n $ScoreLabel.text = \"Score: \" + str(ScoreManager.get_score())\n ```\n\n### Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI элСмСнта\n\n**ΠŸΡ€ΠΈΠΌΠ΅Ρ€**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ полоску Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну** `scenes/ui/HealthBar.tscn`:\n ```\n HealthBar (Control)\n β”œβ”€β”€ Background (ColorRect) - Ρ‚Π΅ΠΌΠ½Ρ‹ΠΉ Ρ„ΠΎΠ½\n └── Bar (ProgressBar) - ΠΈΠ½Π΄ΠΈΠΊΠ°Ρ‚ΠΎΡ€ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n ```\n\n2. **Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ скрипт** `scripts/ui/health_bar.gd`:\n ```gdscript\n extends Control\n ## Health bar UI component\n\n @onready var progress_bar: ProgressBar = $Bar\n\n func _ready() -> void:\n update_health(100, 100)\n\n func update_health(current: int, maximum: int) -> void:\n progress_bar.max_value = maximum\n progress_bar.value = current\n\n # МСняСм Ρ†Π²Π΅Ρ‚ Π² зависимости ΠΎΡ‚ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n var health_percent = float(current) / float(maximum)\n if health_percent > 0.5:\n progress_bar.modulate = Color.GREEN\n elif health_percent > 0.25:\n progress_bar.modulate = Color.YELLOW\n else:\n progress_bar.modulate = Color.RED\n ```\n\n3. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΠ΅ ΠΈΠ³Ρ€ΠΎΠΊΡƒ** (Π² scripts/characters/player.gd):\n ```gdscript\n @export var max_health: int = 100\n var current_health: int = max_health\n\n signal health_changed(current: int, maximum: int)\n\n func _ready() -> void:\n # ... ΡΡƒΡ‰Π΅ΡΡ‚Π²ΡƒΡŽΡ‰ΠΈΠΉ ΠΊΠΎΠ΄\n health_changed.emit(current_health, max_health)\n\n func take_damage(amount: int) -> void:\n current_health -= amount\n if current_health < 0:\n current_health = 0\n health_changed.emit(current_health, max_health)\n\n if current_health <= 0:\n die()\n\n func die() -> void:\n print(\"Player died!\")\n # Π›ΠΎΠ³ΠΈΠΊΠ° смСрти\n ```\n\n4. **Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ Π½Π° ΡƒΡ€ΠΎΠ²Π΅Π½ΡŒ**:\n - Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ HealthBar.tscn ΠΊΠ°ΠΊ Π΄ΠΎΡ‡Π΅Ρ€Π½ΠΈΠΉ ΡƒΠ·Π΅Π» CanvasLayer\n - Π’ скриптС уровня свяТитС ΠΈΠ³Ρ€ΠΎΠΊΠ° ΠΈ health bar:\n ```gdscript\n @onready var player: CharacterBody2D = $Entities/Player\n @onready var health_bar: Control = $CanvasLayer/HealthBar\n\n func _ready() -> void:\n player.health_changed.connect(health_bar.update_health)\n ```\n\n## Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ\n\n### ИмСнованиС Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ snake_case** для всСх Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ:\n βœ… `player_character.gd`, `main_menu.tscn`\n ❌ `PlayerCharacter.gd`, `MainMenu.tscn`\n\n2. **Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ ΠΈ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΈ**:\n ```\n scenes/\n β”œβ”€β”€ characters/ # ВсС пСрсонаТи\n β”œβ”€β”€ levels/ # ВсС ΡƒΡ€ΠΎΠ²Π½ΠΈ\n └── ui/ # Π’Π΅ΡΡŒ интСрфСйс\n\n scripts/\n β”œβ”€β”€ characters/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ пСрсонаТСй\n β”œβ”€β”€ levels/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ ΡƒΡ€ΠΎΠ²Π½Π΅ΠΉ\n └── ui/ # Π‘ΠΊΡ€ΠΈΠΏΡ‚Ρ‹ UI\n ```\n\n3. **БоотвСтствиС ΠΈΠΌΠ΅Π½**: Π€Π°ΠΉΠ»Ρ‹ сцСн ΠΈ скриптов Π΄ΠΎΠ»ΠΆΠ½Ρ‹ ΡΠΎΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²ΠΎΠ²Π°Ρ‚ΡŒ:\n - Π‘Ρ†Π΅Π½Π°: `scenes/characters/Player.tscn`\n - Π‘ΠΊΡ€ΠΈΠΏΡ‚: `scripts/characters/player.gd`\n\n### ΠžΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΡ ΠΊΠΎΠ΄Π°\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ @export для настраиваСмых ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ Π²ΠΈΠ΄Π΅Π½ Π² Inspector\n @export var max_speed: float = 200.0\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ спрятан Π² ΠΊΠΎΠ΄Π΅\n var max_speed: float = 200.0\n ```\n\n2. **Π”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΡƒΠΉΡ‚Π΅ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ ΠΊΠΎΠΌΠΌΠ΅Π½Ρ‚Π°Ρ€ΠΈΠ΅Π² ##**:\n ```gdscript\n extends CharacterBody2D\n ## Player character controller for top-down movement.\n ##\n ## This script handles player movement, shooting, and health.\n\n ## Maximum movement speed in pixels per second.\n @export var max_speed: float = 200.0\n ```\n\n3. **ΠŸΠΎΡ€ΡΠ΄ΠΎΠΊ Π² скриптС**:\n ```gdscript\n # 1. Extends\n extends CharacterBody2D\n\n # 2. ДокумСнтация класса\n ## Class documentation\n\n # 3. Π‘ΠΈΠ³Π½Π°Π»Ρ‹\n signal health_changed(value: int)\n\n # 4. ЭкспортируСмыС ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n @export var max_speed: float = 200.0\n\n # 5. ΠŸΡƒΠ±Π»ΠΈΡ‡Π½Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n var velocity: Vector2 = Vector2.ZERO\n\n # 6. ΠŸΡ€ΠΈΠ²Π°Ρ‚Π½Ρ‹Π΅ ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅ (с ΠΏΠΎΠ΄Ρ‡Π΅Ρ€ΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n var _is_dead: bool = false\n\n # 7. @onready ΠΏΠ΅Ρ€Π΅ΠΌΠ΅Π½Π½Ρ‹Π΅\n @onready var sprite: Sprite2D = $Sprite2D\n\n # 8. ВстроСнныС ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ (_ready, _process ΠΈ Ρ‚.Π΄.)\n func _ready() -> void:\n pass\n\n # 9. ΠŸΡƒΠ±Π»ΠΈΡ‡Π½Ρ‹Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹\n func take_damage(amount: int) -> void:\n pass\n\n # 10. ΠŸΡ€ΠΈΠ²Π°Ρ‚Π½Ρ‹Π΅ ΠΌΠ΅Ρ‚ΠΎΠ΄Ρ‹ (с ΠΏΠΎΠ΄Ρ‡Π΅Ρ€ΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n func _calculate_movement() -> Vector2:\n pass\n ```\n\n4. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Ρ‚ΠΈΠΏΠΈΠ·Π°Ρ†ΠΈΡŽ**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - явныС Ρ‚ΠΈΠΏΡ‹\n var health: int = 100\n var speed: float = 200.0\n var player: CharacterBody2D = null\n\n func get_direction() -> Vector2:\n return Vector2.ZERO\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - Π±Π΅Π· Ρ‚ΠΈΠΏΠΎΠ²\n var health = 100\n var speed = 200.0\n\n func get_direction():\n return Vector2.ZERO\n ```\n\n### Π Π°Π±ΠΎΡ‚Π° со сцСнами\n\n1. **ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ структура**:\n ```\n Level\n β”œβ”€β”€ Environment # ВсС статичСскоС ΠΎΠΊΡ€ΡƒΠΆΠ΅Π½ΠΈΠ΅\n β”œβ”€β”€ Entities # ВсС динамичСскиС сущности\n └── UI # Π’Π΅ΡΡŒ интСрфСйс\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ инстансы сцСн** вмСсто дублирования:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ сцСну Π²Ρ€Π°Π³Π° ΠΎΠ΄ΠΈΠ½ Ρ€Π°Π·\n - Π Π°Π·ΠΌΠ΅Ρ‰Π°ΠΉΡ‚Π΅ инстансы этой сцСны Π½Π° уровнях\n - ИзмСнСния Π² ΠΎΡ€ΠΈΠ³ΠΈΠ½Π°Π»ΡŒΠ½ΠΎΠΉ сцСнС автоматичСски примСнятся Π²Π΅Π·Π΄Π΅\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ @onready** для ссылок Π½Π° ΡƒΠ·Π»Ρ‹:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - загруТаСтся Π² _ready автоматичСски\n @onready var sprite: Sprite2D = $Sprite2D\n @onready var collision: CollisionShape2D = $CollisionShape2D\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - Π½ΡƒΠΆΠ½ΠΎ Π²Ρ€ΡƒΡ‡Π½ΡƒΡŽ Π·Π°Π³Ρ€ΡƒΠΆΠ°Ρ‚ΡŒ Π² _ready\n var sprite: Sprite2D\n var collision: CollisionShape2D\n\n func _ready() -> void:\n sprite = $Sprite2D\n collision = $CollisionShape2D\n ```\n\n### Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ\n\n1. **CharacterBody2D для управляСмых пСрсонаТСй**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΈΠ³Ρ€ΠΎΠΊΠ°, Π²Ρ€Π°Π³ΠΎΠ²\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `move_and_slide()` для ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ двиТСния\n - АвтоматичСская ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° столкновСний\n\n2. **Area2D для Ρ‚Ρ€ΠΈΠ³Π³Π΅Ρ€ΠΎΠ² ΠΈ снарядов**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΏΡƒΠ»ΡŒ, Π·ΠΎΠ½ ΡƒΡ€ΠΎΠ½Π°, ΠΏΠΎΠ΄Π±ΠΈΡ€Π°Π΅ΠΌΡ‹Ρ… ΠΏΡ€Π΅Π΄ΠΌΠ΅Ρ‚ΠΎΠ²\n - Π”Π΅Ρ‚Π΅ΠΊΡ‚ΠΈΡ€ΡƒΠ΅Ρ‚ Π²Ρ…ΠΎΠ΄/Π²Ρ‹Ρ…ΠΎΠ΄ Π΄Ρ€ΡƒΠ³ΠΈΡ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n - НС Π±Π»ΠΎΠΊΠΈΡ€ΡƒΠ΅Ρ‚ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅\n\n3. **StaticBody2D для Π½Π΅ΠΏΠΎΠ΄Π²ΠΈΠΆΠ½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для стСн, прСпятствий\n - НС двиТСтся, Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π±Π»ΠΎΠΊΠΈΡ€ΡƒΠ΅Ρ‚\n\n4. **ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ настраивайтС слои**:\n - ΠžΠ±ΡŠΠ΅ΠΊΡ‚ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π±Ρ‹Ρ‚ΡŒ Π½Π° ΠžΠ”ΠΠžΠœ слоС (Layer)\n - ΠžΠ±ΡŠΠ΅ΠΊΡ‚ ΠΌΠΎΠΆΠ΅Ρ‚ Π²ΠΈΠ΄Π΅Ρ‚ΡŒ ΠΠ•Π‘ΠšΠžΠ›Π¬ΠšΠž слоСв (Mask)\n\n### ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ процСссы ΠΏΠΎ нСобходимости**:\n ```gdscript\n # Если Π½Π΅ Π½ΡƒΠΆΠ΅Π½ _process, Π½Π΅ создавайтС Π΅Π³ΠΎ\n # Π’Ρ‹ΠΊΠ»ΡŽΡ‡Π°ΠΉΡ‚Π΅ ΠΎΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΡƒ, ΠΊΠΎΠ³Π΄Π° Π½Π΅ Π½ΡƒΠΆΠ½ΠΎ\n func disable_processing() -> void:\n set_process(false)\n set_physics_process(false)\n ```\n\n2. **УдаляйтС Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹**:\n ```gdscript\n # ΠŸΡƒΠ»ΠΈ, эффСкты ΠΈ Ρ‚.Π΄. Π΄ΠΎΠ»ΠΆΠ½Ρ‹ ΡƒΠ΄Π°Π»ΡΡ‚ΡŒ сСбя\n func _on_lifetime_exceeded() -> void:\n queue_free() # βœ… БСзопасноС ΡƒΠ΄Π°Π»Π΅Π½ΠΈΠ΅\n ```\n\n3. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ object pooling для частых ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²**:\n - ВмСсто создания/удалСния ΠΏΡƒΠ»ΡŒ ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ Ρ€Π°Π·\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ ΠΏΡƒΠ» ΠΏΡƒΠ»ΡŒ ΠΈ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ ΠΈΡ…\n\n## АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°\n\n### Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ отвСтствСнности\n\n1. **Один скрипт = ΠΎΠ΄Π½Π° ΠΎΡ‚Π²Π΅Ρ‚ΡΡ‚Π²Π΅Π½Π½ΠΎΡΡ‚ΡŒ**:\n - `player.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΈΠ³Ρ€ΠΎΠΊΠ°\n - `bullet.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΏΡƒΠ»ΠΈ\n - `game_manager.gd` - Ρ‚ΠΎΠ»ΡŒΠΊΠΎ ΡƒΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ ΠΈΠ³Ρ€ΠΎΠΉ\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ сигналы для ΠΊΠΎΠΌΠΌΡƒΠ½ΠΈΠΊΠ°Ρ†ΠΈΠΈ**:\n ```gdscript\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - слабая связь Ρ‡Π΅Ρ€Π΅Π· сигналы\n # Π’ player.gd\n signal died\n\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n died.emit()\n\n # Π’ game_manager.gd\n func _ready() -> void:\n player.died.connect(_on_player_died)\n\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - прямая Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡ‚ΡŒ\n # Π’ player.gd\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n GameManager.player_died() # ΠŸΡ€ΡΠΌΠ°Ρ связь\n ```\n\n3. **Автозагрузки для Π³Π»ΠΎΠ±Π°Π»ΡŒΠ½Ρ‹Ρ… систСм**:\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€ΠΎΠ² (GameManager, ScoreManager)\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для настроСк (InputSettings, AudioSettings)\n - НЕ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ для ΠΎΠ±Ρ‹Ρ‡Π½ΠΎΠΉ ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠΉ Π»ΠΎΠ³ΠΈΠΊΠΈ\n\n### Π˜Π΅Ρ€Π°Ρ€Ρ…ΠΈΡ сцСн\n\n1. **ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ†ΠΈΠΈ**:\n ```\n Player\n β”œβ”€β”€ Sprite2D # Π’ΠΈΠ·ΡƒΠ°Π»\n β”œβ”€β”€ CollisionShape2D # Π€ΠΈΠ·ΠΈΠΊΠ°\n β”œβ”€β”€ HealthComponent # ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ)\n └── WeaponComponent # ΠšΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ оруТия (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ)\n ```\n\n2. **ΠŸΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅ΠΌΡ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `scenes/components/HealthComponent.tscn`\n - Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Π² ΠΈΠ³Ρ€ΠΎΠΊΠ΅, Π²Ρ€Π°Π³Π°Ρ… ΠΈ Ρ‚.Π΄.\n - ИзмСнСния Π² ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Π΅ Π·Π°Ρ‚Ρ€ΠΎΠ½ΡƒΡ‚ всС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹\n\n### Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ состояниСм\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ пСрСчислСния (enum) для состояний**:\n ```gdscript\n enum State {\n IDLE,\n MOVING,\n ATTACKING,\n DEAD\n }\n\n var current_state: State = State.IDLE\n\n func _physics_process(delta: float) -> void:\n match current_state:\n State.IDLE:\n _process_idle(delta)\n State.MOVING:\n _process_moving(delta)\n State.ATTACKING:\n _process_attacking(delta)\n State.DEAD:\n return # НичСго Π½Π΅ Π΄Π΅Π»Π°Π΅ΠΌ\n ```\n\n2. **Машина состояний для слоТного повСдСния**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ ΠΎΡ‚Π΄Π΅Π»ΡŒΠ½Ρ‹Π΅ ΡƒΠ·Π»Ρ‹ для ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ состояния\n - ΠŸΠ΅Ρ€Π΅ΠΊΠ»ΡŽΡ‡Π°ΠΉΡ‚Π΅ΡΡŒ ΠΌΠ΅ΠΆΠ΄Ρƒ Π½ΠΈΠΌΠΈ Ρ‡Π΅Ρ€Π΅Π· ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€\n\n### Π”Π°Π½Π½Ρ‹Π΅ ΠΈ конфигурация\n\n1. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ Resources для Π΄Π°Π½Π½Ρ‹Ρ…**:\n ```gdscript\n # weapon_data.gd\n extends Resource\n class_name WeaponData\n\n @export var weapon_name: String\n @export var damage: int\n @export var fire_rate: float\n @export var bullet_scene: PackedScene\n ```\n\n Π‘ΠΎΠ·Π΄Π°ΠΉΡ‚Π΅ `.tres` Ρ„Π°ΠΉΠ»Ρ‹ Π² `assets/data/weapons/`:\n - `pistol.tres`\n - `shotgun.tres`\n - `rifle.tres`\n\n2. **ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΎΠ½Π½Ρ‹Π΅ Ρ„Π°ΠΉΠ»Ρ‹ для настроСк**:\n ```gdscript\n # Π‘ΠΎΡ…Ρ€Π°Π½Π΅Π½ΠΈΠ΅ настроСк\n var config = ConfigFile.new()\n config.set_value(\"graphics\", \"fullscreen\", true)\n config.set_value(\"audio\", \"master_volume\", 0.8)\n config.save(\"user://settings.cfg\")\n\n # Π—Π°Π³Ρ€ΡƒΠ·ΠΊΠ° настроСк\n var config = ConfigFile.new()\n config.load(\"user://settings.cfg\")\n var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n ```\n\n### ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок\n\n1. **ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡΠΉΡ‚Π΅ Π½Π° null**:\n ```gdscript\n func shoot() -> void:\n if bullet_scene == null:\n push_error(\"Bullet scene not set!\")\n return\n\n var bullet = bullet_scene.instantiate()\n # ...\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ assert для ΠΏΡ€ΠΎΠ²Π΅Ρ€ΠΊΠΈ условий**:\n ```gdscript\n func _ready() -> void:\n assert(max_speed > 0, \"Max speed must be positive!\")\n assert(sprite != null, \"Sprite node not found!\")\n ```\n\n### ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n\n1. **Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΡƒΠΉΡ‚Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹**:\n ```gdscript\n # Π”ΠΎΠ±Π°Π²ΡŒΡ‚Π΅ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ Π² Π³Ρ€ΡƒΠΏΠΏΡƒ\n add_to_group(\"enemies\")\n add_to_group(\"damageable\")\n\n # НайдитС всС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ Π³Ρ€ΡƒΠΏΠΏΡ‹\n var enemies = get_tree().get_nodes_in_group(\"enemies\")\n for enemy in enemies:\n enemy.take_damage(10)\n ```\n\n2. **Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ caching для частых ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ**:\n ```gdscript\n # ❌ ΠŸΠ»ΠΎΡ…ΠΎ - поиск ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ ΠΊΠ°Π΄Ρ€\n func _process(delta: float) -> void:\n var player = get_tree().get_first_node_in_group(\"player\")\n look_at(player.position)\n\n # βœ… Π₯ΠΎΡ€ΠΎΡˆΠΎ - ΠΊΠ΅ΡˆΠΈΡ€ΡƒΠ΅ΠΌ ссылку\n var _player: Node2D = null\n\n func _ready() -> void:\n _player = get_tree().get_first_node_in_group(\"player\")\n\n func _process(delta: float) -> void:\n if _player:\n look_at(_player.position)\n ```\n\n## РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ\n\n### ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ Π½Π΅ открываСтся\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: Godot Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ‚ ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚\n\n**РСшСния**:\n1. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅Ρ‚Π΅ Godot 4.3 ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ Ρ„Π°ΠΉΠ» `project.godot` сущСствуСт\n3. ΠŸΠΎΠΏΡ€ΠΎΠ±ΡƒΠΉΡ‚Π΅ ΡƒΠ΄Π°Π»ΠΈΡ‚ΡŒ ΠΏΠ°ΠΏΠΊΡƒ `.godot` ΠΈ ΠΏΠ΅Ρ€Π΅ΠΎΡ‚ΠΊΡ€Ρ‹Ρ‚ΡŒ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚\n4. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ ΠΏΡ€Π°Π²Π° доступа ΠΊ ΠΏΠ°ΠΏΠΊΠ΅ ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n\n### Коллизии Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠžΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹ проходят сквозь стСны\n\n**РСшСния**:\n1. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ Collision Layer ΠΈ Collision Mask\n2. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ Ρƒ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² Π΅ΡΡ‚ΡŒ CollisionShape2D\n3. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ Ρ„ΠΎΡ€ΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ пустая\n4. Для CharacterBody2D ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `move_and_slide()`\n\n### ΠŸΡƒΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡŽΡ‚ Π² мишСни\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠŸΡƒΠ»ΠΈ ΠΏΡ€ΠΎΠ»Π΅Ρ‚Π°ΡŽΡ‚ сквозь мишСни\n\n**РСшСния**:\n1. ΠŸΡƒΠ»Ρ (Area2D):\n - Collision Layer: 5 (projectiles)\n - Collision Mask: 6 (targets) + 4 (obstacles)\n2. МишСнь (Area2D):\n - Collision Layer: 6 (targets)\n - Collision Mask: 5 (projectiles)\n3. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ пуля ΠΈΠΌΠ΅Π΅Ρ‚ ΠΌΠ΅Ρ‚ΠΎΠ΄ `area_entered.connect()`\n4. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ мишСнь ΠΈΠΌΠ΅Π΅Ρ‚ ΠΌΠ΅Ρ‚ΠΎΠ΄ `on_hit()`\n\n### Низкая ΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: Π˜Π³Ρ€Π° Ρ‚ΠΎΡ€ΠΌΠΎΠ·ΠΈΡ‚\n\n**РСшСния**:\n1. ΠžΡ‚ΠΊΡ€ΠΎΠΉΡ‚Π΅ **Debug > Profiler** для Π°Π½Π°Π»ΠΈΠ·Π°\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ количСство Π°ΠΊΡ‚ΠΈΠ²Π½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ² (особСнно ΠΏΡƒΠ»ΡŒ)\n3. УдаляйтС ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Ρ‹, Π²Ρ‹ΡˆΠ΅Π΄ΡˆΠΈΠ΅ Π·Π° ΠΏΡ€Π΅Π΄Π΅Π»Ρ‹ экрана\n4. Π˜ΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠΉΡ‚Π΅ `queue_free()` вмСсто удалСния сразу\n5. ΠžΡ‚ΠΊΠ»ΡŽΡ‡ΠΈΡ‚Π΅ Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Π΅ процСссы с `set_process(false)`\n\n### Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ΠŸΠ΅Ρ€ΡΠΎΠ½Π°ΠΆ Π½Π΅ Ρ€Π΅Π°Π³ΠΈΡ€ΡƒΠ΅Ρ‚ Π½Π° клавиши\n\n**РСшСния**:\n1. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ **ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ > Настройки ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π° > Input Map**\n2. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ дСйствия ΠΏΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ Π½Π°Π·Π²Π°Π½Ρ‹ (`move_up`, `move_down` ΠΈ Ρ‚.Π΄.)\n3. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ скрипт ΠΏΡ€ΠΈΠΊΡ€Π΅ΠΏΠ»Π΅Π½ ΠΊ пСрсонаТу\n4. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ `_physics_process` вызываСтся\n5. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ ΠΈΠ³Ρ€Π° Π½Π΅ Π½Π° ΠΏΠ°ΡƒΠ·Π΅ (`get_tree().paused`)\n\n### Настройки управлСния Π½Π΅ ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ\n\n**ΠŸΡ€ΠΎΠ±Π»Π΅ΠΌΠ°**: ПослС пСрСзапуска настройки клавиш ΡΠ±Ρ€Π°ΡΡ‹Π²Π°ΡŽΡ‚ΡΡ\n\n**РСшСния**:\n1. Π£Π±Π΅Π΄ΠΈΡ‚Π΅ΡΡŒ, Ρ‡Ρ‚ΠΎ InputSettings Π² Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠ΅\n2. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅, Ρ‡Ρ‚ΠΎ ΠΏΡƒΡ‚ΡŒ `user://` доступСн для записи\n3. ΠšΠ»ΠΈΠΊΠ½ΠΈΡ‚Π΅ \"Apply\" ΠΏΠ΅Ρ€Π΅Π΄ Π²Ρ‹Ρ…ΠΎΠ΄ΠΎΠΌ ΠΈΠ· мСню управлСния\n4. ΠŸΡ€ΠΎΠ²Π΅Ρ€ΡŒΡ‚Π΅ консоль Π½Π° ошибки сохранСния\n\n## Π”ΠΎΠΏΠΎΠ»Π½ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ рСсурсы\n\n### ΠžΡ„ΠΈΡ†ΠΈΠ°Π»ΡŒΠ½Π°Ρ докумСнтация Godot\n- [Godot 4 Documentation](https://docs.godotengine.org/en/stable/)\n- [GDScript Reference](https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html)\n- [2D Movement](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html)\n\n### ΠžΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΠ΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹\n- [Godot Tutorials](https://docs.godotengine.org/en/stable/community/tutorials.html)\n- [GDQuest - Free Godot Tutorials](https://www.gdquest.com/)\n- [HeartBeast - Godot Tutorials (YouTube)](https://www.youtube.com/c/uheartbeast)\n\n### БообщСство\n- [Godot Forum](https://forum.godotengine.org/)\n- [Godot Discord](https://discord.gg/zH7NUgz)\n- [Reddit r/godot](https://www.reddit.com/r/godot/)\n\n## ЛицСнзия\n\nΠ‘ΠΌ. Ρ„Π°ΠΉΠ» [LICENSE](LICENSE) для получСния ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½Ρ„ΠΎΡ€ΠΌΠ°Ρ†ΠΈΠΈ.\n\n---\n\n**ВСрсия шаблона**: 1.0\n**Π‘ΠΎΠ²ΠΌΠ΅ΡΡ‚ΠΈΠΌΠΎΡΡ‚ΡŒ**: Godot 4.3+\n**ПослСднСС ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅**: 2026-01-11\n","structuredPatch":[],"originalFile":null}}
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"command": "gh pr edit 16 --repo Jhon-Crow/godot-topdown-template --title \"docs: Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…\" --body \"$(cat <<'EOF'\n## РСзюмС\n\nΠ­Ρ‚ΠΎΡ‚ PR добавляСт Π²ΡΠ΅ΠΎΠ±ΡŠΠ΅ΠΌΠ»ΡŽΡ‰ΡƒΡŽ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ Π½Π° русском языкС для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ… Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Ρ‡ΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‰ΠΈΡ… этот шаблон для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху Π² Godot.\n\n## Π§Ρ‚ΠΎ Π±Ρ‹Π»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½Π°Ρ докумСнтация Π½Π° русском языкС\n\nНовый Ρ„Π°ΠΉΠ» `README_RU.md` содСрТит ΠΏΠΎΠ»Π½ΠΎΠ΅ руководство ΠΏΠΎ Ρ€Π°Π±ΠΎΡ‚Π΅ с шаблоном, Π²ΠΊΠ»ΡŽΡ‡Π°ΡŽΡ‰Π΅Π΅:\n\n#### 1. Быстрый старт ΠΈ установка\n- Π”Π΅Ρ‚Π°Π»ΡŒΠ½Ρ‹Π΅ инструкции ΠΏΠΎ установкС Godot Engine\n- Π”Π²Π° способа получСния ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°: ΠΊΠ»ΠΎΠ½ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ Ρ‡Π΅Ρ€Π΅Π· Git ΠΈ Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ZIP\n- ПошаговоС руководство ΠΏΠΎ ΠΏΠ΅Ρ€Π²ΠΎΠΌΡƒ запуску\n- ОписаниС управлСния ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n\n#### 2. Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n- Полная схСма ΠΎΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ Ρ„Π°ΠΉΠ»ΠΎΠ²\n- НазначСниС ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡ€Π΅ΠΊΡ‚ΠΎΡ€ΠΈΠΈ\n- БоотвСтствиС ΠΌΠ΅ΠΆΠ΄Ρƒ сцСнами ΠΈ скриптами\n\n#### 3. ОписаниС всСх сцСн\n- **Main.tscn** - главная сцСна ΠΈ Ρ‚ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π°\n- **TestTier.tscn** - тСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ структурой\n- **Player.tscn** - пСрсонаТ ΠΈΠ³Ρ€ΠΎΠΊΠ° с систСмами двиТСния ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n- **Bullet.tscn** - снаряд с Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ столкновСний\n- **Target.tscn** - интСрактивная мишСнь\n- **PauseMenu.tscn** - мСню ΠΏΠ°ΡƒΠ·Ρ‹\n- **ControlsMenu.tscn** - систСма пСрСназначСния клавиш\n\n#### 4. Полная докумСнтация ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ² гСймплСя\nДля ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ элСмСнта описаны всС настраиваСмыС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹:\n\n**Player (Π˜Π³Ρ€ΠΎΠΊ)**:\n- `max_speed` - максимальная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ двиТСния\n- `acceleration` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ Ρ€Π°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ тормоТСния\n- `bullet_scene` - Ρ‚ΠΈΠΏ снаряда\n- `bullet_spawn_offset` - Ρ‚ΠΎΡ‡ΠΊΠ° появлСния ΠΏΡƒΠ»ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€ (Π°Ρ€ΠΊΠ°Π΄Π°, Ρ€Π΅Π°Π»ΠΈΠ·ΠΌ, быстрый экшСн)\n\n**Bullet (ΠŸΡƒΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ ΠΏΠΎΠ»Π΅Ρ‚Π°\n- `lifetime` - врСмя ΠΆΠΈΠ·Π½ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² снарядов (ΠΌΠ΅Π΄Π»Π΅Π½Π½Ρ‹Π΅, быстрыС, ΠΎΠ±Ρ‹Ρ‡Π½Ρ‹Π΅)\n\n**Target (МишСнь)**:\n- `hit_color` / `normal_color` - Ρ†Π²Π΅Ρ‚Π° состояний\n- `destroy_on_hit` - Ρ€Π΅ΠΆΠΈΠΌ уничтоТСния\n- `respawn_delay` - Π·Π°Π΄Π΅Ρ€ΠΆΠΊΠ° восстановлСния\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк (трСнировочная, Ρ€Π°Π·Ρ€ΡƒΡˆΠ°Π΅ΠΌΠ°Ρ, быстрая)\n\n**InputSettings (Настройки управлСния)**:\n- ДокумСнтация всСх ΠΌΠ΅Ρ‚ΠΎΠ΄ΠΎΠ² синглтона\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. БистСма управлСния\n- Π’Π°Π±Π»ΠΈΡ†Π° всСх дСйствий Π²Π²ΠΎΠ΄Π° (Input Actions)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ добавлСнию Π½ΠΎΠ²Ρ‹Ρ… дСйствий\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ добавлСния дСйствия \"Π±Π΅Π³\" (sprint)\n\n#### 6. ЀизичСскиС слои\n- ОписаниС всСх 6 настроСнных слоСв\n- ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠ΅ объяснСниС ΠΏΡ€ΠΈΠ½Ρ†ΠΈΠΏΠ° Ρ€Π°Π±ΠΎΡ‚Ρ‹ Collision Layer ΠΈ Collision Mask\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настройки для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡ†Π° взаимодСйствий ΠΌΠ΅ΠΆΠ΄Ρƒ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌΠΈ\n- Пошаговая инструкция ΠΏΠΎ созданию Π½ΠΎΠ²Ρ‹Ρ… ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Руководство ΠΏΠΎ Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΡŽ шаблона\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ уровня**:\n- Пошаговая инструкция с ΠΏΡ€ΠΈΠΌΠ΅Ρ€Π°ΠΌΠΈ\n- РСкомСндуСмая структура сцСны\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ скрипта уровня\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ пСрсонаТа (Π²Ρ€Π°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ сцСны ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ²\n- Настройка ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ скрипта с AI прСслСдования ΠΈΠ³Ρ€ΠΎΠΊΠ°\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ Ρ‚ΠΈΠΏΠ° снаряда**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡˆΠ°Ρ€Π° с Π²Π·Ρ€Ρ‹Π²ΠΎΠΌ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΊΠΎΠ΄ с ΠΎΠ±Π»Π°ΡΡ‚ΡŒΡŽ пораТСния\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ (Singleton)**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€Π° счСта (ScoreManager)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ рСгистрации Π² ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π΅\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования ΠΈΠ· Π΄Ρ€ΡƒΠ³ΠΈΡ… скриптов\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI элСмСнта**:\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ создания полоски Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с систСмой ΠΈΠ³Ρ€ΠΎΠΊΠ°\n- БвязываниС Ρ‡Π΅Ρ€Π΅Π· сигналы\n\n#### 8. Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\n\n**ИмСнованиС Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ИспользованиС snake_case\n- Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²ΠΊΠ° ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ ΠΈ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΈ\n- БоотвСтствиС ΠΈΠΌΠ΅Π½ сцСн ΠΈ скриптов\n\n**ΠžΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ использованиС @export\n- Π”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ с ## коммСнтариями\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡƒΠ΅ΠΌΡ‹ΠΉ порядок элСмСнтов Π² скриптС\n- ИспользованиС Ρ‚ΠΈΠΏΠΈΠ·Π°Ρ†ΠΈΠΈ\n\n**Π Π°Π±ΠΎΡ‚Π° со сцСнами**:\n- ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ структура\n- ИспользованиС инстансов\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- Когда ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ CharacterBody2D, Area2D, StaticBody2D\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½Π°Ρ настройка слоСв ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ**:\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ процСссами\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Object pooling\n\n#### 9. АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ отвСтствСнности**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ отвСтствСнности\n- ИспользованиС сигналов вмСсто прямых зависимостСй\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΎΠΊ\n\n**Π˜Π΅Ρ€Π°Ρ€Ρ…ΠΈΡ сцСн**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ†ΠΈΠΈ\n- ΠŸΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅ΠΌΡ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹\n\n**Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ состояниСм**:\n- ИспользованиС enum для состояний\n- ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΌΠ°ΡˆΠΈΠ½Ρ‹ состояний\n\n**Π”Π°Π½Π½Ρ‹Π΅ ΠΈ конфигурация**:\n- ИспользованиС Resource для Π΄Π°Π½Π½Ρ‹Ρ…\n- ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΎΠ½Π½Ρ‹Π΅ Ρ„Π°ΠΉΠ»Ρ‹\n\n**ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок**:\n- ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠΈ Π½Π° null\n- ИспользованиС assert\n\n**ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ**:\n- Π“Ρ€ΡƒΠΏΠΏΡ‹ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- ΠšΠ΅ΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ частых ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ\n\n#### 10. РСшСниС Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ\n- ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ Π½Π΅ открываСтся\n- Коллизии Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n- ΠŸΡƒΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡŽΡ‚ Π² мишСни\n- Низкая ΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚\n- Настройки Π½Π΅ ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ\n\n#### 11. 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[2026-01-11T19:09:29.111Z] [INFO] {
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"content": "title:\tdocs: Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…\nstate:\tOPEN\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t16\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-template/pull/16\nadditions:\t1275\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## РСзюмС\n\nΠ­Ρ‚ΠΎΡ‚ PR добавляСт Π²ΡΠ΅ΠΎΠ±ΡŠΠ΅ΠΌΠ»ΡŽΡ‰ΡƒΡŽ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ Π½Π° русском языкС для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ… Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Ρ‡ΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‰ΠΈΡ… этот шаблон для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху Π² Godot.\n\n## Π§Ρ‚ΠΎ Π±Ρ‹Π»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½Π°Ρ докумСнтация Π½Π° русском языкС\n\nНовый Ρ„Π°ΠΉΠ» `README_RU.md` содСрТит ΠΏΠΎΠ»Π½ΠΎΠ΅ руководство ΠΏΠΎ Ρ€Π°Π±ΠΎΡ‚Π΅ с шаблоном, Π²ΠΊΠ»ΡŽΡ‡Π°ΡŽΡ‰Π΅Π΅:\n\n#### 1. Быстрый старт ΠΈ установка\n- Π”Π΅Ρ‚Π°Π»ΡŒΠ½Ρ‹Π΅ инструкции ΠΏΠΎ установкС Godot Engine\n- Π”Π²Π° способа получСния ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°: ΠΊΠ»ΠΎΠ½ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ Ρ‡Π΅Ρ€Π΅Π· Git ΠΈ Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ZIP\n- ПошаговоС руководство ΠΏΠΎ ΠΏΠ΅Ρ€Π²ΠΎΠΌΡƒ запуску\n- ОписаниС управлСния ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n\n#### 2. Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n- Полная схСма ΠΎΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ Ρ„Π°ΠΉΠ»ΠΎΠ²\n- НазначСниС ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡ€Π΅ΠΊΡ‚ΠΎΡ€ΠΈΠΈ\n- БоотвСтствиС ΠΌΠ΅ΠΆΠ΄Ρƒ сцСнами ΠΈ скриптами\n\n#### 3. ОписаниС всСх сцСн\n- **Main.tscn** - главная сцСна ΠΈ Ρ‚ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π°\n- **TestTier.tscn** - тСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ структурой\n- **Player.tscn** - пСрсонаТ ΠΈΠ³Ρ€ΠΎΠΊΠ° с систСмами двиТСния ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n- **Bullet.tscn** - снаряд с Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ столкновСний\n- **Target.tscn** - интСрактивная мишСнь\n- **PauseMenu.tscn** - мСню ΠΏΠ°ΡƒΠ·Ρ‹\n- **ControlsMenu.tscn** - систСма пСрСназначСния клавиш\n\n#### 4. Полная докумСнтация ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ² гСймплСя\nДля ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ элСмСнта описаны всС настраиваСмыС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹:\n\n**Player (Π˜Π³Ρ€ΠΎΠΊ)**:\n- `max_speed` - максимальная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ двиТСния\n- `acceleration` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ Ρ€Π°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ тормоТСния\n- `bullet_scene` - Ρ‚ΠΈΠΏ снаряда\n- `bullet_spawn_offset` - Ρ‚ΠΎΡ‡ΠΊΠ° появлСния ΠΏΡƒΠ»ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€ (Π°Ρ€ΠΊΠ°Π΄Π°, Ρ€Π΅Π°Π»ΠΈΠ·ΠΌ, быстрый экшСн)\n\n**Bullet (ΠŸΡƒΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ ΠΏΠΎΠ»Π΅Ρ‚Π°\n- `lifetime` - врСмя ΠΆΠΈΠ·Π½ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² снарядов (ΠΌΠ΅Π΄Π»Π΅Π½Π½Ρ‹Π΅, быстрыС, ΠΎΠ±Ρ‹Ρ‡Π½Ρ‹Π΅)\n\n**Target (МишСнь)**:\n- `hit_color` / `normal_color` - Ρ†Π²Π΅Ρ‚Π° состояний\n- `destroy_on_hit` - Ρ€Π΅ΠΆΠΈΠΌ уничтоТСния\n- `respawn_delay` - Π·Π°Π΄Π΅Ρ€ΠΆΠΊΠ° восстановлСния\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк (трСнировочная, Ρ€Π°Π·Ρ€ΡƒΡˆΠ°Π΅ΠΌΠ°Ρ, быстрая)\n\n**InputSettings (Настройки управлСния)**:\n- ДокумСнтация всСх ΠΌΠ΅Ρ‚ΠΎΠ΄ΠΎΠ² синглтона\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. БистСма управлСния\n- Π’Π°Π±Π»ΠΈΡ†Π° всСх дСйствий Π²Π²ΠΎΠ΄Π° (Input Actions)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ добавлСнию Π½ΠΎΠ²Ρ‹Ρ… дСйствий\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ добавлСния дСйствия \"Π±Π΅Π³\" (sprint)\n\n#### 6. ЀизичСскиС слои\n- ОписаниС всСх 6 настроСнных слоСв\n- ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠ΅ объяснСниС ΠΏΡ€ΠΈΠ½Ρ†ΠΈΠΏΠ° Ρ€Π°Π±ΠΎΡ‚Ρ‹ Collision Layer ΠΈ Collision Mask\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настройки для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡ†Π° взаимодСйствий ΠΌΠ΅ΠΆΠ΄Ρƒ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌΠΈ\n- Пошаговая инструкция ΠΏΠΎ созданию Π½ΠΎΠ²Ρ‹Ρ… ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Руководство ΠΏΠΎ Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΡŽ шаблона\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ уровня**:\n- Пошаговая инструкция с ΠΏΡ€ΠΈΠΌΠ΅Ρ€Π°ΠΌΠΈ\n- РСкомСндуСмая структура сцСны\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ скрипта уровня\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ пСрсонаТа (Π²Ρ€Π°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ сцСны ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ²\n- Настройка ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ скрипта с AI прСслСдования ΠΈΠ³Ρ€ΠΎΠΊΠ°\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ Ρ‚ΠΈΠΏΠ° снаряда**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡˆΠ°Ρ€Π° с Π²Π·Ρ€Ρ‹Π²ΠΎΠΌ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΊΠΎΠ΄ с ΠΎΠ±Π»Π°ΡΡ‚ΡŒΡŽ пораТСния\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ (Singleton)**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€Π° счСта (ScoreManager)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ рСгистрации Π² ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π΅\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования ΠΈΠ· Π΄Ρ€ΡƒΠ³ΠΈΡ… скриптов\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI элСмСнта**:\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ создания полоски Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с систСмой ΠΈΠ³Ρ€ΠΎΠΊΠ°\n- БвязываниС Ρ‡Π΅Ρ€Π΅Π· сигналы\n\n#### 8. Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\n\n**ИмСнованиС Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ИспользованиС snake_case\n- Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²ΠΊΠ° ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ ΠΈ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΈ\n- БоотвСтствиС ΠΈΠΌΠ΅Π½ сцСн ΠΈ скриптов\n\n**ΠžΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ использованиС @export\n- Π”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ с ## коммСнтариями\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡƒΠ΅ΠΌΡ‹ΠΉ порядок элСмСнтов Π² скриптС\n- ИспользованиС Ρ‚ΠΈΠΏΠΈΠ·Π°Ρ†ΠΈΠΈ\n\n**Π Π°Π±ΠΎΡ‚Π° со сцСнами**:\n- ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ структура\n- ИспользованиС инстансов\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- Когда ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ CharacterBody2D, Area2D, StaticBody2D\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½Π°Ρ настройка слоСв ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ**:\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ процСссами\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Object pooling\n\n#### 9. АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ отвСтствСнности**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ отвСтствСнности\n- ИспользованиС сигналов вмСсто прямых зависимостСй\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΎΠΊ\n\n**Π˜Π΅Ρ€Π°Ρ€Ρ…ΠΈΡ сцСн**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ†ΠΈΠΈ\n- ΠŸΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅ΠΌΡ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹\n\n**Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ состояниСм**:\n- ИспользованиС enum для состояний\n- ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΌΠ°ΡˆΠΈΠ½Ρ‹ состояний\n\n**Π”Π°Π½Π½Ρ‹Π΅ ΠΈ конфигурация**:\n- ИспользованиС Resource для Π΄Π°Π½Π½Ρ‹Ρ…\n- ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΎΠ½Π½Ρ‹Π΅ Ρ„Π°ΠΉΠ»Ρ‹\n\n**ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок**:\n- ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠΈ Π½Π° null\n- ИспользованиС assert\n\n**ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ**:\n- Π“Ρ€ΡƒΠΏΠΏΡ‹ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- ΠšΠ΅ΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ частых ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ\n\n#### 10. РСшСниС Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ\n- ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ Π½Π΅ открываСтся\n- Коллизии Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n- ΠŸΡƒΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡŽΡ‚ Π² мишСни\n- Низкая ΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚\n- Настройки Π½Π΅ ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ\n\n#### 11. Π”ΠΎΠΏΠΎΠ»Π½ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ рСсурсы\n- Бсылки Π½Π° ΠΎΡ„ΠΈΡ†ΠΈΠ°Π»ΡŒΠ½ΡƒΡŽ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ Godot\n- ΠžΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΠ΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹\n- БообщСства ΠΈ Ρ„ΠΎΡ€ΡƒΠΌΡ‹\n\n## ΠžΡΠΎΠ±Π΅Π½Π½ΠΎΡΡ‚ΠΈ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΠΈ\n\n- **ΠŸΠΎΠ»Π½ΠΎΡΡ‚ΡŒΡŽ Π½Π° русском языкС** - идСально для русскоязычных Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…\n- **Максимально подробная** - ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ шаг расписан пошагово\n- **ΠŸΡ€Π°ΠΊΡ‚ΠΈΡ‡Π΅ΡΠΊΠΈΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹** - вСсь ΠΊΠΎΠ΄ с коммСнтариями ΠΈ объяснСниями\n- **Π’Π°Π±Π»ΠΈΡ†Ρ‹ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²** - наглядноС прСдставлСниС всСх настроСк\n- **ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€** - Π³ΠΎΡ‚ΠΎΠ²Ρ‹Π΅ Π½Π°Π±ΠΎΡ€Ρ‹ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²\n- **РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ** - ΠΎΡ‚Π²Π΅Ρ‚Ρ‹ Π½Π° Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Π΅ вопросы Π½ΠΎΠ²ΠΈΡ‡ΠΊΠΎΠ²\n\n## План тСстирования\n\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎΡΡ‚ΡŒ всСх ссылок Π½Π° Ρ„Π°ΠΉΠ»Ρ‹\n- [x] Π£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ всС ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ ΠΊΠΎΠ΄Π° синтаксичСски Π²Π΅Ρ€Π½Ρ‹\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ соотвСтствиС описанных ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ² Ρ€Π΅Π°Π»ΡŒΠ½ΠΎΠΌΡƒ ΠΊΠΎΠ΄Ρƒ\n- [x] Π£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ всС ΠΏΠΎΡˆΠ°Π³ΠΎΠ²Ρ‹Π΅ инструкции Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎΡΡ‚ΡŒ форматирования Markdown\n\n## Π Π°Π·ΠΌΠ΅Ρ€ ΠΈ ΠΎΡ…Π²Π°Ρ‚\n\n- **1268 строк** ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΠΈ\n- ΠžΡ…Π²Π°Ρ‚Ρ‹Π²Π°Π΅Ρ‚ **всС аспСкты** Ρ€Π°Π±ΠΎΡ‚Ρ‹ с шаблоном\n- **10+ ΠΏΠΎΠ»Π½Ρ‹Ρ… ΠΏΡ€ΠΈΠΌΠ΅Ρ€ΠΎΠ² ΠΊΠΎΠ΄Π°** для Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΡ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»Π°\n- **30+ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²** с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹ΠΌΠΈ описаниями\n- **6 Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ** с Ρ€Π΅ΡˆΠ΅Π½ΠΈΡΠΌΠΈ\n\nFixes #6\n\n---\n*Π‘ΠΎΠ·Π΄Π°Π½ΠΎ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ [Claude Code](https://claude.com/claude-code)*",
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"stdout": "title:\tdocs: Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…\nstate:\tOPEN\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t16\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-template/pull/16\nadditions:\t1275\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## РСзюмС\n\nΠ­Ρ‚ΠΎΡ‚ PR добавляСт Π²ΡΠ΅ΠΎΠ±ΡŠΠ΅ΠΌΠ»ΡŽΡ‰ΡƒΡŽ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ Π½Π° русском языкС для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ… Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚Ρ‡ΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΡŽΡ‰ΠΈΡ… этот шаблон для создания ΠΈΠ³Ρ€ с Π²ΠΈΠ΄ΠΎΠΌ свСрху Π² Godot.\n\n## Π§Ρ‚ΠΎ Π±Ρ‹Π»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½Π°Ρ докумСнтация Π½Π° русском языкС\n\nНовый Ρ„Π°ΠΉΠ» `README_RU.md` содСрТит ΠΏΠΎΠ»Π½ΠΎΠ΅ руководство ΠΏΠΎ Ρ€Π°Π±ΠΎΡ‚Π΅ с шаблоном, Π²ΠΊΠ»ΡŽΡ‡Π°ΡŽΡ‰Π΅Π΅:\n\n#### 1. Быстрый старт ΠΈ установка\n- Π”Π΅Ρ‚Π°Π»ΡŒΠ½Ρ‹Π΅ инструкции ΠΏΠΎ установкС Godot Engine\n- Π”Π²Π° способа получСния ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°: ΠΊΠ»ΠΎΠ½ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ Ρ‡Π΅Ρ€Π΅Π· Git ΠΈ Π·Π°Π³Ρ€ΡƒΠ·ΠΊΠ° ZIP\n- ПошаговоС руководство ΠΏΠΎ ΠΏΠ΅Ρ€Π²ΠΎΠΌΡƒ запуску\n- ОписаниС управлСния ΠΏΠΎ ΡƒΠΌΠΎΠ»Ρ‡Π°Π½ΠΈΡŽ\n\n#### 2. Π‘Ρ‚Ρ€ΡƒΠΊΡ‚ΡƒΡ€Π° ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π°\n- Полная схСма ΠΎΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ Ρ„Π°ΠΉΠ»ΠΎΠ²\n- НазначСниС ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡ€Π΅ΠΊΡ‚ΠΎΡ€ΠΈΠΈ\n- БоотвСтствиС ΠΌΠ΅ΠΆΠ΄Ρƒ сцСнами ΠΈ скриптами\n\n#### 3. ОписаниС всСх сцСн\n- **Main.tscn** - главная сцСна ΠΈ Ρ‚ΠΎΡ‡ΠΊΠ° Π²Ρ…ΠΎΠ΄Π°\n- **TestTier.tscn** - тСстовый ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ структурой\n- **Player.tscn** - пСрсонаТ ΠΈΠ³Ρ€ΠΎΠΊΠ° с систСмами двиТСния ΠΈ ΡΡ‚Ρ€Π΅Π»ΡŒΠ±Ρ‹\n- **Bullet.tscn** - снаряд с Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ столкновСний\n- **Target.tscn** - интСрактивная мишСнь\n- **PauseMenu.tscn** - мСню ΠΏΠ°ΡƒΠ·Ρ‹\n- **ControlsMenu.tscn** - систСма пСрСназначСния клавиш\n\n#### 4. Полная докумСнтация ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ² гСймплСя\nДля ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³Ρ€ΠΎΠ²ΠΎΠ³ΠΎ элСмСнта описаны всС настраиваСмыС ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€Ρ‹:\n\n**Player (Π˜Π³Ρ€ΠΎΠΊ)**:\n- `max_speed` - максимальная ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ двиТСния\n- `acceleration` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ Ρ€Π°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ тормоТСния\n- `bullet_scene` - Ρ‚ΠΈΠΏ снаряда\n- `bullet_spawn_offset` - Ρ‚ΠΎΡ‡ΠΊΠ° появлСния ΠΏΡƒΠ»ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€ (Π°Ρ€ΠΊΠ°Π΄Π°, Ρ€Π΅Π°Π»ΠΈΠ·ΠΌ, быстрый экшСн)\n\n**Bullet (ΠŸΡƒΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡ€ΠΎΡΡ‚ΡŒ ΠΏΠΎΠ»Π΅Ρ‚Π°\n- `lifetime` - врСмя ΠΆΠΈΠ·Π½ΠΈ\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² снарядов (ΠΌΠ΅Π΄Π»Π΅Π½Π½Ρ‹Π΅, быстрыС, ΠΎΠ±Ρ‹Ρ‡Π½Ρ‹Π΅)\n\n**Target (МишСнь)**:\n- `hit_color` / `normal_color` - Ρ†Π²Π΅Ρ‚Π° состояний\n- `destroy_on_hit` - Ρ€Π΅ΠΆΠΈΠΌ уничтоТСния\n- `respawn_delay` - Π·Π°Π΄Π΅Ρ€ΠΆΠΊΠ° восстановлСния\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настроСк (трСнировочная, Ρ€Π°Π·Ρ€ΡƒΡˆΠ°Π΅ΠΌΠ°Ρ, быстрая)\n\n**InputSettings (Настройки управлСния)**:\n- ДокумСнтация всСх ΠΌΠ΅Ρ‚ΠΎΠ΄ΠΎΠ² синглтона\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. БистСма управлСния\n- Π’Π°Π±Π»ΠΈΡ†Π° всСх дСйствий Π²Π²ΠΎΠ΄Π° (Input Actions)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ добавлСнию Π½ΠΎΠ²Ρ‹Ρ… дСйствий\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ добавлСния дСйствия \"Π±Π΅Π³\" (sprint)\n\n#### 6. ЀизичСскиС слои\n- ОписаниС всСх 6 настроСнных слоСв\n- ΠŸΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠ΅ объяснСниС ΠΏΡ€ΠΈΠ½Ρ†ΠΈΠΏΠ° Ρ€Π°Π±ΠΎΡ‚Ρ‹ Collision Layer ΠΈ Collision Mask\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ настройки для Ρ€Π°Π·Π½Ρ‹Ρ… Ρ‚ΠΈΠΏΠΎΠ² ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡ†Π° взаимодСйствий ΠΌΠ΅ΠΆΠ΄Ρƒ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚Π°ΠΌΠΈ\n- Пошаговая инструкция ΠΏΠΎ созданию Π½ΠΎΠ²Ρ‹Ρ… ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Руководство ΠΏΠΎ Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΡŽ шаблона\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ уровня**:\n- Пошаговая инструкция с ΠΏΡ€ΠΈΠΌΠ΅Ρ€Π°ΠΌΠΈ\n- РСкомСндуСмая структура сцСны\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ скрипта уровня\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ пСрсонаТа (Π²Ρ€Π°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ сцСны ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚ΠΎΠ²\n- Настройка ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ скрипта с AI прСслСдования ΠΈΠ³Ρ€ΠΎΠΊΠ°\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ Ρ‚ΠΈΠΏΠ° снаряда**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡˆΠ°Ρ€Π° с Π²Π·Ρ€Ρ‹Π²ΠΎΠΌ\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΊΠΎΠ΄ с ΠΎΠ±Π»Π°ΡΡ‚ΡŒΡŽ пораТСния\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΊΠΈ (Singleton)**:\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€ создания ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ€Π° счСта (ScoreManager)\n- Π˜Π½ΡΡ‚Ρ€ΡƒΠΊΡ†ΠΈΠΈ ΠΏΠΎ рСгистрации Π² ΠΏΡ€ΠΎΠ΅ΠΊΡ‚Π΅\n- ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ использования ΠΈΠ· Π΄Ρ€ΡƒΠ³ΠΈΡ… скриптов\n\n**Π”ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI элСмСнта**:\n- ΠŸΠΎΠ»Π½Ρ‹ΠΉ ΠΏΡ€ΠΈΠΌΠ΅Ρ€ создания полоски Π·Π΄ΠΎΡ€ΠΎΠ²ΡŒΡ\n- Π˜Π½Ρ‚Π΅Π³Ρ€Π°Ρ†ΠΈΡ с систСмой ΠΈΠ³Ρ€ΠΎΠΊΠ°\n- БвязываниС Ρ‡Π΅Ρ€Π΅Π· сигналы\n\n#### 8. Π›ΡƒΡ‡ΡˆΠΈΠ΅ ΠΏΡ€Π°ΠΊΡ‚ΠΈΠΊΠΈ Ρ€Π°Π·Ρ€Π°Π±ΠΎΡ‚ΠΊΠΈ\n\n**ИмСнованиС Ρ„Π°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ИспользованиС snake_case\n- Π“Ρ€ΡƒΠΏΠΏΠΈΡ€ΠΎΠ²ΠΊΠ° ΠΏΠΎ Ρ‚ΠΈΠΏΡƒ ΠΈ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΈ\n- БоотвСтствиС ΠΈΠΌΠ΅Π½ сцСн ΠΈ скриптов\n\n**ΠžΡ€Π³Π°Π½ΠΈΠ·Π°Ρ†ΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ использованиС @export\n- Π”ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚ΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ с ## коммСнтариями\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡƒΠ΅ΠΌΡ‹ΠΉ порядок элСмСнтов Π² скриптС\n- ИспользованиС Ρ‚ΠΈΠΏΠΈΠ·Π°Ρ†ΠΈΠΈ\n\n**Π Π°Π±ΠΎΡ‚Π° со сцСнами**:\n- ΠœΠΎΠ΄ΡƒΠ»ΡŒΠ½Π°Ρ структура\n- ИспользованиС инстансов\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- Когда ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΠΎΠ²Π°Ρ‚ΡŒ CharacterBody2D, Area2D, StaticBody2D\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½Π°Ρ настройка слоСв ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠžΠΏΡ‚ΠΈΠΌΠΈΠ·Π°Ρ†ΠΈΡ**:\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ процСссами\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡƒΠΆΠ½Ρ‹Ρ… ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- Object pooling\n\n#### 9. АрхитСктурныС ΠΏΡ€Π°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ отвСтствСнности**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ отвСтствСнности\n- ИспользованиС сигналов вмСсто прямых зависимостСй\n- ΠŸΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²Ρ‚ΠΎΠ·Π°Π³Ρ€ΡƒΠ·ΠΎΠΊ\n\n**Π˜Π΅Ρ€Π°Ρ€Ρ…ΠΈΡ сцСн**:\n- ΠŸΡ€ΠΈΠ½Ρ†ΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡ†ΠΈΠΈ\n- ΠŸΠ΅Ρ€Π΅ΠΈΡΠΏΠΎΠ»ΡŒΠ·ΡƒΠ΅ΠΌΡ‹Π΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ‚Ρ‹\n\n**Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ состояниСм**:\n- ИспользованиС enum для состояний\n- ΠŸΠ°Ρ‚Ρ‚Π΅Ρ€Π½ ΠΌΠ°ΡˆΠΈΠ½Ρ‹ состояний\n\n**Π”Π°Π½Π½Ρ‹Π΅ ΠΈ конфигурация**:\n- ИспользованиС Resource для Π΄Π°Π½Π½Ρ‹Ρ…\n- ΠšΠΎΠ½Ρ„ΠΈΠ³ΡƒΡ€Π°Ρ†ΠΈΠΎΠ½Π½Ρ‹Π΅ Ρ„Π°ΠΉΠ»Ρ‹\n\n**ΠžΠ±Ρ€Π°Π±ΠΎΡ‚ΠΊΠ° ошибок**:\n- ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΊΠΈ Π½Π° null\n- ИспользованиС assert\n\n**ΠŸΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ**:\n- Π“Ρ€ΡƒΠΏΠΏΡ‹ ΠΎΠ±ΡŠΠ΅ΠΊΡ‚ΠΎΠ²\n- ΠšΠ΅ΡˆΠΈΡ€ΠΎΠ²Π°Π½ΠΈΠ΅ частых ΠΎΠΏΠ΅Ρ€Π°Ρ†ΠΈΠΉ\n\n#### 10. РСшСниС Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ\n- ΠŸΡ€ΠΎΠ΅ΠΊΡ‚ Π½Π΅ открываСтся\n- Коллизии Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n- ΠŸΡƒΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡŽΡ‚ Π² мишСни\n- Низкая ΠΏΡ€ΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ‚Π΅Π»ΡŒΠ½ΠΎΡΡ‚ΡŒ\n- Π£ΠΏΡ€Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ Ρ€Π°Π±ΠΎΡ‚Π°Π΅Ρ‚\n- Настройки Π½Π΅ ΡΠΎΡ…Ρ€Π°Π½ΡΡŽΡ‚ΡΡ\n\n#### 11. Π”ΠΎΠΏΠΎΠ»Π½ΠΈΡ‚Π΅Π»ΡŒΠ½Ρ‹Π΅ рСсурсы\n- Бсылки Π½Π° ΠΎΡ„ΠΈΡ†ΠΈΠ°Π»ΡŒΠ½ΡƒΡŽ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΡŽ Godot\n- ΠžΠ±ΡƒΡ‡Π°ΡŽΡ‰ΠΈΠ΅ ΠΌΠ°Ρ‚Π΅Ρ€ΠΈΠ°Π»Ρ‹\n- БообщСства ΠΈ Ρ„ΠΎΡ€ΡƒΠΌΡ‹\n\n## ΠžΡΠΎΠ±Π΅Π½Π½ΠΎΡΡ‚ΠΈ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΠΈ\n\n- **ΠŸΠΎΠ»Π½ΠΎΡΡ‚ΡŒΡŽ Π½Π° русском языкС** - идСально для русскоязычных Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…\n- **Максимально подробная** - ΠΊΠ°ΠΆΠ΄Ρ‹ΠΉ шаг расписан пошагово\n- **ΠŸΡ€Π°ΠΊΡ‚ΠΈΡ‡Π΅ΡΠΊΠΈΠ΅ ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹** - вСсь ΠΊΠΎΠ΄ с коммСнтариями ΠΈ объяснСниями\n- **Π’Π°Π±Π»ΠΈΡ†Ρ‹ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²** - наглядноС прСдставлСниС всСх настроСк\n- **ΠŸΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ для Ρ€Π°Π·Π½Ρ‹Ρ… стилСй ΠΈΠ³Ρ€** - Π³ΠΎΡ‚ΠΎΠ²Ρ‹Π΅ Π½Π°Π±ΠΎΡ€Ρ‹ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²\n- **РСшСниС ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ** - ΠΎΡ‚Π²Π΅Ρ‚Ρ‹ Π½Π° Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Π΅ вопросы Π½ΠΎΠ²ΠΈΡ‡ΠΊΠΎΠ²\n\n## План тСстирования\n\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎΡΡ‚ΡŒ всСх ссылок Π½Π° Ρ„Π°ΠΉΠ»Ρ‹\n- [x] Π£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ всС ΠΏΡ€ΠΈΠΌΠ΅Ρ€Ρ‹ ΠΊΠΎΠ΄Π° синтаксичСски Π²Π΅Ρ€Π½Ρ‹\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ соотвСтствиС описанных ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ² Ρ€Π΅Π°Π»ΡŒΠ½ΠΎΠΌΡƒ ΠΊΠΎΠ΄Ρƒ\n- [x] Π£Π±Π΅Π΄ΠΈΡ‚ΡŒΡΡ, Ρ‡Ρ‚ΠΎ всС ΠΏΠΎΡˆΠ°Π³ΠΎΠ²Ρ‹Π΅ инструкции Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‚\n- [x] ΠŸΡ€ΠΎΠ²Π΅Ρ€ΠΈΡ‚ΡŒ ΠΊΠΎΡ€Ρ€Π΅ΠΊΡ‚Π½ΠΎΡΡ‚ΡŒ форматирования Markdown\n\n## Π Π°Π·ΠΌΠ΅Ρ€ ΠΈ ΠΎΡ…Π²Π°Ρ‚\n\n- **1268 строк** ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½ΠΎΠΉ Π΄ΠΎΠΊΡƒΠΌΠ΅Π½Ρ‚Π°Ρ†ΠΈΠΈ\n- ΠžΡ…Π²Π°Ρ‚Ρ‹Π²Π°Π΅Ρ‚ **всС аспСкты** Ρ€Π°Π±ΠΎΡ‚Ρ‹ с шаблоном\n- **10+ ΠΏΠΎΠ»Π½Ρ‹Ρ… ΠΏΡ€ΠΈΠΌΠ΅Ρ€ΠΎΠ² ΠΊΠΎΠ΄Π°** для Ρ€Π°ΡΡˆΠΈΡ€Π΅Π½ΠΈΡ Ρ„ΡƒΠ½ΠΊΡ†ΠΈΠΎΠ½Π°Π»Π°\n- **30+ ΠΏΠ°Ρ€Π°ΠΌΠ΅Ρ‚Ρ€ΠΎΠ²** с ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹ΠΌΠΈ описаниями\n- **6 Ρ‚ΠΈΠΏΠΈΡ‡Π½Ρ‹Ρ… ΠΏΡ€ΠΎΠ±Π»Π΅ΠΌ** с Ρ€Π΅ΡˆΠ΅Π½ΠΈΡΠΌΠΈ\n\nFixes #6\n\n---\n*Π‘ΠΎΠ·Π΄Π°Π½ΠΎ с ΠΏΠΎΠΌΠΎΡ‰ΡŒΡŽ [Claude Code](https://claude.com/claude-code)*",
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[2026-01-11T19:09:48.044Z] [INFO] {
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"text": "Excellent! The implementation is complete. Let me summarize what has been accomplished:\n\n## Summary\n\nI have successfully completed issue #6 by creating comprehensive Russian documentation for beginners. Here's what was delivered:\n\n### What was created:\n\n**README_RU.md** - A comprehensive 1,268-line Russian documentation file that includes:\n\n1. **Quick Start Guide** - Detailed installation instructions with two methods (Git clone and ZIP download), step-by-step setup, and first launch instructions\n\n2. **Project Structure** - Complete directory tree with explanations of every folder and file\n\n3. **Scene Documentation** - Detailed descriptions of all 7 scenes (Main, TestTier, Player, Bullet, Target, PauseMenu, ControlsMenu) with their components and purposes\n\n4. **Gameplay Parameters** - Complete documentation of all configurable parameters:\n - Player: 5 parameters (max_speed, acceleration, friction, bullet_scene, bullet_spawn_offset) with example presets for different game styles\n - Bullet: 2 parameters (speed, lifetime) with examples\n - Target: 4 parameters (hit_color, normal_color, destroy_on_hit, respawn_delay) with use cases\n - InputSettings: Full API documentation with code examples\n\n5. **Input System** - Complete input action table and step-by-step guide to adding new actions (with sprint example)\n\n6. **Physics Layers** - Detailed explanation of all 6 collision layers, how Layer/Mask system works, interaction table, and examples\n\n7. **Extension Guides** - 5 complete step-by-step tutorials with full code examples:\n - Adding new levels\n - Creating enemies with AI\n - Creating new projectile types (fireball with explosion)\n - Adding autoloads/singletons (ScoreManager example)\n - Creating UI elements (health bar example)\n\n8. **Best Practices** - Comprehensive guidelines covering:\n - File/folder naming conventions\n - Code organization\n - Scene structure\n - Physics and collisions\n - Optimization techniques\n\n9. **Architectural Rules** - Professional development patterns:\n - Separation of concerns\n - Signal-based communication\n - Scene hierarchy\n - State management\n - Error handling\n - Performance optimization\n\n10. **Troubleshooting** - Solutions to 6 common problems beginners face\n\n11. **Additional Resources** - Links to official documentation, tutorials, and communities\n\n### Pull Request Status:\n- **PR #16**: https://github.com/Jhon-Crow/godot-topdown-template/pull/16\n- **Status**: Ready for review\n- **Changes**: +1,275 additions, 0 deletions\n- **Files changed**: 1 file (README_RU.md)\n\nAll changes have been committed and pushed to branch `issue-6-281fb933b3b7`, and the PR is marked as ready for review!"
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[2026-01-11T19:09:48.055Z] [INFO] {
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"result": "Excellent! The implementation is complete. Let me summarize what has been accomplished:\n\n## Summary\n\nI have successfully completed issue #6 by creating comprehensive Russian documentation for beginners. Here's what was delivered:\n\n### What was created:\n\n**README_RU.md** - A comprehensive 1,268-line Russian documentation file that includes:\n\n1. **Quick Start Guide** - Detailed installation instructions with two methods (Git clone and ZIP download), step-by-step setup, and first launch instructions\n\n2. **Project Structure** - Complete directory tree with explanations of every folder and file\n\n3. **Scene Documentation** - Detailed descriptions of all 7 scenes (Main, TestTier, Player, Bullet, Target, PauseMenu, ControlsMenu) with their components and purposes\n\n4. **Gameplay Parameters** - Complete documentation of all configurable parameters:\n - Player: 5 parameters (max_speed, acceleration, friction, bullet_scene, bullet_spawn_offset) with example presets for different game styles\n - Bullet: 2 parameters (speed, lifetime) with examples\n - Target: 4 parameters (hit_color, normal_color, destroy_on_hit, respawn_delay) with use cases\n - InputSettings: Full API documentation with code examples\n\n5. **Input System** - Complete input action table and step-by-step guide to adding new actions (with sprint example)\n\n6. **Physics Layers** - Detailed explanation of all 6 collision layers, how Layer/Mask system works, interaction table, and examples\n\n7. **Extension Guides** - 5 complete step-by-step tutorials with full code examples:\n - Adding new levels\n - Creating enemies with AI\n - Creating new projectile types (fireball with explosion)\n - Adding autoloads/singletons (ScoreManager example)\n - Creating UI elements (health bar example)\n\n8. **Best Practices** - Comprehensive guidelines covering:\n - File/folder naming conventions\n - Code organization\n - Scene structure\n - Physics and collisions\n - Optimization techniques\n\n9. **Architectural Rules** - Professional development patterns:\n - Separation of concerns\n - Signal-based communication\n - Scene hierarchy\n - State management\n - Error handling\n - Performance optimization\n\n10. **Troubleshooting** - Solutions to 6 common problems beginners face\n\n11. **Additional Resources** - Links to official documentation, tutorials, and communities\n\n### Pull Request Status:\n- **PR #16**: https://github.com/Jhon-Crow/godot-topdown-template/pull/16\n- **Status**: Ready for review\n- **Changes**: +1,275 additions, 0 deletions\n- **Files changed**: 1 file (README_RU.md)\n\nAll changes have been committed and pushed to branch `issue-6-281fb933b3b7`, and the PR is marked as ready for review!",
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[2026-01-11T19:09:48.061Z] [INFO] πŸ’° Anthropic official cost captured: $0.902819
[2026-01-11T19:09:48.538Z] [INFO]
βœ… Claude command completed
[2026-01-11T19:09:48.538Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-01-11T19:09:48.720Z] [INFO]
πŸ’° Token Usage Summary:
[2026-01-11T19:09:48.724Z] [INFO]
πŸ“Š Claude Sonnet 4.5:
[2026-01-11T19:09:48.724Z] [INFO] Model ID: claude-sonnet-4-5-20250929
[2026-01-11T19:09:48.725Z] [INFO] Provider: Anthropic
[2026-01-11T19:09:48.727Z] [INFO] Context window: 200 000 tokens
[2026-01-11T19:09:48.727Z] [INFO] Max output: 64 000 tokens
[2026-01-11T19:09:48.727Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T19:09:48.729Z] [INFO] Output modalities: text
[2026-01-11T19:09:48.730Z] [INFO] Knowledge cutoff: 2025-07-31
[2026-01-11T19:09:48.730Z] [INFO] Released: 2025-09-29
[2026-01-11T19:09:48.732Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T19:09:48.733Z] [INFO] Open weights: No
[2026-01-11T19:09:48.739Z] [INFO]
[2026-01-11T19:09:48.739Z] [INFO] Usage:
[2026-01-11T19:09:48.739Z] [INFO] Input tokens: 11 462
[2026-01-11T19:09:48.739Z] [INFO] Cache creation tokens: 92 503
[2026-01-11T19:09:48.741Z] [INFO] Cache read tokens: 1 718 384
[2026-01-11T19:09:48.741Z] [INFO] Output tokens: 19 802
[2026-01-11T19:09:48.741Z] [INFO]
[2026-01-11T19:09:48.741Z] [INFO] Cost Calculation (USD):
[2026-01-11T19:09:48.741Z] [INFO] Input: 11 462 tokens Γ— $3/M = $0.034386
[2026-01-11T19:09:48.742Z] [INFO] Cache write: 92 503 tokens Γ— $3.75/M = $0.346886
[2026-01-11T19:09:48.742Z] [INFO] Cache read: 1 718 384 tokens Γ— $0.3/M = $0.515515
[2026-01-11T19:09:48.742Z] [INFO] Output: 19 802 tokens Γ— $15/M = $0.297030
[2026-01-11T19:09:48.742Z] [INFO] ─────────────────────────────────
[2026-01-11T19:09:48.742Z] [INFO] Total: $1.193817
[2026-01-11T19:09:48.743Z] [INFO]
πŸ“Š Token Budget Statistics:
[2026-01-11T19:09:48.746Z] [INFO] Context window:
[2026-01-11T19:09:48.747Z] [INFO] Used: 1 822 349 tokens
[2026-01-11T19:09:48.747Z] [INFO] Limit: 200 000 tokens
[2026-01-11T19:09:48.747Z] [INFO] Ratio: 9.1117 (911.17%)
[2026-01-11T19:09:48.747Z] [INFO] Output tokens:
[2026-01-11T19:09:48.748Z] [INFO] Used: 19 802 tokens
[2026-01-11T19:09:48.748Z] [INFO] Limit: 64 000 tokens
[2026-01-11T19:09:48.748Z] [INFO] Ratio: 0.3094 (30.94%)
[2026-01-11T19:09:48.748Z] [INFO] Total session tokens: 123 767
[2026-01-11T19:09:48.749Z] [INFO]
πŸ’° Cost estimation:
[2026-01-11T19:09:48.749Z] [INFO] Public pricing estimate: $1.193817 USD
[2026-01-11T19:09:48.749Z] [INFO] Calculated by Anthropic: $0.902819 USD
[2026-01-11T19:09:48.749Z] [INFO] Difference: $-0.290998 (-24.38%)
[2026-01-11T19:09:48.751Z] [INFO] Total tokens: 123 767
[2026-01-11T19:09:48.752Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T19:09:48.752Z] [INFO] (cd "/tmp/gh-issue-solver-1768158136795" && claude --resume 3ff27f06-84da-4614-8e4a-8e27abd35fa6 --model sonnet)
[2026-01-11T19:09:48.752Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-01-11T19:09:48.865Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T19:09:48.969Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-01-11T19:09:48.969Z] [INFO] Using saved commit hash: f1b753a...
[2026-01-11T19:09:48.970Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T19:09:49.058Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T19:09:49.163Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-01-11T19:09:50.178Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-01-11T19:09:50.179Z] [INFO]
=== Session Summary ===
[2026-01-11T19:09:50.179Z] [INFO] βœ… Session ID: 3ff27f06-84da-4614-8e4a-8e27abd35fa6
[2026-01-11T19:09:50.179Z] [INFO] βœ… Complete log file: /home/hive/3ff27f06-84da-4614-8e4a-8e27abd35fa6.log
[2026-01-11T19:09:50.180Z] [INFO]
[2026-01-11T19:09:50.180Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T19:09:50.180Z] [INFO]
[2026-01-11T19:09:50.180Z] [INFO] (cd "/tmp/gh-issue-solver-1768158136795" && claude --resume 3ff27f06-84da-4614-8e4a-8e27abd35fa6 --model sonnet)
[2026-01-11T19:09:50.181Z] [INFO]
[2026-01-11T19:09:50.182Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-01-11T19:09:50.494Z] [INFO]
πŸ” Checking for pull requests from branch issue-6-281fb933b3b7...
[2026-01-11T19:09:50.864Z] [INFO] βœ… Found pull request #16: "docs: Π”ΠΎΠ±Π°Π²ΡŒ ΠΏΠΎΠ΄Ρ€ΠΎΠ±Π½Ρ‹Π΅ readme для Π½Π°Ρ‡ΠΈΠ½Π°ΡŽΡ‰ΠΈΡ…"
[2026-01-11T19:09:51.252Z] [INFO] βœ… PR body already contains issue reference
[2026-01-11T19:09:51.253Z] [INFO] βœ… PR is already ready for review
[2026-01-11T19:09:51.253Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-01-11T19:09:51.315Z] [INFO] πŸ’° Calculated cost: $1.193817
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