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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-template/pull/16
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| # Solve.mjs Log - 2026-01-11T19:02:08.786Z | |
| [2026-01-11T19:02:08.787Z] [INFO] π 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] π solve v1.2.7 | |
| [2026-01-11T19:02:09.232Z] [INFO] π§ 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] β οΈ 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] β οΈ 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] πΎ Disk space check: 39826MB available (2048MB required) β | |
| [2026-01-11T19:02:14.285Z] [INFO] π§ Memory check: 8186MB available, swap: 4095MB (633MB used), total: 11648MB (256MB required) β | |
| [2026-01-11T19:02:14.286Z] [INFO] β© Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-11T19:02:14.286Z] [INFO] β© Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-11T19:02:14.286Z] [INFO] π 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] π Checking repository access for auto-fork... | |
| [2026-01-11T19:02:14.966Z] [INFO] Repository visibility: public | |
| [2026-01-11T19:02:14.967Z] [INFO] β Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-11T19:02:14.967Z] [INFO] β 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] π Auto-continue enabled: Checking for existing PRs for issue #6... | |
| [2026-01-11T19:02:16.008Z] [INFO] π Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-template... | |
| [2026-01-11T19:02:16.794Z] [INFO] π No existing PRs found for issue #6 - creating new PR | |
| [2026-01-11T19:02:16.794Z] [INFO] π 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] | |
| π΄ Fork mode: ENABLED | |
| [2026-01-11T19:02:16.798Z] [INFO] Checking fork status... | |
| [2026-01-11T19:02:17.118Z] [INFO] π Detecting fork conflicts... | |
| [2026-01-11T19:02:18.108Z] [INFO] β No fork conflict: Safe to proceed | |
| [2026-01-11T19:02:18.446Z] [INFO] β Fork exists: konard/Jhon-Crow-godot-topdown-template | |
| [2026-01-11T19:02:18.446Z] [INFO] π Validating fork parent... | |
| [2026-01-11T19:02:18.870Z] [INFO] β Fork parent validated: Jhon-Crow/godot-topdown-template | |
| [2026-01-11T19:02:18.872Z] [INFO] | |
| π₯ Cloning repository: konard/Jhon-Crow-godot-topdown-template | |
| [2026-01-11T19:02:20.101Z] [INFO] β Cloned to: /tmp/gh-issue-solver-1768158136795 | |
| [2026-01-11T19:02:20.148Z] [INFO] π Setting upstream: Jhon-Crow/godot-topdown-template | |
| [2026-01-11T19:02:20.193Z] [INFO] βΉοΈ Upstream exists: Using existing upstream remote | |
| [2026-01-11T19:02:20.193Z] [INFO] π Fetching upstream... | |
| [2026-01-11T19:02:20.510Z] [INFO] β Upstream fetched: Successfully | |
| [2026-01-11T19:02:20.511Z] [INFO] π Syncing default branch... | |
| [2026-01-11T19:02:20.876Z] [INFO] βΉοΈ Default branch: main | |
| [2026-01-11T19:02:20.921Z] [INFO] β Default branch synced: with upstream/main | |
| [2026-01-11T19:02:20.921Z] [INFO] π Pushing to fork: main branch | |
| [2026-01-11T19:02:21.727Z] [INFO] β Fork updated: Default branch pushed to fork | |
| [2026-01-11T19:02:21.859Z] [INFO] | |
| π Default branch: main | |
| [2026-01-11T19:02:21.907Z] [INFO] | |
| πΏ Creating branch: issue-6-281fb933b3b7 from main (default) | |
| [2026-01-11T19:02:21.952Z] [INFO] π Verifying: Branch creation... | |
| [2026-01-11T19:02:21.991Z] [INFO] β Branch created: issue-6-281fb933b3b7 | |
| [2026-01-11T19:02:21.991Z] [INFO] β 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] | |
| π 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] π 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] β File created: CLAUDE.md | |
| [2026-01-11T19:02:21.996Z] [INFO] π¦ 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] π Creating commit: With CLAUDE.md file | |
| [2026-01-11T19:02:22.128Z] [INFO] β 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] π€ 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] β 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] π Getting issue: Title from GitHub... | |
| [2026-01-11T19:02:26.494Z] [INFO] Issue title: "ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ " | |
| [2026-01-11T19:02:26.494Z] [INFO] π€ 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] π Fetching: Latest main branch... | |
| [2026-01-11T19:02:27.339Z] [INFO] β Base updated: Fetched latest main | |
| [2026-01-11T19:02:27.339Z] [INFO] π Checking: Commits between branches... | |
| [2026-01-11T19:02:27.387Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-01-11T19:02:27.387Z] [INFO] β Commits found: 1 commit(s) ahead | |
| [2026-01-11T19:02:27.388Z] [INFO] π Creating PR: Draft pull request... | |
| [2026-01-11T19:02:27.388Z] [INFO] π― Target branch: main (default) | |
| [2026-01-11T19:02:27.388Z] [INFO] PR Title: [WIP] ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ | |
| [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: | |
| ## π€ AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#6. | |
| ### π Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-template#6 | |
| ### π§ Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### π 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] π Verifying: PR creation... | |
| [2026-01-11T19:02:29.534Z] [INFO] β Verification: PR exists on GitHub | |
| [2026-01-11T19:02:29.534Z] [INFO] β PR created: #16 | |
| [2026-01-11T19:02:29.535Z] [INFO] π PR URL: https://github.com/Jhon-Crow/godot-topdown-template/pull/16 | |
| [2026-01-11T19:02:29.535Z] [INFO] βΉοΈ Note: Could not assign (no permission) | |
| [2026-01-11T19:02:29.535Z] [INFO] π 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] β οΈ 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] π€ Current user: konard | |
| [2026-01-11T19:02:30.893Z] [INFO] | |
| π 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] π¬ 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] π Last commit time (from API): 2026-01-11T19:02:22.000Z | |
| [2026-01-11T19:02:32.208Z] [INFO] π¬ New PR comments: 0 | |
| [2026-01-11T19:02:32.209Z] [INFO] π¬ New PR review comments: 0 | |
| [2026-01-11T19:02:32.209Z] [INFO] π¬ 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] π Getting timestamps: From GitHub servers... | |
| [2026-01-11T19:02:35.295Z] [INFO] π Issue updated: 2026-01-11T17:46:45.000Z | |
| [2026-01-11T19:02:35.563Z] [INFO] π¬ Comments: None found | |
| [2026-01-11T19:02:35.955Z] [INFO] π Recent PR: 2026-01-11T19:02:28.000Z | |
| [2026-01-11T19:02:35.955Z] [INFO] | |
| β Reference time: 2026-01-11T19:02:28.000Z | |
| [2026-01-11T19:02:35.956Z] [INFO] | |
| π Checking for uncommitted changes to include as feedback... | |
| [2026-01-11T19:02:35.998Z] [INFO] β No uncommitted changes found | |
| [2026-01-11T19:02:37.939Z] [INFO] π Playwright MCP detected - enabling browser automation hints | |
| [2026-01-11T19:02:37.944Z] [INFO] | |
| π 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] | |
| π€ 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] π 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] | |
| π 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] π 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] π 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] π CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-11T19:02:38.001Z] [INFO] π Command details: | |
| [2026-01-11T19:02:38.001Z] [INFO] π Working directory: /tmp/gh-issue-solver-1768158136795 | |
| [2026-01-11T19:02:38.001Z] [INFO] πΏ Branch: issue-6-281fb933b3b7 | |
| [2026-01-11T19:02:38.001Z] [INFO] π€ Model: Claude SONNET | |
| [2026-01-11T19:02:38.001Z] [INFO] π΄ Fork: konard/Jhon-Crow-godot-topdown-template | |
| [2026-01-11T19:02:38.001Z] [INFO] | |
| βΆοΈ Streaming output: | |
| [2026-01-11T19:02:39.904Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1768158136795", | |
| "session_id": "3ff27f06-84da-4614-8e4a-8e27abd35fa6", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
| "Grep", | |
| "ExitPlanMode", | |
| "Read", | |
| "Edit", | |
| "Write", | |
| "NotebookEdit", | |
| "WebFetch", | |
| "TodoWrite", | |
| "WebSearch", | |
| "KillShell", | |
| "AskUserQuestion", | |
| "Skill", | |
| "EnterPlanMode", | |
| "mcp__playwright__browser_close", | |
| "mcp__playwright__browser_resize", | |
| "mcp__playwright__browser_console_messages", | |
| "mcp__playwright__browser_handle_dialog", | |
| "mcp__playwright__browser_evaluate", | |
| "mcp__playwright__browser_file_upload", | |
| "mcp__playwright__browser_fill_form", | |
| "mcp__playwright__browser_install", | |
| "mcp__playwright__browser_press_key", | |
| "mcp__playwright__browser_type", | |
| "mcp__playwright__browser_navigate", | |
| "mcp__playwright__browser_navigate_back", | |
| "mcp__playwright__browser_network_requests", | |
| "mcp__playwright__browser_run_code", | |
| "mcp__playwright__browser_take_screenshot", | |
| "mcp__playwright__browser_snapshot", | |
| "mcp__playwright__browser_click", | |
| "mcp__playwright__browser_drag", | |
| "mcp__playwright__browser_hover", | |
| "mcp__playwright__browser_select_option", | |
| "mcp__playwright__browser_tabs", | |
| "mcp__playwright__browser_wait_for" | |
| ], | |
| "mcp_servers": [ | |
| { | |
| "name": "playwright", | |
| "status": "connected" | |
| } | |
| ], | |
| "model": "claude-sonnet-4-5-20250929", | |
| "permissionMode": "bypassPermissions", | |
| "slash_commands": [ | |
| "compact", | |
| "context", | |
| "cost", | |
| "init", | |
| "pr-comments", | |
| "release-notes", | |
| "review", | |
| "security-review" | |
| ], | |
| "apiKeySource": "none", | |
| "claude_code_version": "2.1.4", | |
| "output_style": "default", | |
| "agents": [ | |
| "Bash", | |
| "general-purpose", | |
| "statusline-setup", | |
| "Explore", | |
| "Plan" | |
| ], | |
| "skills": [], | |
| "plugins": [], | |
| "uuid": "03500270-f0fe-4800-a810-d94321f2fadd" | |
| } | |
| [2026-01-11T19:02:39.904Z] [INFO] π Session ID: 3ff27f06-84da-4614-8e4a-8e27abd35fa6 | |
| [2026-01-11T19:02:39.905Z] [INFO] π Log renamed to: /home/hive/3ff27f06-84da-4614-8e4a-8e27abd35fa6.log | |
| [2026-01-11T19:02:42.234Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-sonnet-4-5-20250929", | |
| "id": "msg_0123s4Cq2PpTq7Z5FnDcNMBZ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I'll start by examining the issue details and understanding what needs to be solved." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 6428, | |
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Press F5 to run the main scene\n 16β\n 17β## Project Structure\n 18β\n 19β```\n 20βgodot-topdown-template/\n 21ββββ project.godot # Godot project configuration\n 22ββββ icon.svg # Project icon\n 23ββββ scenes/ # All game scenes (.tscn files)\n 24ββ βββ main/ # Main scenes\n 25ββ β βββ Main.tscn # Main entry scene (runs on F5)\n 26ββ βββ levels/ # Game levels/tiers\n 27ββ β βββ TestTier.tscn # Test level for development\n 28ββ βββ characters/ # Character scenes\n 29ββ β βββ Player.tscn # Player character with movement\n 30ββ βββ projectiles/ # Projectile scenes\n 31ββ β βββ Bullet.tscn # Bullet projectile\n 32ββ βββ objects/ # Game object scenes\n 33ββ β βββ Target.tscn # Shootable target\n 34ββ βββ ui/ # UI scenes\n 35ββ βββ PauseMenu.tscn # Pause menu with resume/controls/quit\n 36ββ βββ ControlsMenu.tscn # Key rebinding interface\n 37ββββ scripts/ # GDScript files (.gd)\n 38ββ βββ main.gd # Main scene script\n 39ββ βββ levels/ # Level scripts\n 40ββ β βββ test_tier.gd # Test tier script\n 41ββ βββ autoload/ # Autoload/singleton scripts\n 42ββ β βββ input_settings.gd # Input settings manager (singleton)\n 43ββ βββ characters/ # Character scripts\n 44ββ β βββ player.gd # Player movement and shooting script\n 45ββ βββ projectiles/ # Projectile scripts\n 46ββ β βββ bullet.gd # Bullet behavior script\n 47ββ βββ objects/ # Game object scripts\n 48ββ β βββ target.gd # Target hit reaction script\n 49ββ βββ ui/ # UI scripts\n 50ββ β βββ pause_menu.gd # Pause menu controller\n 51ββ β βββ controls_menu.gd # Key rebinding controller\n 52ββ βββ utils/ # Utility scripts\n 53ββββ assets/ # Game assets\n 54ββ βββ sprites/ # 2D sprites and textures\n 55ββ βββ audio/ # Sound effects and music\n 56ββ βββ fonts/ # Custom fonts\n 57ββββ addons/ # Third-party Godot plugins\n 58β```\n 59β\n 60β## Scenes\n 61β\n 62β### Main.tscn\n 63βThe 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 66βA 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 77βTestTier\n 78ββββ Environment\n 79ββ βββ Background # Dark green background (1280x720)\n 80ββ βββ Floor # Lighter green floor area\n 81ββ βββ Walls # Brown walls with collision (StaticBody2D on layer 3)\n 82ββ β βββ WallTop\n 83ββ β βββ WallBottom\n 84ββ β βββ WallLeft\n 85ββ β βββ WallRight\n 86ββ βββ Obstacles # Brown obstacles with collision\n 87ββ β βββ Obstacle1 # Square obstacle\n 88ββ β βββ Obstacle2 # Square obstacle\n 89ββ β βββ Obstacle3 # Wide obstacle\n 90ββ βββ Targets # Red target sprites (StaticBody2D)\n 91ββ β βββ Target1\n 92ββ β βββ Target2\n 93ββ β βββ Target3\n 94ββ βββ TargetArea # Label marking the target zone\n 95ββββ Entities\n 96ββ βββ Player # Player instance at starting position\n 97ββββ CanvasLayer\n 98β βββ 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 107βTo test the shooting range directly:\n 108β1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 109β2. Press F6 to run the current scene (or F5 if set as main scene)\n 110β3. Use WASD or Arrow Keys to move the player\n 111β4. Verify collision with walls and obstacles works correctly\n 112β\n 113β### Player.tscn\n 114βThe 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 127βThe 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 130βThe 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 136βA 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 153βA 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 172βA 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 180βA 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 198β1. Press Escape to open the pause menu\n 199β2. Click \"Controls\" to open the key rebinding menu\n 200β3. Click any action button to start rebinding\n 201β4. Press the desired new key (or Escape to cancel)\n 202β5. Click \"Apply\" to save changes\n 203β6. Click \"Reset\" to restore default bindings\n 204β7. Click \"Back\" to return to the pause menu\n 205β\n 206β## Input Actions\n 207β\n 208βThe 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 221βPre-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 234βThis 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 245β1. Create a new scene in `scenes/levels/`\n 246β2. Add a corresponding script in `scripts/levels/`\n 247β3. Follow the structure of `TestTier.tscn`\n 248β\n 249β### Adding a Character\n 250β1. Create a new scene in `scenes/characters/`\n 251β2. Add a corresponding script in `scripts/characters/`\n 252β3. Use CharacterBody2D as the root node for physics-based characters\n 253β\n 254β### Adding Autoloads\n 255β1. Create a script in `scripts/autoload/`\n 256β2. Go to Project > Project Settings > Autoload\n 257β3. Add the script as a singleton\n 258β\n 259β## License\n 260β\n 261βSee [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/\nβββ project.godot # Godot project configuration\nβββ icon.svg # Project icon\nβββ scenes/ # All game scenes (.tscn files)\nβ βββ main/ # Main scenes\nβ β βββ Main.tscn # Main entry scene (runs on F5)\nβ βββ levels/ # Game levels/tiers\nβ β βββ TestTier.tscn # Test level for development\nβ βββ characters/ # Character scenes\nβ β βββ Player.tscn # Player character with movement\nβ βββ projectiles/ # Projectile scenes\nβ β βββ Bullet.tscn # Bullet projectile\nβ βββ objects/ # Game object scenes\nβ β βββ Target.tscn # Shootable target\nβ βββ ui/ # UI scenes\nβ βββ PauseMenu.tscn # Pause menu with resume/controls/quit\nβ βββ ControlsMenu.tscn # Key rebinding interface\nβββ scripts/ # GDScript files (.gd)\nβ βββ main.gd # Main scene script\nβ βββ levels/ # Level scripts\nβ β βββ test_tier.gd # Test tier script\nβ βββ autoload/ # Autoload/singleton scripts\nβ β βββ input_settings.gd # Input settings manager (singleton)\nβ βββ characters/ # Character scripts\nβ β βββ player.gd # Player movement and shooting script\nβ βββ projectiles/ # Projectile scripts\nβ β βββ bullet.gd # Bullet behavior script\nβ βββ objects/ # Game object scripts\nβ β βββ target.gd # Target hit reaction script\nβ βββ ui/ # UI scripts\nβ β βββ pause_menu.gd # Pause menu controller\nβ β βββ controls_menu.gd # Key rebinding controller\nβ βββ utils/ # Utility scripts\nβββ assets/ # Game assets\nβ βββ sprites/ # 2D sprites and textures\nβ βββ audio/ # Sound effects and music\nβ βββ fonts/ # Custom fonts\nβββ 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\nβββ Environment\nβ βββ Background # Dark green background (1280x720)\nβ βββ Floor # Lighter green floor area\nβ βββ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ β βββ WallTop\nβ β βββ WallBottom\nβ β βββ WallLeft\nβ β βββ WallRight\nβ βββ Obstacles # Brown obstacles with collision\nβ β βββ Obstacle1 # Square obstacle\nβ β βββ Obstacle2 # Square obstacle\nβ β βββ Obstacle3 # Wide obstacle\nβ βββ Targets # Red target sprites (StaticBody2D)\nβ β βββ Target1\nβ β βββ Target2\nβ β βββ Target3\nβ βββ TargetArea # Label marking the target zone\nβββ Entities\nβ βββ Player # Player instance at starting position\nβββ CanvasLayer\n βββ 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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| "id": "toolu_01HMCBqt47hFmgynxG55dNXF", | |
| "name": "Bash", | |
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| "command": "find scenes scripts -type f -name \"*.gd\" -o -name \"*.tscn\" | sort", | |
| "description": "List all game scripts and scene files" | |
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| "tool_use_id": "toolu_01WDnuyjryvWzvShrZiJechx", | |
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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 9βconfig_version=5\n 10β\n 11β[autoload]\n 12β\n 13βInputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 14β\n 15β[application]\n 16β\n 17βconfig/name=\"Godot Top-Down Template\"\n 18βconfig/description=\"A template project for creating top-down games in Godot 4.\n 19βIncludes basic project structure and example scenes.\"\n 20βconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 21βrun/main_scene=\"res://scenes/main/Main.tscn\"\n 22βconfig/features=PackedStringArray(\"4.3\")\n 23βconfig/icon=\"res://icon.svg\"\n 24β\n 25β[display]\n 26β\n 27βwindow/size/viewport_width=1280\n 28βwindow/size/viewport_height=720\n 29βwindow/stretch/mode=\"canvas_items\"\n 30βwindow/stretch/aspect=\"keep\"\n 31β\n 32β[input]\n 33β\n 34βmove_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 40βmove_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 46βmove_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 52βmove_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 58βshoot={\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 63βpause={\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 71β2d_physics/layer_1=\"player\"\n 72β2d_physics/layer_2=\"enemies\"\n 73β2d_physics/layer_3=\"obstacles\"\n 74β2d_physics/layer_4=\"pickups\"\n 75β2d_physics/layer_5=\"projectiles\"\n 76β2d_physics/layer_6=\"targets\"\n 77β\n 78β[rendering]\n 79β\n 80βrenderer/rendering_method=\"gl_compatibility\"\n 81βrenderer/rendering_method.mobile=\"gl_compatibility\"\n 82βtextures/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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| "type": "text", | |
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| "filePath": "/tmp/gh-issue-solver-1768158136795/project.godot", | |
| "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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| "startLine": 1, | |
| "totalLines": 83 | |
| } | |
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| } | |
| [2026-01-11T19:03:07.936Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01HMCBqt47hFmgynxG55dNXF", | |
| "type": "tool_result", | |
| "content": "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", | |
| "is_error": false | |
| } | |
| ] | |
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| "session_id": "3ff27f06-84da-4614-8e4a-8e27abd35fa6", | |
| "uuid": "7d115f75-ca48-4612-b97e-cb4a8b565a75", | |
| "tool_use_result": { | |
| "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", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-01-11T19:03:10.682Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-sonnet-4-5-20250929", | |
| "id": "msg_012SbJe4yFzR2Q9eLnzGJdei", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read all the script files to understand the parameters and architecture:" | |
| } | |
| ], | |
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| "service_tier": "standard" | |
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| } | |
| [2026-01-11T19:03:11.648Z] [INFO] { | |
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| "file_path": "/tmp/gh-issue-solver-1768158136795/scripts/characters/player.gd" | |
| } | |
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| "uuid": "707ed9c8-810d-4e76-951a-d8316b117621" | |
| } | |
| [2026-01-11T19:03:12.093Z] [INFO] { | |
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| "id": "msg_012SbJe4yFzR2Q9eLnzGJdei", | |
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| "id": "toolu_01HRR3Fv8PRS2nsR1xofTbzu", | |
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| "file_path": "/tmp/gh-issue-solver-1768158136795/scripts/projectiles/bullet.gd" | |
| } | |
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| "uuid": "2d8e8b01-08a1-42a4-8630-d1cf3308ee8d" | |
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| [2026-01-11T19:03:12.508Z] [INFO] { | |
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| "id": "msg_012SbJe4yFzR2Q9eLnzGJdei", | |
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| "file_path": "/tmp/gh-issue-solver-1768158136795/scripts/objects/target.gd" | |
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| [2026-01-11T19:03:12.543Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01BHbftfYa5yXd4aqDz69voE", | |
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| "content": " 1βextends 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 24βfunc _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 30βfunc _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 47βfunc _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 59βfunc _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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| "filePath": "/tmp/gh-issue-solver-1768158136795/scripts/characters/player.gd", | |
| "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", | |
| "type": "tool_result", | |
| "content": " 1βextends 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 15βvar direction: Vector2 = Vector2.RIGHT\n 16β\n 17β## Timer tracking remaining lifetime.\n 18βvar _time_alive: float = 0.0\n 19β\n 20β\n 21βfunc _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 27βfunc _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 37βfunc _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 42βfunc _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" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3ff27f06-84da-4614-8e4a-8e27abd35fa6", | |
| "uuid": "2516816f-f276-4b28-9d1b-d5551075c3a5", | |
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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1768158136795/scripts/projectiles/bullet.gd", | |
| "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] { | |
| "type": "user", | |
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| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_018XZorceEyDj8hSgFt7JoSX", | |
| "type": "tool_result", | |
| "content": " 1βextends 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 23βvar _is_hit: bool = false\n 24β\n 25β\n 26βfunc _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 32βfunc 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 53βfunc _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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| "session_id": "3ff27f06-84da-4614-8e4a-8e27abd35fa6", | |
| "uuid": "a2033f0f-d3d8-4a55-9af6-6bafb40f6aa3", | |
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| "type": "text", | |
| "file": { | |
| "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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| [2026-01-11T19:03:17.241Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WYVjmJRVnqTDaBaEe15vS5","type":"tool_result","content":" 1βextends 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 8βconst SETTINGS_PATH := \"user://input_settings.cfg\"\n 9β\n 10β## Configuration file for storing settings.\n 11βvar _config := ConfigFile.new()\n 12β\n 13β## List of action names that can be remapped.\n 14βvar 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 24βvar _default_bindings: Dictionary = {}\n 25β\n 26β## Signal emitted when controls are changed.\n 27βsignal controls_changed\n 28β\n 29β\n 30βfunc _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 37βfunc _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 46βfunc _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 54βfunc 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 74βfunc 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 97βfunc 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 111βfunc _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 130βfunc 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 142βfunc 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 168βfunc 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 178βfunc 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 186βfunc 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 206βfunc 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 222βfunc _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": " 1βextends 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 17βvar _controls_menu: CanvasLayer = null\n 18β\n 19β\n 20βfunc _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 35βfunc _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 42βfunc 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 50βfunc 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 57βfunc 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 66βfunc _on_resume_pressed() -> void:\n 67β\tresume_game()\n 68β\n 69β\n 70βfunc _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 82βfunc _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 90βfunc _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", | |
| "file": { | |
| "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", | |
| "numLines": 93, | |
| "startLine": 1, | |
| "totalLines": 93 | |
| } | |
| } | |
| } | |
| [2026-01-11T19:03:17.271Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_015XMuH9QvETDVUAGhFQ6tYz", | |
| "type": "tool_result", | |
| "content": " 1βextends 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 9βsignal 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 20βvar _rebinding_action: String = \"\"\n 21β\n 22β## Dictionary mapping action names to their UI button references.\n 23βvar _action_buttons: Dictionary = {}\n 24β\n 25β## Flag to track if there are unsaved changes.\n 26βvar _has_changes: bool = false\n 27β\n 28β## Temporary storage for new bindings before applying.\n 29βvar _pending_bindings: Dictionary = {}\n 30β\n 31β\n 32βfunc _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 49βfunc _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 61βfunc _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 85βfunc _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 119βfunc _on_action_button_pressed(action_name: String) -> void:\n 120β\t_start_rebinding(action_name)\n 121β\n 122β\n 123βfunc _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 134βfunc _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 149βfunc _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 166βfunc _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 179βfunc _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 192βfunc _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 218βfunc _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 233βfunc _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 246βfunc _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 252βfunc _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 Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ)\n\nΠ¨Π°Π±Π»ΠΎΠ½ ΠΏΡΠΎΠ΅ΠΊΡΠ° Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ (top-down) Π² Godot 4.3+.\n\n## π Π‘ΠΎΠ΄Π΅ΡΠΆΠ°Π½ΠΈΠ΅\n\n- [Π‘ΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ](#ΡΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅-ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ)\n- [ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ](#Π±ΡΡΡΡΡΠΉ-ΡΡΠ°ΡΡ)\n- [Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°](#ΡΡΡΡΠΊΡΡΡΠ°-ΠΏΡΠΎΠ΅ΠΊΡΠ°)\n- [Π‘ΡΠ΅Π½Ρ ΠΈ ΠΈΡ Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅](#ΡΡΠ΅Π½Ρ-ΠΈ-ΠΈΡ -Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅)\n- [ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²](#ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ-Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ -ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²)\n- [Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ](#ΡΠΈΡΡΠ΅ΠΌΠ°-ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ)\n- [Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ](#ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅-ΡΠ»ΠΎΠΈ)\n- [Π Π°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°](#ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅-ΡΠ°Π±Π»ΠΎΠ½Π°)\n- [ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ](#Π»ΡΡΡΠΈΠ΅-ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ)\n- [ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°](#Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅-ΠΏΡΠ°Π²ΠΈΠ»Π°)\n- [Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ](#ΡΠ΅ΡΠ΅Π½ΠΈΠ΅-ΠΏΡΠΎΠ±Π»Π΅ΠΌ)\n\n## Π‘ΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ\n\n### ΠΠΈΠ½ΠΈΠΌΠ°Π»ΡΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ:\n- **Godot Engine 4.3** ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅ ([ΡΠΊΠ°ΡΠ°ΡΡ Π·Π΄Π΅ΡΡ](https://godotengine.org/download))\n- **ΠΠΏΠ΅ΡΠ°ΡΠΈΠΎΠ½Π½Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ°**: Windows 7+, macOS 10.12+, ΠΈΠ»ΠΈ Linux\n- **ΠΠΈΠ΄Π΅ΠΎΠΊΠ°ΡΡΠ°**: ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° OpenGL 3.3 / OpenGL ES 3.0 (Π±ΠΎΠ»ΡΡΠΈΠ½ΡΡΠ²ΠΎ ΡΠΈΡΡΠ΅ΠΌ Ρ 2012 Π³ΠΎΠ΄Π° ΠΈ Π½ΠΎΠ²Π΅Π΅)\n- **ΠΠΏΠ΅ΡΠ°ΡΠΈΠ²Π½Π°Ρ ΠΏΠ°ΠΌΡΡΡ**: ΠΌΠΈΠ½ΠΈΠΌΡΠΌ 2 ΠΠ\n- **ΠΠ΅ΡΡΠΎ Π½Π° Π΄ΠΈΡΠΊΠ΅**: ΠΎΠΊΠΎΠ»ΠΎ 50 ΠΠ Π΄Π»Ρ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n### Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ:\n- **Godot Engine 4.3+** ΡΡΠ°Π±ΠΈΠ»ΡΠ½Π°Ρ Π²Π΅ΡΡΠΈΡ\n- 4 ΠΠ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠ²Π½ΠΎΠΉ ΠΏΠ°ΠΌΡΡΠΈ\n- Π‘ΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ Π²ΠΈΠ΄Π΅ΠΎΠΊΠ°ΡΡΠ° Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΎΠΉ OpenGL 4.5+\n\n## ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ\n\n### Π‘ΠΏΠΎΡΠΎΠ± 1: ΠΠ»ΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΡ (ΡΠ΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΡΡΡ)\n\n1. **Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ Git** (Π΅ΡΠ»ΠΈ Π΅ΡΠ΅ Π½Π΅ ΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½):\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. **ΠΠ»ΠΎΠ½ΠΈΡΡΠΉΡΠ΅ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΠΉ**:\n ```bash\n git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n cd godot-topdown-template\n ```\n\n3. **ΠΡΠΊΡΠΎΠΉΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ Π² Godot**:\n - ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ Godot Engine\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΊΠ½ΠΎΠΏΠΊΡ \"ΠΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ\" (Import)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π² ΠΏΠ°ΠΏΠΊΡ `godot-topdown-template`\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ°ΠΉΠ» `project.godot`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"ΠΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ\" (Import & Edit)\n\n4. **ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ**:\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **F5** ΠΈΠ»ΠΈ ΠΊΠ½ΠΎΠΏΠΊΡ βΆ (Play) Π² ΠΏΡΠ°Π²ΠΎΠΌ Π²Π΅ΡΡ Π½Π΅ΠΌ ΡΠ³Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n - ΠΠ³ΡΠ° Π΄ΠΎΠ»ΠΆΠ½Π° Π·Π°ΠΏΡΡΡΠΈΡΡΡΡ Ρ Π³Π»Π°Π²Π½ΠΎΠΉ ΡΡΠ΅Π½ΠΎΠΉ\n\n### Π‘ΠΏΠΎΡΠΎΠ± 2: ΠΠ°Π³ΡΡΠ·ΠΊΠ° ZIP-Π°ΡΡ ΠΈΠ²Π°\n\n1. **Π‘ΠΊΠ°ΡΠ°ΠΉΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ**:\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° [Π³Π»Π°Π²Π½ΡΡ ΡΡΡΠ°Π½ΠΈΡΡ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΡ](https://github.com/Jhon-Crow/godot-topdown-template)\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ Π·Π΅Π»Π΅Π½ΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ \"Code\"\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ \"Download ZIP\"\n\n2. **Π Π°ΡΠΏΠ°ΠΊΡΠΉΡΠ΅ Π°ΡΡ ΠΈΠ²**:\n - Π Π°ΡΠΏΠ°ΠΊΡΠΉΡΠ΅ ΡΠΊΠ°ΡΠ°Π½Π½ΡΠΉ ZIP-ΡΠ°ΠΉΠ» Π² ΡΠ΄ΠΎΠ±Π½ΠΎΠ΅ ΠΌΠ΅ΡΡΠΎ\n - Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΡΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΏΡΡΡ Π±Π΅Π· ΠΊΠΈΡΠΈΠ»Π»ΠΈΡΡ ΠΈ ΠΏΡΠΎΠ±Π΅Π»ΠΎΠ²\n\n3. **ΠΡΠΊΡΠΎΠΉΡΠ΅ Π² Godot** (ΡΠΌ. ΡΠ°Π³ΠΈ 3-4 ΠΈΠ· Π‘ΠΏΠΎΡΠΎΠ±Π° 1)\n\n### ΠΠ΅ΡΠ²ΡΠΉ Π·Π°ΠΏΡΡΠΊ\n\nΠΠΎΡΠ»Π΅ ΠΎΡΠΊΡΡΡΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ° Π²Ρ ΡΠ²ΠΈΠ΄ΠΈΡΠ΅:\n- **Main.tscn** - Π³Π»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π°, ΠΊΠΎΡΠΎΡΠ°Ρ Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ F5\n- **TestTier.tscn** - ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ, Π³Π΄Π΅ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠΏΡΠΎΠ±ΠΎΠ²Π°ΡΡ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΠΈ\n\n**Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ**:\n- **WASD** ΠΈΠ»ΠΈ **Π‘ΡΡΠ΅Π»ΠΊΠΈ** - Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°\n- **ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ** - ΡΡΡΠ΅Π»ΡΠ±Π° Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΠΊΡΡΡΠΎΡΠ°\n- **ESC** - ΠΏΠ°ΡΠ·Π° / ΠΌΠ΅Π½Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n\n## Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n```\ngodot-topdown-template/\nβββ project.godot # ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ° Godot\nβββ icon.svg # ΠΠΊΠΎΠ½ΠΊΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\nβ\nβββ scenes/ # ΠΡΠ΅ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΡΡΠ΅Π½Ρ (.tscn ΡΠ°ΠΉΠ»Ρ)\nβ βββ main/ # ΠΠ»Π°Π²Π½ΡΠ΅ ΡΡΠ΅Π½Ρ\nβ β βββ Main.tscn # ΠΠ»Π°Π²Π½Π°Ρ ΡΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° (Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΠΎ F5)\nβ βββ levels/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΡΡΠΎΠ²Π½ΠΈ\nβ β βββ TestTier.tscn # Π’Π΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Π΄Π»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\nβ βββ characters/ # ΠΠ΅ΡΡΠΎΠ½Π°ΠΆΠΈ\nβ β βββ Player.tscn # ΠΠ³ΡΠΎΠΊ Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΈ ΡΡΡΠ΅Π»ΡΠ±ΠΎΠΉ\nβ βββ projectiles/ # Π‘Π½Π°ΡΡΠ΄Ρ\nβ β βββ Bullet.tscn # ΠΡΠ»Ρ\nβ βββ objects/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ\nβ β βββ Target.tscn # ΠΠΈΡΠ΅Π½Ρ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\nβ βββ ui/ # ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Ρ\nβ βββ PauseMenu.tscn # ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\nβ βββ ControlsMenu.tscn # ΠΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\nβ\nβββ scripts/ # GDScript ΡΠ°ΠΉΠ»Ρ (.gd)\nβ βββ main.gd # Π‘ΠΊΡΠΈΠΏΡ Π³Π»Π°Π²Π½ΠΎΠΉ ΡΡΠ΅Π½Ρ\nβ βββ autoload/ # ΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠΆΠ°Π΅ΠΌΡΠ΅ ΡΠΊΡΠΈΠΏΡΡ (ΡΠΈΠ½Π³Π»ΡΠΎΠ½Ρ)\nβ β βββ input_settings.gd # ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\nβ βββ levels/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΡΠΎΠ²Π½Π΅ΠΉ\nβ β βββ test_tier.gd # Π‘ΠΊΡΠΈΠΏΡ ΡΠ΅ΡΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Π°\nβ βββ characters/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ\nβ β βββ player.gd # ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΈ ΡΡΡΠ΅Π»ΡΠ±Π° ΠΈΠ³ΡΠΎΠΊΠ°\nβ βββ projectiles/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²\nβ β βββ bullet.gd # ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ\nβ βββ objects/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\nβ β βββ target.gd # Π Π΅Π°ΠΊΡΠΈΡ ΠΌΠΈΡΠ΅Π½ΠΈ Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅\nβ βββ ui/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠ°\nβ β βββ pause_menu.gd # ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\nβ β βββ controls_menu.gd # ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\nβ βββ utils/ # ΠΡΠΏΠΎΠΌΠΎΠ³Π°ΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠΊΡΠΈΠΏΡΡ\nβ\nβββ assets/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\nβ βββ sprites/ # 2D ΡΠΏΡΠ°ΠΉΡΡ ΠΈ ΡΠ΅ΠΊΡΡΡΡΡ\nβ βββ audio/ # ΠΠ²ΡΠΊΠΎΠ²ΡΠ΅ ΡΡΡΠ΅ΠΊΡΡ ΠΈ ΠΌΡΠ·ΡΠΊΠ°\nβ βββ fonts/ # Π¨ΡΠΈΡΡΡ\nβ\nβββ addons/ # Π‘ΡΠΎΡΠΎΠ½Π½ΠΈΠ΅ ΠΏΠ»Π°Π³ΠΈΠ½Ρ Godot\n```\n\n## Π‘ΡΠ΅Π½Ρ ΠΈ ΠΈΡ Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅\n\n### Main.tscn - ΠΠ»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π°\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π’ΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° Π² ΠΈΠ³ΡΡ, Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ F5.\n\n**ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅**:\n- ΠΠ΅ΡΡΠΎ Π΄Π»Ρ Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΌΠ΅Π½Ρ\n- ΠΠ°Π³ΡΡΠ·ΡΠΈΠΊ Π΄ΡΡΠ³ΠΈΡ ΡΡΠ΅Π½\n- ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ\n\n**ΠΠ°ΠΊ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ Π³Π»Π°Π²Π½ΡΡ ΡΡΠ΅Π½Ρ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n2. ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π² ΡΠ°Π·Π΄Π΅Π» **Application > Run**\n3. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ **Main Scene** Π½Π° Π½ΡΠΆΠ½ΡΡ ΡΡΠ΅Π½Ρ\n\n### TestTier.tscn - Π’Π΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠΎΠ»Π½ΠΎΡΠ΅Π½Π½ΡΠΉ ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΡΡΠΎΠ²Π΅Π½Ρ Π΄Π»Ρ ΠΎΡΡΠ°Π±ΠΎΡΠΊΠΈ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊ ΡΡΡΠ΅Π»ΡΠ±Ρ ΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ.\n\n**ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ**:\n- ΠΠ°ΠΊΡΡΡΠ°Ρ Π°ΡΠ΅Π½Π° Ρ Π½Π΅ΠΏΡΠΎΡ ΠΎΠ΄ΠΈΠΌΡΠΌΠΈ ΡΡΠ΅Π½Π°ΠΌΠΈ\n- ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ Π΄Π»Ρ ΡΠΊΡΡΡΠΈΡ ΠΈ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- ΠΠΎΠ½Π° Ρ ΠΌΠΈΡΠ΅Π½ΡΠΌΠΈ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\n- ΠΠΎΡΠΎΠ²Π°Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**Π‘ΡΡΡΠΊΡΡΡΠ° ΡΡΠ΅Π½Ρ**:\n```\nTestTier\nβββ Environment # ΠΠΊΡΡΠΆΠ΅Π½ΠΈΠ΅\nβ βββ Background # Π’Π΅ΠΌΠ½ΠΎ-Π·Π΅Π»Π΅Π½ΡΠΉ ΡΠΎΠ½ (1280x720)\nβ βββ Floor # Π‘Π²Π΅ΡΠ»ΠΎ-Π·Π΅Π»Π΅Π½ΡΠΉ ΠΏΠΎΠ»\nβ βββ Walls # ΠΠΎΡΠΈΡΠ½Π΅Π²ΡΠ΅ ΡΡΠ΅Π½Ρ Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ\nβ βββ Obstacles # ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ\nβ βββ Targets # ΠΡΠ°ΡΠ½ΡΠ΅ ΠΌΠΈΡΠ΅Π½ΠΈ\nβ βββ TargetArea # ΠΠ΅ΡΠΊΠ° Π·ΠΎΠ½Ρ ΠΌΠΈΡΠ΅Π½Π΅ΠΉ\nβββ Entities # Π‘ΡΡΠ½ΠΎΡΡΠΈ\nβ βββ Player # ΠΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ ΠΈΠ³ΡΠΎΠΊΠ°\nβββ CanvasLayer # UI\n βββ UI # HUD Ρ Π½Π°Π·Π²Π°Π½ΠΈΠ΅ΠΌ ΡΡΠΎΠ²Π½Ρ\n```\n\n**ΠΠ°ΠΊ Π·Π°ΠΏΡΡΡΠΈΡΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ `scenes/levels/TestTier.tscn` Π² ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅\n2. ΠΠ°ΠΆΠΌΠΈΡΠ΅ **F6** Π΄Π»Ρ Π·Π°ΠΏΡΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅ΠΉ ΡΡΠ΅Π½Ρ\n3. ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ WASD Π΄Π»Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΈ ΠΠΠ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n### Player.tscn - ΠΠ³ΡΠΎΠΊ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π£ΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΠΉ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ Ρ ΠΏΠ»Π°Π²Π½ΡΠΌ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠΌ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **CharacterBody2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΎΠ³ΠΎ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- **CollisionShape2D** - ΠΊΡΡΠ³Π»Π°Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΡ (ΡΠ°Π΄ΠΈΡΡ 16 ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ)\n- **Sprite2D** - ΡΠΏΡΠ°ΠΉΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ Π½Π° ΡΠ²ΠΎΠΉ)\n- **Camera2D** - ΠΊΠ°ΠΌΠ΅ΡΠ°, ΠΏΠ»Π°Π²Π½ΠΎ ΡΠ»Π΅Π΄ΡΡΡΠ°Ρ Π·Π° ΠΈΠ³ΡΠΎΠΊΠΎΠΌ\n\n**Π‘ΠΈΡΡΠ΅ΠΌΠ° Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ**: ΠΡΠ½ΠΎΠ²Π°Π½Π° Π½Π° ΡΡΠΊΠΎΡΠ΅Π½ΠΈΠΈ ΠΈ ΡΡΠ΅Π½ΠΈΠΈ Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π±Π΅Π· ΡΡΠ²ΠΊΠΎΠ². ΠΠΈΠ°Π³ΠΎΠ½Π°Π»ΡΠ½ΠΎΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π½ΠΎΡΠΌΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ Π΄Π»Ρ ΠΏΡΠ΅Π΄ΠΎΡΠ²ΡΠ°ΡΠ΅Π½ΠΈΡ ΠΏΠΎΠ²ΡΡΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΠΈ.\n\n**Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΡΡΠ΅Π»ΡΠ±Ρ**: ΠΠ³ΡΠΎΠΊ ΡΡΡΠ΅Π»ΡΠ΅Ρ ΠΏΡΠ»ΡΠΌΠΈ Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΠΊΡΡΡΠΎΡΠ° ΠΌΡΡΠΈ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ΠΠΠ. ΠΡΠ»ΠΈ ΡΠΎΠ·Π΄Π°ΡΡΡΡ ΡΠΎ ΡΠΌΠ΅ΡΠ΅Π½ΠΈΠ΅ΠΌ ΠΎΡ ΡΠ΅Π½ΡΡΠ° ΠΈΠ³ΡΠΎΠΊΠ° Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ.\n\n### Bullet.tscn - ΠΡΠ»Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π‘Π½Π°ΡΡΠ΄ Π΄Π»Ρ ΡΠΈΡΡΠ΅ΠΌΡ ΡΡΡΠ΅Π»ΡΠ±Ρ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **Area2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n- **CircleShape2D** - ΡΠΎΡΠ½Π°Ρ ΡΠΎΡΠΌΠ° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ (ΡΠ°Π΄ΠΈΡΡ 4 ΠΏΠΈΠΊΡΠ΅Π»Ρ)\n- **Sprite2D** - ΠΆΠ΅Π»ΡΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΏΡΠ»ΠΈ (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ)\n\n**ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅**:\n- ΠΠ²ΠΈΠΆΠ΅ΡΡΡ Ρ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΡΡ Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΌ Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ\n- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΈ\n- Π£Π΄Π°Π»ΡΠ΅ΡΡΡ ΡΠ΅ΡΠ΅Π· Π·Π°Π΄Π°Π½Π½ΠΎΠ΅ Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ (Π·Π°ΡΠΈΡΠ° ΠΎΡ Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΡ ΠΏΡΠ»Ρ)\n\n### Target.tscn - ΠΠΈΡΠ΅Π½Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π‘ΡΡΠ΅Π»ΡΠ΅ΠΌΠ°Ρ ΠΌΠΈΡΠ΅Π½Ρ, ΡΠ΅Π°Π³ΠΈΡΡΡΡΠ°Ρ Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **Area2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΉ\n- **Sprite2D** - Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅**:\n- ΠΠ΅Π½ΡΠ΅Ρ ΡΠ²Π΅Ρ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ (ΠΊΡΠ°ΡΠ½ΡΠΉ β Π·Π΅Π»Π΅Π½ΡΠΉ)\n- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΏΠΎΡΠ»Π΅ Π·Π°Π΄Π΅ΡΠΆΠΊΠΈ\n- ΠΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ ΠΌΠΎΠΆΠ΅Ρ ΡΠ½ΠΈΡΡΠΎΠΆΠ°ΡΡΡΡ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ\n\n### PauseMenu.tscn - ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ, ΠΏΠΎΡΠ²Π»ΡΡΡΠ΅Π΅ΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ESC.\n\n**Π€ΡΠ½ΠΊΡΠΈΠΈ**:\n- **Resume** (ΠΡΠΎΠ΄ΠΎΠ»ΠΆΠΈΡΡ) - Π²ΠΎΠ·Π²ΡΠ°Ρ ΠΊ ΠΈΠ³ΡΠ΅\n- **Controls** (Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅) - ΠΎΡΠΊΡΡΡΠΈΠ΅ ΠΌΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\n- **Quit** (ΠΡΡ ΠΎΠ΄) - Π²ΡΡ ΠΎΠ΄ ΠΈΠ· ΠΈΠ³ΡΡ\n\n**ΠΠ°ΠΊ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ**:\n- Π‘ΡΠ°Π²ΠΈΡ ΠΈΠ³ΡΡ Π½Π° ΠΏΠ°ΡΠ·Ρ (`get_tree().paused = true`)\n- ΠΡΠΊΡΡΠ²Π°Π΅ΡΡΡ ΠΏΠΎ Π½Π°ΠΆΠ°ΡΠΈΡ ESC Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΈΠ³ΡΡ\n- ΠΡΡΡΠΎΠ΅Π½ΠΎ Π² TestTier Π΄Π»Ρ Π΄Π΅ΠΌΠΎΠ½ΡΡΡΠ°ΡΠΈΠΈ\n\n### ControlsMenu.tscn - ΠΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ.\n\n**Π€ΡΠ½ΠΊΡΠΈΠΈ**:\n- ΠΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π²ΡΠ΅ Π΄ΠΎΡΡΡΠΏΠ½ΡΠ΅ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\n- ΠΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΡΠ΅ΠΊΡΡΠΈΠ΅ Π½Π°Π·Π½Π°ΡΠ΅Π½Π½ΡΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ\n- ΠΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠΈΡΡ Π»ΡΠ±ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ\n- ΠΠ΅ΡΠ΅ΠΊΡΠΈΡΡΠ΅Ρ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡΡ ΠΊΠ»Π°Π²ΠΈΡ\n- Π‘ΠΎΡ ΡΠ°Π½ΡΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π² ΡΠ°ΠΉΠ» `user://input_settings.cfg`\n\n**ΠΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ°Π΅ΠΌΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ**:\n| ΠΠ΅ΠΉΡΡΠ²ΠΈΠ΅ | ΠΠ»Π°Π²ΠΈΡΠ° ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ |\n|----------|---------------------|----------|\n| Move Up | W | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π²Π΅ΡΡ |\n| Move Down | S | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π½ΠΈΠ· |\n| Move Left | A | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π»Π΅Π²ΠΎ |\n| Move Right | D | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²ΠΏΡΠ°Π²ΠΎ |\n| Shoot | ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ | Π‘ΡΡΠ΅Π»ΡΠ±Π° ΠΊ ΠΊΡΡΡΠΎΡΡ |\n| Pause | Escape | ΠΠ°ΡΠ·Π°/ΠΌΠ΅Π½Ρ |\n\n**ΠΠ°ΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ**:\n1. ΠΠ°ΠΆΠΌΠΈΡΠ΅ ESC Π΄Π»Ρ ΠΎΡΠΊΡΡΡΠΈΡ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n2. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Controls\" Π΄Π»Ρ ΠΎΡΠΊΡΡΡΠΈΡ ΠΌΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n3. ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ Π½Π° Π»ΡΠ±ΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\n4. ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΆΠ΅Π»Π°Π΅ΠΌΡΡ Π½ΠΎΠ²ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ (ΠΈΠ»ΠΈ ESC Π΄Π»Ρ ΠΎΡΠΌΠ΅Π½Ρ)\n5. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Apply\" Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n6. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Reset\" Π΄Π»Ρ ΡΠ±ΡΠΎΡΠ° ΠΊ Π½Π°ΡΡΡΠΎΠΉΠΊΠ°ΠΌ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n\n## ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²\n\n### Player (ΠΠ³ΡΠΎΠΊ) - scripts/characters/player.gd\n\nΠΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅** (Inspector) ΠΏΡΠΈ Π²ΡΠ±ΠΎΡΠ΅ ΡΠ·Π»Π° Player Π² ΡΡΠ΅Π½Π΅.\n\n#### ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----- | |
| [2026-01-11T19:07:40.368Z] [INFO] -----|-----|--------------|----------|---------------------|\n| `max_speed` | float | 200.0 | ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ/ΡΠ΅ΠΊΡΠ½Π΄Ρ) | Π§Π΅ΠΌ Π²ΡΡΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅, ΡΠ΅ΠΌ Π±ΡΡΡΡΠ΅Π΅ Π±Π΅Π³Π°Π΅Ρ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ. 200 - ΡΠΌΠ΅ΡΠ΅Π½Π½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ, 400+ - ΠΎΡΠ΅Π½Ρ Π±ΡΡΡΡΠΎ |\n| `acceleration` | float | 1200.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΡΠ°Π·Π³ΠΎΠ½Π° Π΄ΠΎ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΠΈ | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ ΡΠ΅Π·ΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ Π½Π°ΡΠΈΠ½Π°Π΅Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅. ΠΠΈΠ·ΠΊΠΈΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ (300-500) = ΠΏΠ»Π°Π²Π½ΡΠΉ ΡΠ°Π·Π³ΠΎΠ½, Π²ΡΡΠΎΠΊΠΈΠ΅ (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½ΡΠΉ ΡΡΠ°ΡΡ |\n| `friction` | float | 1000.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΡΠΎΡΠΌΠΎΠΆΠ΅Π½ΠΈΡ ΠΏΡΠΈ ΠΎΡΠΏΡΡΠΊΠ°Π½ΠΈΠΈ ΠΊΠ»Π°Π²ΠΈΡ | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ ΡΠ΅Π·ΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΎΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ. ΠΠΈΠ·ΠΊΠΈΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ (200-400) = ΡΠΊΠΎΠ»ΡΠΆΠ΅Π½ΠΈΠ΅, Π²ΡΡΠΎΠΊΠΈΠ΅ (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½Π°Ρ ΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠ° |\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ**:\n\n- **ΠΡΠΊΠ°Π΄Π½ΡΠΉ ΡΡΡΠ΅Ρ** (ΡΠ΅Π·ΠΊΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅):\n - `max_speed = 250`\n - `acceleration = 2000`\n - `friction = 1500`\n\n- **Π Π΅Π°Π»ΠΈΡΡΠΈΡΠ½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅** (ΠΈΠ½Π΅ΡΡΠΈΡ):\n - `max_speed = 180`\n - `acceleration = 400`\n - `friction = 300`\n\n- **ΠΡΡΡΡΡΠΉ ΡΠΊΡΠ΅Π½** (Π²ΡΡΠΎΠΊΠ°Ρ ΠΌΠΎΠ±ΠΈΠ»ΡΠ½ΠΎΡΡΡ):\n - `max_speed = 350`\n - `acceleration = 1800`\n - `friction = 1200`\n\n#### ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `bullet_scene` | PackedScene | Bullet.tscn | Π‘ΡΠ΅Π½Π° ΠΏΡΠ»ΠΈ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ | ΠΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ Π½Π° ΡΠ²ΠΎΡ ΡΡΠ΅Π½Ρ ΠΏΡΠ»ΠΈ Ρ Π΄ΡΡΠ³ΠΈΠΌ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ/Π²Π½Π΅ΡΠ½ΠΈΠΌ Π²ΠΈΠ΄ΠΎΠΌ |\n| `bullet_spawn_offset` | float | 20.0 | Π‘ΠΌΠ΅ΡΠ΅Π½ΠΈΠ΅ ΡΠΎΡΠΊΠΈ ΠΏΠΎΡΠ²Π»Π΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ ΠΎΡ ΡΠ΅Π½ΡΡΠ° ΠΈΠ³ΡΠΎΠΊΠ° (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ) | ΠΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅Ρ, Π³Π΄Π΅ ΠΏΠΎΡΠ²Π»ΡΠ΅ΡΡΡ ΠΏΡΠ»Ρ. 20 = ΠΏΠ΅ΡΠ΅Π΄ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ, 0 = Π² ΡΠ΅Π½ΡΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ° |\n\n**ΠΠ°ΠΊ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Player.tscn ΠΈΠ»ΠΈ ΡΡΠΎΠ²Π΅Π½Ρ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ\n2. ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ·Π΅Π» Player Π² Π΄Π΅ΡΠ΅Π²Π΅ ΡΡΠ΅Π½Ρ\n3. Π ΠΏΠ°Π½Π΅Π»ΠΈ Inspector ΡΠΏΡΠ°Π²Π° Π½Π°ΠΉΠ΄ΠΈΡΠ΅ ΡΠ°Π·Π΄Π΅Π» \"Script Variables\"\n4. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π½ΡΠΆΠ½ΡΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ\n5. ΠΠ°ΠΆΠΌΠΈΡΠ΅ Ctrl+S Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ ΡΡΠ΅Π½Ρ\n\n### Bullet (ΠΡΠ»Ρ) - scripts/projectiles/bullet.gd\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `speed` | float | 600.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΠΏΠΎΠ»Π΅ΡΠ° ΠΏΡΠ»ΠΈ (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ/ΡΠ΅ΠΊΡΠ½Π΄Ρ) | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ Π±ΡΡΡΡΠ΅Π΅ Π»Π΅ΡΠΈΡ ΠΏΡΠ»Ρ. 300 = ΠΌΠ΅Π΄Π»Π΅Π½Π½ΠΎ, 1000+ = ΠΎΡΠ΅Π½Ρ Π±ΡΡΡΡΠΎ |\n| `lifetime` | float | 3.0 | ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠ΅ Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ ΠΏΡΠ»ΠΈ (ΡΠ΅ΠΊΡΠ½Π΄) | Π§Π΅ΡΠ΅Π· ΡΡΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΡΠ»Ρ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ, Π΄Π°ΠΆΠ΅ Π΅ΡΠ»ΠΈ Π½ΠΈ Π²ΠΎ ΡΡΠΎ Π½Π΅ ΠΏΠΎΠΏΠ°Π»Π° |\n\n**ΠΠ΅ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ (ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΈΠ· ΠΊΠΎΠ΄Π°)**:\n- `direction: Vector2` - Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ (ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ ΠΏΡΠΈ Π²ΡΡΡΡΠ΅Π»Π΅)\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n\n- **ΠΠ΅Π΄Π»Π΅Π½Π½Π°Ρ ΠΏΡΠ»Ρ** (ΠΊΠ°ΠΊ ΡΠ°ΠΉΡΠ±ΠΎΠ»):\n - `speed = 300`\n - `lifetime = 5.0`\n\n- **ΠΡΡΡΡΠ°Ρ ΠΏΡΠ»Ρ** (ΠΊΠ°ΠΊ Π»Π°Π·Π΅Ρ):\n - `speed = 1200`\n - `lifetime = 2.0`\n\n- **ΠΠ±ΡΡΠ½Π°Ρ ΠΏΡΠ»Ρ**:\n - `speed = 600`\n - `lifetime = 3.0`\n\n### Target (ΠΠΈΡΠ΅Π½Ρ) - scripts/objects/target.gd\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `hit_color` | Color | ΠΠ΅Π»Π΅Π½ΡΠΉ | Π¦Π²Π΅Ρ ΠΌΠΈΡΠ΅Π½ΠΈ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΈΡ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ. ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ Π·Π΅Π»Π΅Π½ΡΠΉ (0.2, 0.8, 0.2) |\n| `normal_color` | Color | ΠΡΠ°ΡΠ½ΡΠΉ | ΠΠ±ΡΡΠ½ΡΠΉ ΡΠ²Π΅Ρ ΠΌΠΈΡΠ΅Π½ΠΈ | Π¦Π²Π΅Ρ Π² ΠΈΡΡ ΠΎΠ΄Π½ΠΎΠΌ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΈ. ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ ΠΊΡΠ°ΡΠ½ΡΠΉ (0.9, 0.2, 0.2) |\n| `destroy_on_hit` | bool | false | Π£Π½ΠΈΡΡΠΎΠΆΠ°ΡΡ ΠΌΠΈΡΠ΅Π½Ρ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | false = ΠΌΠΈΡΠ΅Π½Ρ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ, true = ΠΌΠΈΡΠ΅Π½Ρ ΠΈΡΡΠ΅Π·Π°Π΅Ρ |\n| `respawn_delay` | float | 2.0 | ΠΠ°Π΄Π΅ΡΠΆΠΊΠ° ΠΏΠ΅ΡΠ΅Π΄ Π²ΠΎΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ΠΌ/ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ (ΡΠ΅ΠΊΡΠ½Π΄) | ΠΡΠ΅ΠΌΡ, ΡΠ΅ΡΠ΅Π· ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΌΠΈΡΠ΅Π½Ρ Π»ΠΈΠ±ΠΎ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ (Π΅ΡΠ»ΠΈ destroy_on_hit = false), Π»ΠΈΠ±ΠΎ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ (Π΅ΡΠ»ΠΈ true) |\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n\n- **Π’ΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½Π°Ρ ΠΌΠΈΡΠ΅Π½Ρ** (Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ):\n - `destroy_on_hit = false`\n - `respawn_delay = 2.0`\n - ΠΠΈΡΠ΅Π½Ρ ΠΌΠΎΠΆΠ½ΠΎ ΡΡΡΠ΅Π»ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎΠΊΡΠ°ΡΠ½ΠΎ\n\n- **Π Π°Π·ΡΡΡΠ°Π΅ΠΌΠ°Ρ ΠΌΠΈΡΠ΅Π½Ρ**:\n - `destroy_on_hit = true`\n - `respawn_delay = 1.0`\n - ΠΠΈΡΠ΅Π½Ρ ΠΈΡΡΠ΅Π·Π°Π΅Ρ ΠΏΠΎΡΠ»Π΅ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ\n\n- **ΠΡΡΡΡΠΎ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°ΡΡΠ°ΡΡΡ ΠΌΠΈΡΠ΅Π½Ρ**:\n - `destroy_on_hit = false`\n - `respawn_delay = 0.5`\n - ΠΠ»Ρ ΠΈΠ½ΡΠ΅Π½ΡΠΈΠ²Π½ΠΎΠΉ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n### InputSettings (ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ) - scripts/autoload/input_settings.gd\n\nΠΡΠΎ ΡΠΈΠ½Π³Π»ΡΠΎΠ½ (autoload), ΠΊΠΎΡΠΎΡΡΠΉ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΡΡΠ°ΡΡΠ΅ ΠΈΠ³ΡΡ.\n\n**ΠΠΎΠ½ΡΡΠ°Π½ΡΡ**:\n- `SETTINGS_PATH = \"user://input_settings.cfg\"` - ΠΏΡΡΡ ΠΊ ΡΠ°ΠΉΠ»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n\n**ΠΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅**:\n- `remappable_actions: Array[String]` - ΡΠΏΠΈΡΠΎΠΊ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ, Π΄ΠΎΡΡΡΠΏΠ½ΡΡ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ\n\n**ΠΠ΅ΡΠΎΠ΄Ρ Π΄Π»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ Π² Π΄ΡΡΠ³ΠΈΡ ΡΠΊΡΠΈΠΏΡΠ°Ρ **:\n\n```gdscript\n# ΠΠΎΠ»ΡΡΠΈΡΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅ΠΌΠΎΠ΅ ΠΈΠΌΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\nInputSettings.get_action_display_name(\"move_up\") # ΠΠ΅ΡΠ½Π΅Ρ \"Move Up\"\n\n# ΠΠΎΠ»ΡΡΠΈΡΡ ΡΠ΅ΠΊΡΡΡΡ Π½Π°Π·Π½Π°ΡΠ΅Π½Π½ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ\nInputSettings.get_action_key_name(\"shoot\") # ΠΠ΅ΡΠ½Π΅Ρ \"Left Mouse\"\n\n# Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ Π½ΠΎΠ²ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ Π΄Π»Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\nvar new_event = InputEventKey.new()\nnew_event.physical_keycode = KEY_SPACE\nInputSettings.set_action_key(\"shoot\", new_event)\n\n# Π‘Π±ΡΠΎΡΠΈΡΡ Π²ΡΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΊ Π·Π½Π°ΡΠ΅Π½ΠΈΡΠΌ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\nInputSettings.reset_to_defaults()\n\n# Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΡ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π² ΡΠ°ΠΉΠ»\nInputSettings.save_settings()\n\n# ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡ ΠΊΠ»Π°Π²ΠΈΡ\nvar conflict = InputSettings.check_key_conflict(event, \"move_up\")\nif conflict != \"\":\n print(\"ΠΠΎΠ½ΡΠ»ΠΈΠΊΡ Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ΠΌ: \", conflict)\n```\n\n**Π‘ΠΈΠ³Π½Π°Π»Ρ**:\n- `controls_changed` - ΠΈΡΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n## Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n### ΠΠ°ΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ Π²Π²ΠΎΠ΄Π° (Input Actions)\n\nΠΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > ΠΠ°ΡΡΠ° Π²Π²ΠΎΠ΄Π°** (Project > Project Settings > Input Map).\n\n| ΠΠ΅ΠΉΡΡΠ²ΠΈΠ΅ | ΠΠ»Π°Π²ΠΈΡΠΈ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ |\n|----------|----------------------|------------|\n| `move_up` | W, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π²Π΅ΡΡ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π²Π΅ΡΡ |\n| `move_down` | S, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π½ΠΈΠ· | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π½ΠΈΠ· |\n| `move_left` | A, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π»Π΅Π²ΠΎ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π»Π΅Π²ΠΎ |\n| `move_right` | D, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²ΠΏΡΠ°Π²ΠΎ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²ΠΏΡΠ°Π²ΠΎ |\n| `shoot` | ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ | Π‘ΡΡΠ΅Π»ΡΠ±Π° ΠΊ ΠΊΡΡΡΠΎΡΡ |\n| `pause` | Escape | ΠΡΠΊΡΡΡΠΈΠ΅ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ |\n\n### ΠΠ°ΠΊ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ Π½ΠΎΠ²ΠΎΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅\n\n**ΠΡΠΈΠΌΠ΅Ρ**: ΠΠΎΠ±Π°Π²ΠΈΠΌ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ Π΄Π»Ρ Π±Π΅Π³Π° (sprint)\n\n1. **Π Π½Π°ΡΡΡΠΎΠΉΠΊΠ°Ρ ΠΏΡΠΎΠ΅ΠΊΡΠ°**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡ **ΠΠ°ΡΡΠ° Π²Π²ΠΎΠ΄Π°** (Input Map)\n - ΠΠ²Π΅Π΄ΠΈΡΠ΅ ΠΈΠΌΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ `sprint` Π² ΠΏΠΎΠ»Π΅ Π² Π²Π΅ΡΡ Π½Π΅ΠΉ ΡΠ°ΡΡΠΈ\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **ΠΠΎΠ±Π°Π²ΠΈΡΡ** (Add)\n - ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ Π½Π° \"+\" ΡΠΏΡΠ°Π²Π° ΠΎΡ `sprint`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΊΠ»Π°Π²ΠΈΡΡ Shift\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **OK**\n\n2. **Π ΠΊΠΎΠ΄Π΅ ΠΈΠ³ΡΠΎΠΊΠ°** (scripts/characters/player.gd):\n ```gdscript\n # ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ\n @export var sprint_multiplier: float = 1.5\n\n # ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄ _physics_process\n func _physics_process(delta: float) -> void:\n var input_direction := _get_input_direction()\n\n # ΠΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅ΠΌ ΡΠ΅ΠΊΡΡΡΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΡΡ ΡΠΊΠΎΡΠΎΡΡΡ\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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π² ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ°Π΅ΠΌΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ** (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ):\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ `scripts/autoload/input_settings.gd`\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ `\"sprint\"` Π² ΠΌΠ°ΡΡΠΈΠ² `remappable_actions`\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΡ Π² ΠΌΠ΅ΡΠΎΠ΄Π΅ `get_action_display_name`:\n ```gdscript\n \"sprint\":\n return \"Sprint\"\n ```\n\n## Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ\n\nGodot ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ ΡΠ»ΠΎΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ Π΄Π»Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½ΠΈΡ ΡΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΠΌΠΎΠ³ΡΡ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΎΠ²Π°ΡΡ Π΄ΡΡΠ³ Ρ Π΄ΡΡΠ³ΠΎΠΌ.\n\n### ΠΠ°ΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ ΡΠ»ΠΎΠΈ\n\nΠ‘Π»ΠΎΠΈ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > ΠΠΌΠ΅Π½Π° ΡΠ»ΠΎΠ΅Π² > 2D ΡΠΈΠ·ΠΈΠΊΠ°** (Project > Project Settings > Layer Names > 2D Physics).\n\n| Π‘Π»ΠΎΠΉ | ΠΠ°Π·Π²Π°Π½ΠΈΠ΅ | ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ | ΠΡΠΈΠΌΠ΅ΡΡ |\n|------|----------|------------|---------|\n| 1 | player | ΠΠ³ΡΠΎΠΊ | ΠΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΈΠ³ΡΠΎΠΊΠ° |\n| 2 | enemies | ΠΡΠ°Π³ΠΈ | ΠΡΠ°ΠΆΠ΄Π΅Π±Π½ΡΠ΅ NPC, ΠΌΠΎΠ½ΡΡΡΡ |\n| 3 | obstacles | ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ | Π‘ΡΠ΅Π½Ρ, Π±Π°ΡΡΠ΅ΡΡ, Π½Π΅ΠΏΡΠΎΡ ΠΎΠ΄ΠΈΠΌΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n| 4 | pickups | ΠΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ | ΠΠΎΠ½Π΅ΡΡ, Π·Π΄ΠΎΡΠΎΠ²ΡΠ΅, ΠΎΡΡΠΆΠΈΠ΅ |\n| 5 | projectiles | Π‘Π½Π°ΡΡΠ΄Ρ | ΠΡΠ»ΠΈ, ΡΠ°ΠΊΠ΅ΡΡ, ΠΌΠ°Π³ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ½Π°ΡΡΠ΄Ρ |\n| 6 | targets | ΠΠΈΡΠ΅Π½ΠΈ | Π‘ΡΡΠ΅Π»ΡΠ΅ΠΌΡΠ΅ ΠΌΠΈΡΠ΅Π½ΠΈ, ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n\n### ΠΠ°ΠΊ ΡΠ°Π±ΠΎΡΠ°ΡΡ ΡΠ»ΠΎΠΈ\n\nΠΠ°ΠΆΠ΄ΡΠΉ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ (CharacterBody2D, Area2D, StaticBody2D ΠΈ Ρ.Π΄.) ΠΈΠΌΠ΅Π΅Ρ:\n\n1. **Collision Layer** (Π‘Π»ΠΎΠΉ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Π½Π° ΠΊΠ°ΠΊΠΎΠΌ ΡΠ»ΠΎΠ΅ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ ΠΎΠ±ΡΠ΅ΠΊΡ\n2. **Collision Mask** (ΠΠ°ΡΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Ρ ΠΊΠ°ΠΊΠΈΠΌΠΈ ΡΠ»ΠΎΡΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡ ΠΌΠΎΠΆΠ΅Ρ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΎΠ²Π°ΡΡ\n\n**ΠΡΠΈΠΌΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈΠ³ΡΠΎΠΊΠ°**:\n- **Collision Layer** = 1 (player) - ΠΈΠ³ΡΠΎΠΊ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ ΠΈΠ³ΡΠΎΠΊΠ°\n- **Collision Mask** = 4 (obstacles) + 8 (pickups) - ΠΈΠ³ΡΠΎΠΊ Π²ΠΈΠ΄ΠΈΡ ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ ΠΈ ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ\n\n**ΠΡΠΈΠΌΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠ»ΠΈ**:\n- **Collision Layer** = 5 (projectiles) - ΠΏΡΠ»Ρ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²\n- **Collision Mask** = 4 (obstacles) + 32 (targets) - ΠΏΡΠ»Ρ Π²ΠΈΠ΄ΠΈΡ ΡΡΠ΅Π½Ρ ΠΈ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n### ΠΠ°ΠΊ Π½Π°ΡΡΡΠΎΠΈΡΡ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π΄Π»Ρ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΡ ΠΌΠΎΠ½Π΅ΡΡ\n\n1. Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Ρ ΡΠ·Π»ΠΎΠΌ Area2D\n2. ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ·Π΅Π» Area2D\n3. Π Inspector Π½Π°ΠΉΠ΄ΠΈΡΠ΅ ΡΠ°Π·Π΄Π΅Π» **Collision**\n4. **Collision Layer**: ΠΠΊΠ»ΡΡΠΈΡΠ΅ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ»ΠΎΠΉ 4 (pickups)\n5. **Collision Mask**: ΠΠΊΠ»ΡΡΠΈΡΠ΅ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ»ΠΎΠΉ 1 (player) - ΠΌΠΎΠ½Π΅ΡΠ° Π±ΡΠ΄Π΅Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ ΠΈΠ³ΡΠΎΠΊΠ°\n\n**Π ΡΠΊΡΠΈΠΏΡΠ΅ ΠΌΠΎΠ½Π΅ΡΡ**:\n```gdscript\nextends Area2D\n\nfunc _ready() -> void:\n # Π‘Π»ΡΡΠ°Π΅ΠΌ Π²Ρ ΠΎΠ΄ Π² ΠΎΠ±Π»Π°ΡΡΡ\n body_entered.connect(_on_body_entered)\n\nfunc _on_body_entered(body: Node2D) -> void:\n # ΠΡΠ»ΠΈ ΡΡΠΎ ΠΈΠ³ΡΠΎΠΊ (Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ player)\n if body is CharacterBody2D:\n print(\"ΠΠ³ΡΠΎΠΊ ΠΏΠΎΠ΄ΠΎΠ±ΡΠ°Π» ΠΌΠΎΠ½Π΅ΡΡ!\")\n queue_free() # Π£Π΄Π°Π»ΡΠ΅ΠΌ ΠΌΠΎΠ½Π΅ΡΡ\n```\n\n### Π’Π°Π±Π»ΠΈΡΠ° Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n\n| ΠΠ±ΡΠ΅ΠΊΡ | Π‘Π»ΠΎΠΉ | ΠΠ°ΡΠΊΠ° | ΠΠ·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΡΠ΅Ρ Ρ |\n|--------|------|-------|-------------------|\n| ΠΠ³ΡΠΎΠΊ | 1 (player) | 4 (obstacles) + 8 (pickups) | Π‘ΡΠ΅Π½Ρ, ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ |\n| ΠΡΠ°Π³ | 2 (enemies) | 1 (player) + 4 (obstacles) | ΠΠ³ΡΠΎΠΊ, ΡΡΠ΅Π½Ρ |\n| Π‘ΡΠ΅Π½Π° | 3 (obstacles) | - | ΠΠΈΡΠ΅Π³ΠΎ (ΡΡΠ°ΡΠΈΡΠ½Π°Ρ) |\n| ΠΠΎΠ½Π΅ΡΠ° | 4 (pickups) | 1 (player) | ΠΠ³ΡΠΎΠΊ |\n| ΠΡΠ»Ρ | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Π‘ΡΠ΅Π½Ρ, ΠΌΠΈΡΠ΅Π½ΠΈ |\n| ΠΠΈΡΠ΅Π½Ρ | 6 (targets) | 16 (projectiles) | ΠΡΠ»ΠΈ |\n\n## Π Π°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ\n\n**Π¨Π°Π³ Π·Π° ΡΠ°Π³ΠΎΠΌ**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠ°ΠΉΠ» ΡΡΠ΅Π½Ρ**:\n - ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ ΠΏΡΠ°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ Π½Π° ΠΏΠ°ΠΏΠΊΡ `scenes/levels/`\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ **Π‘ΠΎΠ·Π΄Π°ΡΡ Π½ΠΎΠ²ΡΡ ΡΡΠ΅Π½Ρ** (New Scene)\n - Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΠ΅ ΠΊΠ°ΠΊ `scenes/levels/MyLevel.tscn`\n\n2. **ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ ΡΡΡΡΠΊΡΡΡΡ**:\n ```\n MyLevel (Node2D)\n βββ Environment (Node2D)\n β βββ Background (Sprite2D/ColorRect)\n β βββ Walls (Node2D)\n β β βββ Wall1 (StaticBody2D + CollisionShape2D)\n β βββ Objects (Node2D)\n βββ Entities (Node2D)\n β βββ Player (ΡΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ Player.tscn)\n βββ CanvasLayer\n βββ UI (Control)\n ```\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ ΡΡΠΎΠ²Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠ°ΠΉΠ» `scripts/levels/my_level.gd`\n - ΠΡΠΈΠΊΡΠ΅ΠΏΠΈΡΠ΅ ΠΊ ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΌΡ ΡΠ·Π»Ρ MyLevel\n\n ```gdscript\n extends Node2D\n ## My custom game level\n\n func _ready() -> void:\n print(\"Level loaded!\")\n # ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΡΠΎΠ²Π½Ρ\n\n func _process(delta: float) -> void:\n # ΠΠΎΠ³ΠΈΠΊΠ° ΡΡΠΎΠ²Π½Ρ\n pass\n ```\n\n4. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ°**:\n - ΠΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΠ΅ `scenes/characters/Player.tscn` Π² ΡΠ·Π΅Π» Entities\n - Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ Π΅Π³ΠΎ position Π² ΠΆΠ΅Π»Π°Π΅ΠΌΡΡ ΡΡΠ°ΡΡΠΎΠ²ΡΡ ΠΏΠΎΠ·ΠΈΡΠΈΡ\n\n5. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ StaticBody2D ΠΏΠΎΠ΄ Walls\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ CollisionShape2D\n - Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ **Collision Layer** = 3 (obstacles)\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΈΠ»ΠΈ ColorRect\n\n6. **ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ ΡΡΠΎΠ²Π΅Π½Ρ**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ MyLevel.tscn\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ F6 Π΄Π»Ρ Π·Π°ΠΏΡΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅ΠΉ ΡΡΠ΅Π½Ρ\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (Π²ΡΠ°Π³Π°)\n\n**Π¨Π°Π³ Π·Π° ΡΠ°Π³ΠΎΠΌ**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ `scenes/characters/Enemy.tscn`\n - ΠΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π»: CharacterBody2D\n\n2. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n ```\n Enemy (CharacterBody2D)\n βββ CollisionShape2D (ΡΠΎΡΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ)\n βββ Sprite2D (Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ)\n βββ DetectionArea (Area2D) - Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°\n βββ CollisionShape2D\n ```\n\n3. **ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ 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°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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 # ΠΠ°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌ Π·ΠΎΠ½Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ\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 # ΠΠ²ΠΈΠ³Π°Π΅ΠΌΡΡ ΠΊ ΠΈΠ³ΡΠΎΠΊΡ\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: # ΠΡΠΎΠ²Π΅ΡΡΠ΅ΠΌ ΡΠ»ΠΎΠΉ player\n player = body\n\n func _on_detection_exited(body: Node2D) -> void:\n if body == player:\n player = null\n ```\n\n5. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π½Π° ΡΡΠΎΠ²Π½Π΅**:\n - ΠΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΠ΅ Enemy.tscn Π½Π° Π²Π°Ρ ΡΡΠΎΠ²Π΅Π½Ρ\n - ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π² Inspector\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° ΡΠ½Π°ΡΡΠ΄Π°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π΄Π»Π΅Π½Π½ΡΠΉ ΠΎΠ³Π½Π΅Π½Π½ΡΠΉ ΡΠ°Ρ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΊΠΎΠΏΠΈΡΡΠΉΡΠ΅ `scenes/projectiles/Bullet.tscn`\n - Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΠ΅ ΠΊΠ°ΠΊ `scenes/projectiles/Fireball.tscn`\n\n2. **ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»**:\n - ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΡΠΏΡΠ°ΠΉΡ Π½Π° ΠΊΡΠ°ΡΠ½ΡΠΉ/ΠΎΡΠ°Π½ΠΆΠ΅Π²ΡΠΉ\n - Π£Π²Π΅Π»ΠΈΡΡΡΠ΅ ΡΠ°Π·ΠΌΠ΅Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, ΡΠ°Π΄ΠΈΡΡ 8)\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `scripts/projectiles/fireball.gd`:\n ```gdscript\n extends Area2D\n ## Fireball projectile with explosion effect\n\n @export var speed: float = 300.0 # ΠΠ΅Π΄Π»Π΅Π½Π½Π΅Π΅ ΠΎΠ±ΡΡΠ½ΠΎΠΉ ΠΏΡΠ»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°ΡΡΡ Π²Π·ΡΡΠ²Π°\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 # ΠΠ°Ρ ΠΎΠ΄ΠΈΠΌ Π²ΡΠ΅Ρ Π²ΡΠ°Π³ΠΎΠ² Π² ΡΠ°Π΄ΠΈΡΡΠ΅\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. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² ΠΈΠ³ΡΠΎΠΊΠ΅**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ Player.tscn\n - Π Inspector ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ `bullet_scene` Π½Π° Fireball.tscn\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ (Autoload/Singleton)\n\nΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ Π΄Π»Ρ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ (ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΡ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈ Ρ.Π΄.)\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ ΡΡΠ΅ΡΠ°\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π² Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΡ**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡ **Autoload**\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ Π½Π° Π·Π½Π°ΡΠΎΠΊ ΠΏΠ°ΠΏΠΊΠΈ ΡΠΏΡΠ°Π²Π°\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ `scripts/autoload/score_manager.gd`\n - Π ΠΏΠΎΠ»Π΅ **Node Name** Π²Π²Π΅Π΄ΠΈΡΠ΅ `ScoreManager`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **ΠΠΎΠ±Π°Π²ΠΈΡΡ** (Add)\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² Π»ΡΠ±ΠΎΠΌ ΡΠΊΡΠΈΠΏΡΠ΅**:\n ```gdscript\n # Π ΡΠΊΡΠΈΠΏΡΠ΅ Π²ΡΠ°Π³Π° ΠΏΡΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΠΈ\n func die() -> void:\n ScoreManager.add_score(100)\n queue_free()\n\n # Π UI Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ ΡΡΠ΅ΡΠ°\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### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΏΠΎΠ»ΠΎΡΠΊΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ** `scenes/ui/HealthBar.tscn`:\n ```\n HealthBar (Control)\n βββ Background (ColorRect) - ΡΠ΅ΠΌΠ½ΡΠΉ ΡΠΎΠ½\n βββ Bar (ProgressBar) - ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n ```\n\n2. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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 # ΠΠ΅Π½ΡΠ΅ΠΌ ΡΠ²Π΅Ρ Π² Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠΈ ΠΎΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π·Π΄ΠΎΡΠΎΠ²ΡΠ΅ ΠΈΠ³ΡΠΎΠΊΡ** (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 # ... ΡΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠΉ 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 # ΠΠΎΠ³ΠΈΠΊΠ° ΡΠΌΠ΅ΡΡΠΈ\n ```\n\n4. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π½Π° ΡΡΠΎΠ²Π΅Π½Ρ**:\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ HealthBar.tscn ΠΊΠ°ΠΊ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠΉ ΡΠ·Π΅Π» CanvasLayer\n - Π ΡΠΊΡΠΈΠΏΡΠ΅ ΡΡΠΎΠ²Π½Ρ ΡΠ²ΡΠΆΠΈΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ° 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## ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ\n\n### ΠΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ snake_case** Π΄Π»Ρ Π²ΡΠ΅Ρ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ:\n β `player_character.gd`, `main_menu.tscn`\n β `PlayerCharacter.gd`, `MainMenu.tscn`\n\n2. **ΠΡΡΠΏΠΏΠΈΡΡΠΉΡΠ΅ ΠΏΠΎ ΡΠΈΠΏΡ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΈ**:\n ```\n scenes/\n βββ characters/ # ΠΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠΈ\n βββ levels/ # ΠΡΠ΅ ΡΡΠΎΠ²Π½ΠΈ\n βββ ui/ # ΠΠ΅ΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ\n\n scripts/\n βββ characters/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ\n βββ levels/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΡΠΎΠ²Π½Π΅ΠΉ\n βββ ui/ # Π‘ΠΊΡΠΈΠΏΡΡ UI\n ```\n\n3. **Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΈΠΌΠ΅Π½**: Π€Π°ΠΉΠ»Ρ ΡΡΠ΅Π½ ΠΈ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π΄ΠΎΠ»ΠΆΠ½Ρ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΎΠ²Π°ΡΡ:\n - Π‘ΡΠ΅Π½Π°: `scenes/characters/Player.tscn`\n - Π‘ΠΊΡΠΈΠΏΡ: `scripts/characters/player.gd`\n\n### ΠΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΊΠΎΠ΄Π°\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ @export Π΄Π»Ρ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ Π²ΠΈΠ΄Π΅Π½ Π² Inspector\n @export var max_speed: float = 200.0\n\n # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ ΡΠΏΡΡΡΠ°Π½ Π² ΠΊΠΎΠ΄Π΅\n var max_speed: float = 200.0\n ```\n\n2. **ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠΈΡΡΠΉΡΠ΅ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΠ΅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. **ΠΠΎΡΡΠ΄ΠΎΠΊ Π² ΡΠΊΡΠΈΠΏΡΠ΅**:\n ```gdscript\n # 1. Extends\n extends CharacterBody2D\n\n # 2. ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ ΠΊΠ»Π°ΡΡΠ°\n ## Class documentation\n\n # 3. Π‘ΠΈΠ³Π½Π°Π»Ρ\n signal health_changed(value: int)\n\n # 4. ΠΠΊΡΠΏΠΎΡΡΠΈΡΡΠ΅ΠΌΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n @export var max_speed: float = 200.0\n\n # 5. ΠΡΠ±Π»ΠΈΡΠ½ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n var velocity: Vector2 = Vector2.ZERO\n\n # 6. ΠΡΠΈΠ²Π°ΡΠ½ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ (Ρ ΠΏΠΎΠ΄ΡΠ΅ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n var _is_dead: bool = false\n\n # 7. @onready ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n @onready var sprite: Sprite2D = $Sprite2D\n\n # 8. ΠΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ (_ready, _process ΠΈ Ρ.Π΄.)\n func _ready() -> void:\n pass\n\n # 9. ΠΡΠ±Π»ΠΈΡΠ½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ\n func take_damage(amount: int) -> void:\n pass\n\n # 10. ΠΡΠΈΠ²Π°ΡΠ½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ (Ρ ΠΏΠΎΠ΄ΡΠ΅ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n func _calculate_movement() -> Vector2:\n pass\n ```\n\n4. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΡΠΈΠΏΠΈΠ·Π°ΡΠΈΡ**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΡΠ²Π½ΡΠ΅ ΡΠΈΠΏΡ\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 # β ΠΠ»ΠΎΡ ΠΎ - Π±Π΅Π· ΡΠΈΠΏΠΎΠ²\n var health = 100\n var speed = 200.0\n\n func get_direction():\n return Vector2.ZERO\n ```\n\n### Π Π°Π±ΠΎΡΠ° ΡΠΎ ΡΡΠ΅Π½Π°ΠΌΠΈ\n\n1. **ΠΠΎΠ΄ΡΠ»ΡΠ½Π°Ρ ΡΡΡΡΠΊΡΡΡΠ°**:\n ```\n Level\n βββ Environment # ΠΡΠ΅ ΡΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠΊΡΡΠΆΠ΅Π½ΠΈΠ΅\n βββ Entities # ΠΡΠ΅ Π΄ΠΈΠ½Π°ΠΌΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΡΡΠ½ΠΎΡΡΠΈ\n βββ UI # ΠΠ΅ΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ\n ```\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΡ ΡΡΠ΅Π½** Π²ΠΌΠ΅ΡΡΠΎ Π΄ΡΠ±Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Π²ΡΠ°Π³Π° ΠΎΠ΄ΠΈΠ½ ΡΠ°Π·\n - Π Π°Π·ΠΌΠ΅ΡΠ°ΠΉΡΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΡ ΡΡΠΎΠΉ ΡΡΠ΅Π½Ρ Π½Π° ΡΡΠΎΠ²Π½ΡΡ \n - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π² ΠΎΡΠΈΠ³ΠΈΠ½Π°Π»ΡΠ½ΠΎΠΉ ΡΡΠ΅Π½Π΅ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΠΏΡΠΈΠΌΠ΅Π½ΡΡΡΡ Π²Π΅Π·Π΄Π΅\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ @onready** Π΄Π»Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΠ·Π»Ρ:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΡΡ Π² _ready Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ\n @onready var sprite: Sprite2D = $Sprite2D\n @onready var collision: CollisionShape2D = $CollisionShape2D\n\n # β ΠΠ»ΠΎΡ ΠΎ - Π½ΡΠΆΠ½ΠΎ Π²ΡΡΡΠ½ΡΡ Π·Π°Π³ΡΡΠΆΠ°ΡΡ 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 Π΄Π»Ρ ΡΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΈΠ³ΡΠΎΠΊΠ°, Π²ΡΠ°Π³ΠΎΠ²\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `move_and_slide()` Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n - ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n\n2. **Area2D Π΄Π»Ρ ΡΡΠΈΠ³Π³Π΅ΡΠΎΠ² ΠΈ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΏΡΠ»Ρ, Π·ΠΎΠ½ ΡΡΠΎΠ½Π°, ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΡ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΠΎΠ²\n - ΠΠ΅ΡΠ΅ΠΊΡΠΈΡΡΠ΅Ρ Π²Ρ ΠΎΠ΄/Π²ΡΡ ΠΎΠ΄ Π΄ΡΡΠ³ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n - ΠΠ΅ Π±Π»ΠΎΠΊΠΈΡΡΠ΅Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅\n\n3. **StaticBody2D Π΄Π»Ρ Π½Π΅ΠΏΠΎΠ΄Π²ΠΈΠΆΠ½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΡΡΠ΅Π½, ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΠΉ\n - ΠΠ΅ Π΄Π²ΠΈΠΆΠ΅ΡΡΡ, ΡΠΎΠ»ΡΠΊΠΎ Π±Π»ΠΎΠΊΠΈΡΡΠ΅Ρ\n\n4. **ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΠΉΡΠ΅ ΡΠ»ΠΎΠΈ**:\n - ΠΠ±ΡΠ΅ΠΊΡ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π±ΡΡΡ Π½Π° ΠΠΠΠΠ ΡΠ»ΠΎΠ΅ (Layer)\n - ΠΠ±ΡΠ΅ΠΊΡ ΠΌΠΎΠΆΠ΅Ρ Π²ΠΈΠ΄Π΅ΡΡ ΠΠΠ‘ΠΠΠΠ¬ΠΠ ΡΠ»ΠΎΠ΅Π² (Mask)\n\n### ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ ΠΏΠΎ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎΡΡΠΈ**:\n ```gdscript\n # ΠΡΠ»ΠΈ Π½Π΅ Π½ΡΠΆΠ΅Π½ _process, Π½Π΅ ΡΠΎΠ·Π΄Π°Π²Π°ΠΉΡΠ΅ Π΅Π³ΠΎ\n # ΠΡΠΊΠ»ΡΡΠ°ΠΉΡΠ΅ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΡ, ΠΊΠΎΠ³Π΄Π° Π½Π΅ Π½ΡΠΆΠ½ΠΎ\n func disable_processing() -> void:\n set_process(false)\n set_physics_process(false)\n ```\n\n2. **Π£Π΄Π°Π»ΡΠΉΡΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ**:\n ```gdscript\n # ΠΡΠ»ΠΈ, ΡΡΡΠ΅ΠΊΡΡ ΠΈ Ρ.Π΄. Π΄ΠΎΠ»ΠΆΠ½Ρ ΡΠ΄Π°Π»ΡΡΡ ΡΠ΅Π±Ρ\n func _on_lifetime_exceeded() -> void:\n queue_free() # β ΠΠ΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎΠ΅ ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅\n ```\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ object pooling Π΄Π»Ρ ΡΠ°ΡΡΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²**:\n - ΠΠΌΠ΅ΡΡΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ/ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΠΏΡΠ»Ρ ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π·\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΠΏΡΠ» ΠΏΡΠ»Ρ ΠΈ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΈΡ \n\n## ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°\n\n### Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ\n\n1. **ΠΠ΄ΠΈΠ½ ΡΠΊΡΠΈΠΏΡ = ΠΎΠ΄Π½Π° ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΡ**:\n - `player.gd` - ΡΠΎΠ»ΡΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΈΠ³ΡΠΎΠΊΠ°\n - `bullet.gd` - ΡΠΎΠ»ΡΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΏΡΠ»ΠΈ\n - `game_manager.gd` - ΡΠΎΠ»ΡΠΊΠΎ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΈΠ³ΡΠΎΠΉ\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΡΠΈΠ³Π½Π°Π»Ρ Π΄Π»Ρ ΠΊΠΎΠΌΠΌΡΠ½ΠΈΠΊΠ°ΡΠΈΠΈ**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΡΠ»Π°Π±Π°Ρ ΡΠ²ΡΠ·Ρ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ³Π½Π°Π»Ρ\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 # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΡΡΠΌΠ°Ρ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΡ\n # Π player.gd\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n GameManager.player_died() # ΠΡΡΠΌΠ°Ρ ΡΠ²ΡΠ·Ρ\n ```\n\n3. **ΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ Π΄Π»Ρ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΠΎΠ² (GameManager, ScoreManager)\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ (InputSettings, AudioSettings)\n - ΠΠ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΎΠ±ΡΡΠ½ΠΎΠΉ ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ Π»ΠΎΠ³ΠΈΠΊΠΈ\n\n### ΠΠ΅ΡΠ°ΡΡ ΠΈΡ ΡΡΠ΅Π½\n\n1. **ΠΡΠΈΠ½ΡΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΠΈ**:\n ```\n Player\n βββ Sprite2D # ΠΠΈΠ·ΡΠ°Π»\n βββ CollisionShape2D # Π€ΠΈΠ·ΠΈΠΊΠ°\n βββ HealthComponent # ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ Π·Π΄ΠΎΡΠΎΠ²ΡΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ)\n βββ WeaponComponent # ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ ΠΎΡΡΠΆΠΈΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ)\n ```\n\n2. **ΠΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ `scenes/components/HealthComponent.tscn`\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² ΠΈΠ³ΡΠΎΠΊΠ΅, Π²ΡΠ°Π³Π°Ρ ΠΈ Ρ.Π΄.\n - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π² ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ΅ Π·Π°ΡΡΠΎΠ½ΡΡ Π²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ\n\n### Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ΠΌ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΠ΅ΡΠ΅ΡΠΈΡΠ»Π΅Π½ΠΈΡ (enum) Π΄Π»Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ**:\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 # ΠΠΈΡΠ΅Π³ΠΎ Π½Π΅ Π΄Π΅Π»Π°Π΅ΠΌ\n ```\n\n2. **ΠΠ°ΡΠΈΠ½Π° ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ Π΄Π»Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΡ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠ΅ ΡΠ·Π»Ρ Π΄Π»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n - ΠΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ°ΠΉΡΠ΅ΡΡ ΠΌΠ΅ΠΆΠ΄Ρ Π½ΠΈΠΌΠΈ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ\n\n### ΠΠ°Π½Π½ΡΠ΅ ΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Resources Π΄Π»Ρ Π΄Π°Π½Π½ΡΡ **:\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°ΠΉΡΠ΅ `.tres` ΡΠ°ΠΉΠ»Ρ Π² `assets/data/weapons/`:\n - `pistol.tres`\n - `shotgun.tres`\n - `rifle.tres`\n\n2. **ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΎΠ½Π½ΡΠ΅ ΡΠ°ΠΉΠ»Ρ Π΄Π»Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n ```gdscript\n # Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\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 # ΠΠ°Π³ΡΡΠ·ΠΊΠ° Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n var config = ConfigFile.new()\n config.load(\"user://settings.cfg\")\n var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n ```\n\n### ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ\n\n1. **ΠΡΠΎΠ²Π΅ΡΡΠΉΡΠ΅ 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. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ assert Π΄Π»Ρ ΠΏΡΠΎΠ²Π΅ΡΠΊΠΈ ΡΡΠ»ΠΎΠ²ΠΈΠΉ**:\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### ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n\n1. **ΠΡΡΠΏΠΏΠΈΡΡΠΉΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ**:\n ```gdscript\n # ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π² Π³ΡΡΠΏΠΏΡ\n add_to_group(\"enemies\")\n add_to_group(\"damageable\")\n\n # ΠΠ°ΠΉΠ΄ΠΈΡΠ΅ Π²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π³ΡΡΠΏΠΏΡ\n var enemies = get_tree().get_nodes_in_group(\"enemies\")\n for enemy in enemies:\n enemy.take_damage(10)\n ```\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ caching Π΄Π»Ρ ΡΠ°ΡΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ**:\n ```gdscript\n # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΠΎΠΈΡΠΊ ΠΊΠ°ΠΆΠ΄ΡΠΉ 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 # β Π₯ΠΎΡΠΎΡΠΎ - ΠΊΠ΅ΡΠΈΡΡΠ΅ΠΌ ΡΡΡΠ»ΠΊΡ\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## Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ\n\n### ΠΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΎΡΠΊΡΡΠ²Π°Π΅ΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: Godot Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ ΠΎΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΠ΅ Godot 4.3 ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΡΠ°ΠΉΠ» `project.godot` ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ\n3. ΠΠΎΠΏΡΠΎΠ±ΡΠΉΡΠ΅ ΡΠ΄Π°Π»ΠΈΡΡ ΠΏΠ°ΠΏΠΊΡ `.godot` ΠΈ ΠΏΠ΅ΡΠ΅ΠΎΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ\n4. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΏΡΠ°Π²Π° Π΄ΠΎΡΡΡΠΏΠ° ΠΊ ΠΏΠ°ΠΏΠΊΠ΅ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n### ΠΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ±ΡΠ΅ΠΊΡΡ ΠΏΡΠΎΡ ΠΎΠ΄ΡΡ ΡΠΊΠ²ΠΎΠ·Ρ ΡΡΠ΅Π½Ρ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ Collision Layer ΠΈ Collision Mask\n2. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π΅ΡΡΡ CollisionShape2D\n3. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΡΠΎΡΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΠΏΡΡΡΠ°Ρ\n4. ΠΠ»Ρ CharacterBody2D ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `move_and_slide()`\n\n### ΠΡΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π² ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΡΠ»ΠΈ ΠΏΡΠΎΠ»Π΅ΡΠ°ΡΡ ΡΠΊΠ²ΠΎΠ·Ρ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠ»Ρ (Area2D):\n - Collision Layer: 5 (projectiles)\n - Collision Mask: 6 (targets) + 4 (obstacles)\n2. ΠΠΈΡΠ΅Π½Ρ (Area2D):\n - Collision Layer: 6 (targets)\n - Collision Mask: 5 (projectiles)\n3. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΏΡΠ»Ρ ΠΈΠΌΠ΅Π΅Ρ ΠΌΠ΅ΡΠΎΠ΄ `area_entered.connect()`\n4. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΌΠΈΡΠ΅Π½Ρ ΠΈΠΌΠ΅Π΅Ρ ΠΌΠ΅ΡΠΎΠ΄ `on_hit()`\n\n### ΠΠΈΠ·ΠΊΠ°Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ³ΡΠ° ΡΠΎΡΠΌΠΎΠ·ΠΈΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ **Debug > Profiler** Π΄Π»Ρ Π°Π½Π°Π»ΠΈΠ·Π°\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π°ΠΊΡΠΈΠ²Π½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎ ΠΏΡΠ»Ρ)\n3. Π£Π΄Π°Π»ΡΠΉΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ, Π²ΡΡΠ΅Π΄ΡΠΈΠ΅ Π·Π° ΠΏΡΠ΅Π΄Π΅Π»Ρ ΡΠΊΡΠ°Π½Π°\n4. ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `queue_free()` Π²ΠΌΠ΅ΡΡΠΎ ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΡΡΠ°Π·Ρ\n5. ΠΡΠΊΠ»ΡΡΠΈΡΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ Ρ `set_process(false)`\n\n### Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ΅ΡΡΠΎΠ½Π°ΠΆ Π½Π΅ ΡΠ΅Π°Π³ΠΈΡΡΠ΅Ρ Π½Π° ΠΊΠ»Π°Π²ΠΈΡΠΈ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > Input Map**\n2. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ Π½Π°Π·Π²Π°Π½Ρ (`move_up`, `move_down` ΠΈ Ρ.Π΄.)\n3. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΡΠΊΡΠΈΠΏΡ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½ ΠΊ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΡ\n4. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ `_physics_process` Π²ΡΠ·ΡΠ²Π°Π΅ΡΡΡ\n5. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΠΈΠ³ΡΠ° Π½Π΅ Π½Π° ΠΏΠ°ΡΠ·Π΅ (`get_tree().paused`)\n\n### ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π½Π΅ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠΎΡΠ»Π΅ ΠΏΠ΅ΡΠ΅Π·Π°ΠΏΡΡΠΊΠ° Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΊΠ»Π°Π²ΠΈΡ ΡΠ±ΡΠ°ΡΡΠ²Π°ΡΡΡΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ InputSettings Π² Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠ΅\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΠΏΡΡΡ `user://` Π΄ΠΎΡΡΡΠΏΠ΅Π½ Π΄Π»Ρ Π·Π°ΠΏΠΈΡΠΈ\n3. ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ \"Apply\" ΠΏΠ΅ΡΠ΅Π΄ Π²ΡΡ ΠΎΠ΄ΠΎΠΌ ΠΈΠ· ΠΌΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n4. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΊΠΎΠ½ΡΠΎΠ»Ρ Π½Π° ΠΎΡΠΈΠ±ΠΊΠΈ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ\n\n## ΠΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\n\n### ΠΡΠΈΡΠΈΠ°Π»ΡΠ½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ 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### ΠΠ±ΡΡΠ°ΡΡΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°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### Π‘ΠΎΠΎΠ±ΡΠ΅ΡΡΠ²ΠΎ\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## ΠΠΈΡΠ΅Π½Π·ΠΈΡ\n\nΠ‘ΠΌ. ΡΠ°ΠΉΠ» [LICENSE](LICENSE) Π΄Π»Ρ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ.\n\n---\n\n**ΠΠ΅ΡΡΠΈΡ ΡΠ°Π±Π»ΠΎΠ½Π°**: 1.0\n**Π‘ΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΠΎΡΡΡ**: Godot 4.3+\n**ΠΠΎΡΠ»Π΅Π΄Π½Π΅Π΅ 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 Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ)\n\nΠ¨Π°Π±Π»ΠΎΠ½ ΠΏΡΠΎΠ΅ΠΊΡΠ° Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ (top-down) Π² Godot 4.3+.\n\n## π Π‘ΠΎΠ΄Π΅ΡΠΆΠ°Π½ΠΈΠ΅\n\n- [Π‘ΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ](#ΡΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅-ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ)\n- [ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ](#Π±ΡΡΡΡΡΠΉ-ΡΡΠ°ΡΡ)\n- [Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°](#ΡΡΡΡΠΊΡΡΡΠ°-ΠΏΡΠΎΠ΅ΠΊΡΠ°)\n- [Π‘ΡΠ΅Π½Ρ ΠΈ ΠΈΡ Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅](#ΡΡΠ΅Π½Ρ-ΠΈ-ΠΈΡ -Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅)\n- [ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²](#ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ-Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ -ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²)\n- [Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ](#ΡΠΈΡΡΠ΅ΠΌΠ°-ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ)\n- [Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ](#ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅-ΡΠ»ΠΎΠΈ)\n- [Π Π°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°](#ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅-ΡΠ°Π±Π»ΠΎΠ½Π°)\n- [ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ](#Π»ΡΡΡΠΈΠ΅-ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ)\n- [ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°](#Π°ΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅-ΠΏΡΠ°Π²ΠΈΠ»Π°)\n- [Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ](#ΡΠ΅ΡΠ΅Π½ΠΈΠ΅-ΠΏΡΠΎΠ±Π»Π΅ΠΌ)\n\n## Π‘ΠΈΡΡΠ΅ΠΌΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ\n\n### ΠΠΈΠ½ΠΈΠΌΠ°Π»ΡΠ½ΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ:\n- **Godot Engine 4.3** ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅ ([ΡΠΊΠ°ΡΠ°ΡΡ Π·Π΄Π΅ΡΡ](https://godotengine.org/download))\n- **ΠΠΏΠ΅ΡΠ°ΡΠΈΠΎΠ½Π½Π°Ρ ΡΠΈΡΡΠ΅ΠΌΠ°**: Windows 7+, macOS 10.12+, ΠΈΠ»ΠΈ Linux\n- **ΠΠΈΠ΄Π΅ΠΎΠΊΠ°ΡΡΠ°**: ΠΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° OpenGL 3.3 / OpenGL ES 3.0 (Π±ΠΎΠ»ΡΡΠΈΠ½ΡΡΠ²ΠΎ ΡΠΈΡΡΠ΅ΠΌ Ρ 2012 Π³ΠΎΠ΄Π° ΠΈ Π½ΠΎΠ²Π΅Π΅)\n- **ΠΠΏΠ΅ΡΠ°ΡΠΈΠ²Π½Π°Ρ ΠΏΠ°ΠΌΡΡΡ**: ΠΌΠΈΠ½ΠΈΠΌΡΠΌ 2 ΠΠ\n- **ΠΠ΅ΡΡΠΎ Π½Π° Π΄ΠΈΡΠΊΠ΅**: ΠΎΠΊΠΎΠ»ΠΎ 50 ΠΠ Π΄Π»Ρ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n### Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΡΠ΅ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡ:\n- **Godot Engine 4.3+** ΡΡΠ°Π±ΠΈΠ»ΡΠ½Π°Ρ Π²Π΅ΡΡΠΈΡ\n- 4 ΠΠ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠ²Π½ΠΎΠΉ ΠΏΠ°ΠΌΡΡΠΈ\n- Π‘ΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ Π²ΠΈΠ΄Π΅ΠΎΠΊΠ°ΡΡΠ° Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠΎΠΉ OpenGL 4.5+\n\n## ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ\n\n### Π‘ΠΏΠΎΡΠΎΠ± 1: ΠΠ»ΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΡ (ΡΠ΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΡΡΡ)\n\n1. **Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ Git** (Π΅ΡΠ»ΠΈ Π΅ΡΠ΅ Π½Π΅ ΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½):\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. **ΠΠ»ΠΎΠ½ΠΈΡΡΠΉΡΠ΅ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΠΉ**:\n ```bash\n git clone https://github.com/Jhon-Crow/godot-topdown-template.git\n cd godot-topdown-template\n ```\n\n3. **ΠΡΠΊΡΠΎΠΉΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ Π² Godot**:\n - ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ Godot Engine\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΊΠ½ΠΎΠΏΠΊΡ \"ΠΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ\" (Import)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π² ΠΏΠ°ΠΏΠΊΡ `godot-topdown-template`\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ°ΠΉΠ» `project.godot`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"ΠΠΌΠΏΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΠΈ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ\" (Import & Edit)\n\n4. **ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ**:\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **F5** ΠΈΠ»ΠΈ ΠΊΠ½ΠΎΠΏΠΊΡ βΆ (Play) Π² ΠΏΡΠ°Π²ΠΎΠΌ Π²Π΅ΡΡ Π½Π΅ΠΌ ΡΠ³Π»Ρ ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ°\n - ΠΠ³ΡΠ° Π΄ΠΎΠ»ΠΆΠ½Π° Π·Π°ΠΏΡΡΡΠΈΡΡΡΡ Ρ Π³Π»Π°Π²Π½ΠΎΠΉ ΡΡΠ΅Π½ΠΎΠΉ\n\n### Π‘ΠΏΠΎΡΠΎΠ± 2: ΠΠ°Π³ΡΡΠ·ΠΊΠ° ZIP-Π°ΡΡ ΠΈΠ²Π°\n\n1. **Π‘ΠΊΠ°ΡΠ°ΠΉΡΠ΅ ΠΏΡΠΎΠ΅ΠΊΡ**:\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° [Π³Π»Π°Π²Π½ΡΡ ΡΡΡΠ°Π½ΠΈΡΡ ΡΠ΅ΠΏΠΎΠ·ΠΈΡΠΎΡΠΈΡ](https://github.com/Jhon-Crow/godot-topdown-template)\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ Π·Π΅Π»Π΅Π½ΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ \"Code\"\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ \"Download ZIP\"\n\n2. **Π Π°ΡΠΏΠ°ΠΊΡΠΉΡΠ΅ Π°ΡΡ ΠΈΠ²**:\n - Π Π°ΡΠΏΠ°ΠΊΡΠΉΡΠ΅ ΡΠΊΠ°ΡΠ°Π½Π½ΡΠΉ ZIP-ΡΠ°ΠΉΠ» Π² ΡΠ΄ΠΎΠ±Π½ΠΎΠ΅ ΠΌΠ΅ΡΡΠΎ\n - Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΡΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΏΡΡΡ Π±Π΅Π· ΠΊΠΈΡΠΈΠ»Π»ΠΈΡΡ ΠΈ ΠΏΡΠΎΠ±Π΅Π»ΠΎΠ²\n\n3. **ΠΡΠΊΡΠΎΠΉΡΠ΅ Π² Godot** (ΡΠΌ. ΡΠ°Π³ΠΈ 3-4 ΠΈΠ· Π‘ΠΏΠΎΡΠΎΠ±Π° 1)\n\n### ΠΠ΅ΡΠ²ΡΠΉ Π·Π°ΠΏΡΡΠΊ\n\nΠΠΎΡΠ»Π΅ ΠΎΡΠΊΡΡΡΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ° Π²Ρ ΡΠ²ΠΈΠ΄ΠΈΡΠ΅:\n- **Main.tscn** - Π³Π»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π°, ΠΊΠΎΡΠΎΡΠ°Ρ Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ F5\n- **TestTier.tscn** - ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ, Π³Π΄Π΅ ΠΌΠΎΠΆΠ½ΠΎ ΠΎΠΏΡΠΎΠ±ΠΎΠ²Π°ΡΡ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΠΈ\n\n**Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ**:\n- **WASD** ΠΈΠ»ΠΈ **Π‘ΡΡΠ΅Π»ΠΊΠΈ** - Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°\n- **ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ** - ΡΡΡΠ΅Π»ΡΠ±Π° Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΠΊΡΡΡΠΎΡΠ°\n- **ESC** - ΠΏΠ°ΡΠ·Π° / ΠΌΠ΅Π½Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n\n## Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n```\ngodot-topdown-template/\nβββ project.godot # ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ° Godot\nβββ icon.svg # ΠΠΊΠΎΠ½ΠΊΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\nβ\nβββ scenes/ # ΠΡΠ΅ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΡΡΠ΅Π½Ρ (.tscn ΡΠ°ΠΉΠ»Ρ)\nβ βββ main/ # ΠΠ»Π°Π²Π½ΡΠ΅ ΡΡΠ΅Π½Ρ\nβ β βββ Main.tscn # ΠΠ»Π°Π²Π½Π°Ρ ΡΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° (Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΠΎ F5)\nβ βββ levels/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΡΡΠΎΠ²Π½ΠΈ\nβ β βββ TestTier.tscn # Π’Π΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Π΄Π»Ρ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\nβ βββ characters/ # ΠΠ΅ΡΡΠΎΠ½Π°ΠΆΠΈ\nβ β βββ Player.tscn # ΠΠ³ΡΠΎΠΊ Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ ΠΈ ΡΡΡΠ΅Π»ΡΠ±ΠΎΠΉ\nβ βββ projectiles/ # Π‘Π½Π°ΡΡΠ΄Ρ\nβ β βββ Bullet.tscn # ΠΡΠ»Ρ\nβ βββ objects/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ\nβ β βββ Target.tscn # ΠΠΈΡΠ΅Π½Ρ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\nβ βββ ui/ # ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Ρ\nβ βββ PauseMenu.tscn # ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\nβ βββ ControlsMenu.tscn # ΠΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\nβ\nβββ scripts/ # GDScript ΡΠ°ΠΉΠ»Ρ (.gd)\nβ βββ main.gd # Π‘ΠΊΡΠΈΠΏΡ Π³Π»Π°Π²Π½ΠΎΠΉ ΡΡΠ΅Π½Ρ\nβ βββ autoload/ # ΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠΆΠ°Π΅ΠΌΡΠ΅ ΡΠΊΡΠΈΠΏΡΡ (ΡΠΈΠ½Π³Π»ΡΠΎΠ½Ρ)\nβ β βββ input_settings.gd # ΠΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\nβ βββ levels/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΡΠΎΠ²Π½Π΅ΠΉ\nβ β βββ test_tier.gd # Π‘ΠΊΡΠΈΠΏΡ ΡΠ΅ΡΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Π°\nβ βββ characters/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ\nβ β βββ player.gd # ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΈ ΡΡΡΠ΅Π»ΡΠ±Π° ΠΈΠ³ΡΠΎΠΊΠ°\nβ βββ projectiles/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²\nβ β βββ bullet.gd # ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ\nβ βββ objects/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\nβ β βββ target.gd # Π Π΅Π°ΠΊΡΠΈΡ ΠΌΠΈΡΠ΅Π½ΠΈ Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅\nβ βββ ui/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΠ°\nβ β βββ pause_menu.gd # ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\nβ β βββ controls_menu.gd # ΠΠΎΠ½ΡΡΠΎΠ»Π»Π΅Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\nβ βββ utils/ # ΠΡΠΏΠΎΠΌΠΎΠ³Π°ΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠΊΡΠΈΠΏΡΡ\nβ\nβββ assets/ # ΠΠ³ΡΠΎΠ²ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\nβ βββ sprites/ # 2D ΡΠΏΡΠ°ΠΉΡΡ ΠΈ ΡΠ΅ΠΊΡΡΡΡΡ\nβ βββ audio/ # ΠΠ²ΡΠΊΠΎΠ²ΡΠ΅ ΡΡΡΠ΅ΠΊΡΡ ΠΈ ΠΌΡΠ·ΡΠΊΠ°\nβ βββ fonts/ # Π¨ΡΠΈΡΡΡ\nβ\nβββ addons/ # Π‘ΡΠΎΡΠΎΠ½Π½ΠΈΠ΅ ΠΏΠ»Π°Π³ΠΈΠ½Ρ Godot\n```\n\n## Π‘ΡΠ΅Π½Ρ ΠΈ ΠΈΡ Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅\n\n### Main.tscn - ΠΠ»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π°\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π’ΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π° Π² ΠΈΠ³ΡΡ, Π·Π°ΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ F5.\n\n**ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅**:\n- ΠΠ΅ΡΡΠΎ Π΄Π»Ρ Π³Π»Π°Π²Π½ΠΎΠ³ΠΎ ΠΌΠ΅Π½Ρ\n- ΠΠ°Π³ΡΡΠ·ΡΠΈΠΊ Π΄ΡΡΠ³ΠΈΡ ΡΡΠ΅Π½\n- ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ\n\n**ΠΠ°ΠΊ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ Π³Π»Π°Π²Π½ΡΡ ΡΡΠ΅Π½Ρ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n2. ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π² ΡΠ°Π·Π΄Π΅Π» **Application > Run**\n3. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ **Main Scene** Π½Π° Π½ΡΠΆΠ½ΡΡ ΡΡΠ΅Π½Ρ\n\n### TestTier.tscn - Π’Π΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠΎΠ»Π½ΠΎΡΠ΅Π½Π½ΡΠΉ ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΡΡΠΎΠ²Π΅Π½Ρ Π΄Π»Ρ ΠΎΡΡΠ°Π±ΠΎΡΠΊΠΈ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊ ΡΡΡΠ΅Π»ΡΠ±Ρ ΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ.\n\n**ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ**:\n- ΠΠ°ΠΊΡΡΡΠ°Ρ Π°ΡΠ΅Π½Π° Ρ Π½Π΅ΠΏΡΠΎΡ ΠΎΠ΄ΠΈΠΌΡΠΌΠΈ ΡΡΠ΅Π½Π°ΠΌΠΈ\n- ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ Π΄Π»Ρ ΡΠΊΡΡΡΠΈΡ ΠΈ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- ΠΠΎΠ½Π° Ρ ΠΌΠΈΡΠ΅Π½ΡΠΌΠΈ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\n- ΠΠΎΡΠΎΠ²Π°Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**Π‘ΡΡΡΠΊΡΡΡΠ° ΡΡΠ΅Π½Ρ**:\n```\nTestTier\nβββ Environment # ΠΠΊΡΡΠΆΠ΅Π½ΠΈΠ΅\nβ βββ Background # Π’Π΅ΠΌΠ½ΠΎ-Π·Π΅Π»Π΅Π½ΡΠΉ ΡΠΎΠ½ (1280x720)\nβ βββ Floor # Π‘Π²Π΅ΡΠ»ΠΎ-Π·Π΅Π»Π΅Π½ΡΠΉ ΠΏΠΎΠ»\nβ βββ Walls # ΠΠΎΡΠΈΡΠ½Π΅Π²ΡΠ΅ ΡΡΠ΅Π½Ρ Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠ΅ΠΉ\nβ βββ Obstacles # ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ\nβ βββ Targets # ΠΡΠ°ΡΠ½ΡΠ΅ ΠΌΠΈΡΠ΅Π½ΠΈ\nβ βββ TargetArea # ΠΠ΅ΡΠΊΠ° Π·ΠΎΠ½Ρ ΠΌΠΈΡΠ΅Π½Π΅ΠΉ\nβββ Entities # Π‘ΡΡΠ½ΠΎΡΡΠΈ\nβ βββ Player # ΠΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ ΠΈΠ³ΡΠΎΠΊΠ°\nβββ CanvasLayer # UI\n βββ UI # HUD Ρ Π½Π°Π·Π²Π°Π½ΠΈΠ΅ΠΌ ΡΡΠΎΠ²Π½Ρ\n```\n\n**ΠΠ°ΠΊ Π·Π°ΠΏΡΡΡΠΈΡΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ `scenes/levels/TestTier.tscn` Π² ΡΠ΅Π΄Π°ΠΊΡΠΎΡΠ΅\n2. ΠΠ°ΠΆΠΌΠΈΡΠ΅ **F6** Π΄Π»Ρ Π·Π°ΠΏΡΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅ΠΉ ΡΡΠ΅Π½Ρ\n3. ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ WASD Π΄Π»Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΈ ΠΠΠ Π΄Π»Ρ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n### Player.tscn - ΠΠ³ΡΠΎΠΊ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π£ΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΠΉ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ Ρ ΠΏΠ»Π°Π²Π½ΡΠΌ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠΌ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ΠΌ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **CharacterBody2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΎΠ³ΠΎ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- **CollisionShape2D** - ΠΊΡΡΠ³Π»Π°Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΡ (ΡΠ°Π΄ΠΈΡΡ 16 ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ)\n- **Sprite2D** - ΡΠΏΡΠ°ΠΉΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ Π½Π° ΡΠ²ΠΎΠΉ)\n- **Camera2D** - ΠΊΠ°ΠΌΠ΅ΡΠ°, ΠΏΠ»Π°Π²Π½ΠΎ ΡΠ»Π΅Π΄ΡΡΡΠ°Ρ Π·Π° ΠΈΠ³ΡΠΎΠΊΠΎΠΌ\n\n**Π‘ΠΈΡΡΠ΅ΠΌΠ° Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ**: ΠΡΠ½ΠΎΠ²Π°Π½Π° Π½Π° ΡΡΠΊΠΎΡΠ΅Π½ΠΈΠΈ ΠΈ ΡΡΠ΅Π½ΠΈΠΈ Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π±Π΅Π· ΡΡΠ²ΠΊΠΎΠ². ΠΠΈΠ°Π³ΠΎΠ½Π°Π»ΡΠ½ΠΎΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π½ΠΎΡΠΌΠ°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ Π΄Π»Ρ ΠΏΡΠ΅Π΄ΠΎΡΠ²ΡΠ°ΡΠ΅Π½ΠΈΡ ΠΏΠΎΠ²ΡΡΠ΅Π½Π½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΠΈ.\n\n**Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΡΡΠ΅Π»ΡΠ±Ρ**: ΠΠ³ΡΠΎΠΊ ΡΡΡΠ΅Π»ΡΠ΅Ρ ΠΏΡΠ»ΡΠΌΠΈ Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΠΊΡΡΡΠΎΡΠ° ΠΌΡΡΠΈ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ΠΠΠ. ΠΡΠ»ΠΈ ΡΠΎΠ·Π΄Π°ΡΡΡΡ ΡΠΎ ΡΠΌΠ΅ΡΠ΅Π½ΠΈΠ΅ΠΌ ΠΎΡ ΡΠ΅Π½ΡΡΠ° ΠΈΠ³ΡΠΎΠΊΠ° Π² Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ.\n\n### Bullet.tscn - ΠΡΠ»Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π‘Π½Π°ΡΡΠ΄ Π΄Π»Ρ ΡΠΈΡΡΠ΅ΠΌΡ ΡΡΡΠ΅Π»ΡΠ±Ρ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **Area2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n- **CircleShape2D** - ΡΠΎΡΠ½Π°Ρ ΡΠΎΡΠΌΠ° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ (ΡΠ°Π΄ΠΈΡΡ 4 ΠΏΠΈΠΊΡΠ΅Π»Ρ)\n- **Sprite2D** - ΠΆΠ΅Π»ΡΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΏΡΠ»ΠΈ (ΠΌΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ)\n\n**ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅**:\n- ΠΠ²ΠΈΠΆΠ΅ΡΡΡ Ρ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΡΡ Π² Π·Π°Π΄Π°Π½Π½ΠΎΠΌ Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠΈ\n- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΈ\n- Π£Π΄Π°Π»ΡΠ΅ΡΡΡ ΡΠ΅ΡΠ΅Π· Π·Π°Π΄Π°Π½Π½ΠΎΠ΅ Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ | |
| [2026-01-11T19:07:40.412Z] [INFO] ΠΈ (Π·Π°ΡΠΈΡΠ° ΠΎΡ Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΡ ΠΏΡΠ»Ρ)\n\n### Target.tscn - ΠΠΈΡΠ΅Π½Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: Π‘ΡΡΠ΅Π»ΡΠ΅ΠΌΠ°Ρ ΠΌΠΈΡΠ΅Π½Ρ, ΡΠ΅Π°Π³ΠΈΡΡΡΡΠ°Ρ Π½Π° ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.\n\n**ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n- **Area2D** - ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π» Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΉ\n- **Sprite2D** - Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**ΠΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅**:\n- ΠΠ΅Π½ΡΠ΅Ρ ΡΠ²Π΅Ρ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ (ΠΊΡΠ°ΡΠ½ΡΠΉ β Π·Π΅Π»Π΅Π½ΡΠΉ)\n- ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΏΠΎΡΠ»Π΅ Π·Π°Π΄Π΅ΡΠΆΠΊΠΈ\n- ΠΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ ΠΌΠΎΠΆΠ΅Ρ ΡΠ½ΠΈΡΡΠΎΠΆΠ°ΡΡΡΡ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ\n\n### PauseMenu.tscn - ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ, ΠΏΠΎΡΠ²Π»ΡΡΡΠ΅Π΅ΡΡ ΠΏΡΠΈ Π½Π°ΠΆΠ°ΡΠΈΠΈ ESC.\n\n**Π€ΡΠ½ΠΊΡΠΈΠΈ**:\n- **Resume** (ΠΡΠΎΠ΄ΠΎΠ»ΠΆΠΈΡΡ) - Π²ΠΎΠ·Π²ΡΠ°Ρ ΠΊ ΠΈΠ³ΡΠ΅\n- **Controls** (Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅) - ΠΎΡΠΊΡΡΡΠΈΠ΅ ΠΌΠ΅Π½Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\n- **Quit** (ΠΡΡ ΠΎΠ΄) - Π²ΡΡ ΠΎΠ΄ ΠΈΠ· ΠΈΠ³ΡΡ\n\n**ΠΠ°ΠΊ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ**:\n- Π‘ΡΠ°Π²ΠΈΡ ΠΈΠ³ΡΡ Π½Π° ΠΏΠ°ΡΠ·Ρ (`get_tree().paused = true`)\n- ΠΡΠΊΡΡΠ²Π°Π΅ΡΡΡ ΠΏΠΎ Π½Π°ΠΆΠ°ΡΠΈΡ ESC Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΈΠ³ΡΡ\n- ΠΡΡΡΠΎΠ΅Π½ΠΎ Π² TestTier Π΄Π»Ρ Π΄Π΅ΠΌΠΎΠ½ΡΡΡΠ°ΡΠΈΠΈ\n\n### ControlsMenu.tscn - ΠΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n**ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅**: ΠΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ.\n\n**Π€ΡΠ½ΠΊΡΠΈΠΈ**:\n- ΠΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅Ρ Π²ΡΠ΅ Π΄ΠΎΡΡΡΠΏΠ½ΡΠ΅ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\n- ΠΠΎΠΊΠ°Π·ΡΠ²Π°Π΅Ρ ΡΠ΅ΠΊΡΡΠΈΠ΅ Π½Π°Π·Π½Π°ΡΠ΅Π½Π½ΡΠ΅ ΠΊΠ»Π°Π²ΠΈΡΠΈ\n- ΠΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠΈΡΡ Π»ΡΠ±ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ\n- ΠΠ΅ΡΠ΅ΠΊΡΠΈΡΡΠ΅Ρ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡΡ ΠΊΠ»Π°Π²ΠΈΡ\n- Π‘ΠΎΡ ΡΠ°Π½ΡΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π² ΡΠ°ΠΉΠ» `user://input_settings.cfg`\n\n**ΠΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ°Π΅ΠΌΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ**:\n| ΠΠ΅ΠΉΡΡΠ²ΠΈΠ΅ | ΠΠ»Π°Π²ΠΈΡΠ° ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ |\n|----------|---------------------|----------|\n| Move Up | W | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π²Π΅ΡΡ |\n| Move Down | S | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π½ΠΈΠ· |\n| Move Left | A | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²Π»Π΅Π²ΠΎ |\n| Move Right | D | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ Π²ΠΏΡΠ°Π²ΠΎ |\n| Shoot | ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ | Π‘ΡΡΠ΅Π»ΡΠ±Π° ΠΊ ΠΊΡΡΡΠΎΡΡ |\n| Pause | Escape | ΠΠ°ΡΠ·Π°/ΠΌΠ΅Π½Ρ |\n\n**ΠΠ°ΠΊ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ**:\n1. ΠΠ°ΠΆΠΌΠΈΡΠ΅ ESC Π΄Π»Ρ ΠΎΡΠΊΡΡΡΠΈΡ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n2. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Controls\" Π΄Π»Ρ ΠΎΡΠΊΡΡΡΠΈΡ ΠΌΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n3. ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ Π½Π° Π»ΡΠ±ΡΡ ΠΊΠ½ΠΎΠΏΠΊΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\n4. ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΆΠ΅Π»Π°Π΅ΠΌΡΡ Π½ΠΎΠ²ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ (ΠΈΠ»ΠΈ ESC Π΄Π»Ρ ΠΎΡΠΌΠ΅Π½Ρ)\n5. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Apply\" Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\n6. ΠΠ°ΠΆΠΌΠΈΡΠ΅ \"Reset\" Π΄Π»Ρ ΡΠ±ΡΠΎΡΠ° ΠΊ Π½Π°ΡΡΡΠΎΠΉΠΊΠ°ΠΌ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n\n## ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉΠ½ΡΡ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ²\n\n### Player (ΠΠ³ΡΠΎΠΊ) - scripts/characters/player.gd\n\nΠΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΠ½ΡΠΏΠ΅ΠΊΡΠΎΡΠ΅** (Inspector) ΠΏΡΠΈ Π²ΡΠ±ΠΎΡΠ΅ ΡΠ·Π»Π° Player Π² ΡΡΠ΅Π½Π΅.\n\n#### ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `max_speed` | float | 200.0 | ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ/ΡΠ΅ΠΊΡΠ½Π΄Ρ) | Π§Π΅ΠΌ Π²ΡΡΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅, ΡΠ΅ΠΌ Π±ΡΡΡΡΠ΅Π΅ Π±Π΅Π³Π°Π΅Ρ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ. 200 - ΡΠΌΠ΅ΡΠ΅Π½Π½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ, 400+ - ΠΎΡΠ΅Π½Ρ Π±ΡΡΡΡΠΎ |\n| `acceleration` | float | 1200.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΡΠ°Π·Π³ΠΎΠ½Π° Π΄ΠΎ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠΉ ΡΠΊΠΎΡΠΎΡΡΠΈ | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ ΡΠ΅Π·ΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ Π½Π°ΡΠΈΠ½Π°Π΅Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅. ΠΠΈΠ·ΠΊΠΈΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ (300-500) = ΠΏΠ»Π°Π²Π½ΡΠΉ ΡΠ°Π·Π³ΠΎΠ½, Π²ΡΡΠΎΠΊΠΈΠ΅ (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½ΡΠΉ ΡΡΠ°ΡΡ |\n| `friction` | float | 1000.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΡΠΎΡΠΌΠΎΠΆΠ΅Π½ΠΈΡ ΠΏΡΠΈ ΠΎΡΠΏΡΡΠΊΠ°Π½ΠΈΠΈ ΠΊΠ»Π°Π²ΠΈΡ | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ ΡΠ΅Π·ΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΎΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ. ΠΠΈΠ·ΠΊΠΈΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ (200-400) = ΡΠΊΠΎΠ»ΡΠΆΠ΅Π½ΠΈΠ΅, Π²ΡΡΠΎΠΊΠΈΠ΅ (1500+) = ΠΌΠ³Π½ΠΎΠ²Π΅Π½Π½Π°Ρ ΠΎΡΡΠ°Π½ΠΎΠ²ΠΊΠ° |\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ**:\n\n- **ΠΡΠΊΠ°Π΄Π½ΡΠΉ ΡΡΡΠ΅Ρ** (ΡΠ΅Π·ΠΊΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅):\n - `max_speed = 250`\n - `acceleration = 2000`\n - `friction = 1500`\n\n- **Π Π΅Π°Π»ΠΈΡΡΠΈΡΠ½ΠΎΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅** (ΠΈΠ½Π΅ΡΡΠΈΡ):\n - `max_speed = 180`\n - `acceleration = 400`\n - `friction = 300`\n\n- **ΠΡΡΡΡΡΠΉ ΡΠΊΡΠ΅Π½** (Π²ΡΡΠΎΠΊΠ°Ρ ΠΌΠΎΠ±ΠΈΠ»ΡΠ½ΠΎΡΡΡ):\n - `max_speed = 350`\n - `acceleration = 1800`\n - `friction = 1200`\n\n#### ΠΠ°ΡΠ°ΠΌΠ΅ΡΡΡ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `bullet_scene` | PackedScene | Bullet.tscn | Π‘ΡΠ΅Π½Π° ΠΏΡΠ»ΠΈ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ | ΠΠΎΠΆΠ½ΠΎ Π·Π°ΠΌΠ΅Π½ΠΈΡΡ Π½Π° ΡΠ²ΠΎΡ ΡΡΠ΅Π½Ρ ΠΏΡΠ»ΠΈ Ρ Π΄ΡΡΠ³ΠΈΠΌ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΠ΅ΠΌ/Π²Π½Π΅ΡΠ½ΠΈΠΌ Π²ΠΈΠ΄ΠΎΠΌ |\n| `bullet_spawn_offset` | float | 20.0 | Π‘ΠΌΠ΅ΡΠ΅Π½ΠΈΠ΅ ΡΠΎΡΠΊΠΈ ΠΏΠΎΡΠ²Π»Π΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ ΠΎΡ ΡΠ΅Π½ΡΡΠ° ΠΈΠ³ΡΠΎΠΊΠ° (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ) | ΠΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅Ρ, Π³Π΄Π΅ ΠΏΠΎΡΠ²Π»ΡΠ΅ΡΡΡ ΠΏΡΠ»Ρ. 20 = ΠΏΠ΅ΡΠ΅Π΄ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ, 0 = Π² ΡΠ΅Π½ΡΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ° |\n\n**ΠΠ°ΠΊ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Player.tscn ΠΈΠ»ΠΈ ΡΡΠΎΠ²Π΅Π½Ρ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ\n2. ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ·Π΅Π» Player Π² Π΄Π΅ΡΠ΅Π²Π΅ ΡΡΠ΅Π½Ρ\n3. Π ΠΏΠ°Π½Π΅Π»ΠΈ Inspector ΡΠΏΡΠ°Π²Π° Π½Π°ΠΉΠ΄ΠΈΡΠ΅ ΡΠ°Π·Π΄Π΅Π» \"Script Variables\"\n4. ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π½ΡΠΆΠ½ΡΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ\n5. ΠΠ°ΠΆΠΌΠΈΡΠ΅ Ctrl+S Π΄Π»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ ΡΡΠ΅Π½Ρ\n\n### Bullet (ΠΡΠ»Ρ) - scripts/projectiles/bullet.gd\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `speed` | float | 600.0 | Π‘ΠΊΠΎΡΠΎΡΡΡ ΠΏΠΎΠ»Π΅ΡΠ° ΠΏΡΠ»ΠΈ (ΠΏΠΈΠΊΡΠ΅Π»Π΅ΠΉ/ΡΠ΅ΠΊΡΠ½Π΄Ρ) | Π§Π΅ΠΌ Π²ΡΡΠ΅, ΡΠ΅ΠΌ Π±ΡΡΡΡΠ΅Π΅ Π»Π΅ΡΠΈΡ ΠΏΡΠ»Ρ. 300 = ΠΌΠ΅Π΄Π»Π΅Π½Π½ΠΎ, 1000+ = ΠΎΡΠ΅Π½Ρ Π±ΡΡΡΡΠΎ |\n| `lifetime` | float | 3.0 | ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠ΅ Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ ΠΏΡΠ»ΠΈ (ΡΠ΅ΠΊΡΠ½Π΄) | Π§Π΅ΡΠ΅Π· ΡΡΠΎ Π²ΡΠ΅ΠΌΡ ΠΏΡΠ»Ρ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ, Π΄Π°ΠΆΠ΅ Π΅ΡΠ»ΠΈ Π½ΠΈ Π²ΠΎ ΡΡΠΎ Π½Π΅ ΠΏΠΎΠΏΠ°Π»Π° |\n\n**ΠΠ΅ΡΠ΅ΠΌΠ΅Π½Π½Π°Ρ (ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΈΠ· ΠΊΠΎΠ΄Π°)**:\n- `direction: Vector2` - Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ (ΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ ΠΏΡΠΈ Π²ΡΡΡΡΠ΅Π»Π΅)\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n\n- **ΠΠ΅Π΄Π»Π΅Π½Π½Π°Ρ ΠΏΡΠ»Ρ** (ΠΊΠ°ΠΊ ΡΠ°ΠΉΡΠ±ΠΎΠ»):\n - `speed = 300`\n - `lifetime = 5.0`\n\n- **ΠΡΡΡΡΠ°Ρ ΠΏΡΠ»Ρ** (ΠΊΠ°ΠΊ Π»Π°Π·Π΅Ρ):\n - `speed = 1200`\n - `lifetime = 2.0`\n\n- **ΠΠ±ΡΡΠ½Π°Ρ ΠΏΡΠ»Ρ**:\n - `speed = 600`\n - `lifetime = 3.0`\n\n### Target (ΠΠΈΡΠ΅Π½Ρ) - scripts/objects/target.gd\n\n| ΠΠ°ΡΠ°ΠΌΠ΅ΡΡ | Π’ΠΈΠΏ | ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ | ΠΠ»ΠΈΡΠ½ΠΈΠ΅ Π½Π° Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ |\n|----------|-----|--------------|----------|---------------------|\n| `hit_color` | Color | ΠΠ΅Π»Π΅Π½ΡΠΉ | Π¦Π²Π΅Ρ ΠΌΠΈΡΠ΅Π½ΠΈ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | ΠΠΈΠ·ΡΠ°Π»ΡΠ½Π°Ρ ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΈΡ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ. ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ Π·Π΅Π»Π΅Π½ΡΠΉ (0.2, 0.8, 0.2) |\n| `normal_color` | Color | ΠΡΠ°ΡΠ½ΡΠΉ | ΠΠ±ΡΡΠ½ΡΠΉ ΡΠ²Π΅Ρ ΠΌΠΈΡΠ΅Π½ΠΈ | Π¦Π²Π΅Ρ Π² ΠΈΡΡ ΠΎΠ΄Π½ΠΎΠΌ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΈ. ΠΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ ΠΊΡΠ°ΡΠ½ΡΠΉ (0.9, 0.2, 0.2) |\n| `destroy_on_hit` | bool | false | Π£Π½ΠΈΡΡΠΎΠΆΠ°ΡΡ ΠΌΠΈΡΠ΅Π½Ρ ΠΏΡΠΈ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠΈ | false = ΠΌΠΈΡΠ΅Π½Ρ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ, true = ΠΌΠΈΡΠ΅Π½Ρ ΠΈΡΡΠ΅Π·Π°Π΅Ρ |\n| `respawn_delay` | float | 2.0 | ΠΠ°Π΄Π΅ΡΠΆΠΊΠ° ΠΏΠ΅ΡΠ΅Π΄ Π²ΠΎΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ΠΌ/ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΠ΅ΠΌ (ΡΠ΅ΠΊΡΠ½Π΄) | ΠΡΠ΅ΠΌΡ, ΡΠ΅ΡΠ΅Π· ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΌΠΈΡΠ΅Π½Ρ Π»ΠΈΠ±ΠΎ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ (Π΅ΡΠ»ΠΈ destroy_on_hit = false), Π»ΠΈΠ±ΠΎ ΡΠ½ΠΈΡΡΠΎΠΆΠ°Π΅ΡΡΡ (Π΅ΡΠ»ΠΈ true) |\n\n**ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n\n- **Π’ΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½Π°Ρ ΠΌΠΈΡΠ΅Π½Ρ** (Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°Π΅ΡΡΡ):\n - `destroy_on_hit = false`\n - `respawn_delay = 2.0`\n - ΠΠΈΡΠ΅Π½Ρ ΠΌΠΎΠΆΠ½ΠΎ ΡΡΡΠ΅Π»ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎΠΊΡΠ°ΡΠ½ΠΎ\n\n- **Π Π°Π·ΡΡΡΠ°Π΅ΠΌΠ°Ρ ΠΌΠΈΡΠ΅Π½Ρ**:\n - `destroy_on_hit = true`\n - `respawn_delay = 1.0`\n - ΠΠΈΡΠ΅Π½Ρ ΠΈΡΡΠ΅Π·Π°Π΅Ρ ΠΏΠΎΡΠ»Π΅ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ\n\n- **ΠΡΡΡΡΠΎ Π²ΠΎΡΡΡΠ°Π½Π°Π²Π»ΠΈΠ²Π°ΡΡΠ°ΡΡΡ ΠΌΠΈΡΠ΅Π½Ρ**:\n - `destroy_on_hit = false`\n - `respawn_delay = 0.5`\n - ΠΠ»Ρ ΠΈΠ½ΡΠ΅Π½ΡΠΈΠ²Π½ΠΎΠΉ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ\n\n### InputSettings (ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ) - scripts/autoload/input_settings.gd\n\nΠΡΠΎ ΡΠΈΠ½Π³Π»ΡΠΎΠ½ (autoload), ΠΊΠΎΡΠΎΡΡΠΉ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΡΡΠ°ΡΡΠ΅ ΠΈΠ³ΡΡ.\n\n**ΠΠΎΠ½ΡΡΠ°Π½ΡΡ**:\n- `SETTINGS_PATH = \"user://input_settings.cfg\"` - ΠΏΡΡΡ ΠΊ ΡΠ°ΠΉΠ»Ρ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n\n**ΠΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅**:\n- `remappable_actions: Array[String]` - ΡΠΏΠΈΡΠΎΠΊ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ, Π΄ΠΎΡΡΡΠΏΠ½ΡΡ Π΄Π»Ρ ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ\n\n**ΠΠ΅ΡΠΎΠ΄Ρ Π΄Π»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ Π² Π΄ΡΡΠ³ΠΈΡ ΡΠΊΡΠΈΠΏΡΠ°Ρ **:\n\n```gdscript\n# ΠΠΎΠ»ΡΡΠΈΡΡ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π΅ΠΌΠΎΠ΅ ΠΈΠΌΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\nInputSettings.get_action_display_name(\"move_up\") # ΠΠ΅ΡΠ½Π΅Ρ \"Move Up\"\n\n# ΠΠΎΠ»ΡΡΠΈΡΡ ΡΠ΅ΠΊΡΡΡΡ Π½Π°Π·Π½Π°ΡΠ΅Π½Π½ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ\nInputSettings.get_action_key_name(\"shoot\") # ΠΠ΅ΡΠ½Π΅Ρ \"Left Mouse\"\n\n# Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΡ Π½ΠΎΠ²ΡΡ ΠΊΠ»Π°Π²ΠΈΡΡ Π΄Π»Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ\nvar new_event = InputEventKey.new()\nnew_event.physical_keycode = KEY_SPACE\nInputSettings.set_action_key(\"shoot\", new_event)\n\n# Π‘Π±ΡΠΎΡΠΈΡΡ Π²ΡΠ΅ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΊ Π·Π½Π°ΡΠ΅Π½ΠΈΡΠΌ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\nInputSettings.reset_to_defaults()\n\n# Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΡ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π² ΡΠ°ΠΉΠ»\nInputSettings.save_settings()\n\n# ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΠ½ΡΠ»ΠΈΠΊΡ ΠΊΠ»Π°Π²ΠΈΡ\nvar conflict = InputSettings.check_key_conflict(event, \"move_up\")\nif conflict != \"\":\n print(\"ΠΠΎΠ½ΡΠ»ΠΈΠΊΡ Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ΠΌ: \", conflict)\n```\n\n**Π‘ΠΈΠ³Π½Π°Π»Ρ**:\n- `controls_changed` - ΠΈΡΠΏΡΡΠΊΠ°Π΅ΡΡΡ ΠΏΡΠΈ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΈ Π½Π°ΡΡΡΠΎΠ΅ΠΊ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n## Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n\n### ΠΠ°ΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ Π²Π²ΠΎΠ΄Π° (Input Actions)\n\nΠΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > ΠΠ°ΡΡΠ° Π²Π²ΠΎΠ΄Π°** (Project > Project Settings > Input Map).\n\n| ΠΠ΅ΠΉΡΡΠ²ΠΈΠ΅ | ΠΠ»Π°Π²ΠΈΡΠΈ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ | ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ |\n|----------|----------------------|------------|\n| `move_up` | W, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π²Π΅ΡΡ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π²Π΅ΡΡ |\n| `move_down` | S, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π½ΠΈΠ· | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π½ΠΈΠ· |\n| `move_left` | A, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²Π»Π΅Π²ΠΎ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²Π»Π΅Π²ΠΎ |\n| `move_right` | D, Π‘ΡΡΠ΅Π»ΠΊΠ° Π²ΠΏΡΠ°Π²ΠΎ | ΠΠ²ΠΈΠΆΠ΅Π½ΠΈΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π²ΠΏΡΠ°Π²ΠΎ |\n| `shoot` | ΠΠ΅Π²Π°Ρ ΠΊΠ½ΠΎΠΏΠΊΠ° ΠΌΡΡΠΈ | Π‘ΡΡΠ΅Π»ΡΠ±Π° ΠΊ ΠΊΡΡΡΠΎΡΡ |\n| `pause` | Escape | ΠΡΠΊΡΡΡΠΈΠ΅ ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ |\n\n### ΠΠ°ΠΊ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ Π½ΠΎΠ²ΠΎΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅\n\n**ΠΡΠΈΠΌΠ΅Ρ**: ΠΠΎΠ±Π°Π²ΠΈΠΌ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ Π΄Π»Ρ Π±Π΅Π³Π° (sprint)\n\n1. **Π Π½Π°ΡΡΡΠΎΠΉΠΊΠ°Ρ ΠΏΡΠΎΠ΅ΠΊΡΠ°**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡ **ΠΠ°ΡΡΠ° Π²Π²ΠΎΠ΄Π°** (Input Map)\n - ΠΠ²Π΅Π΄ΠΈΡΠ΅ ΠΈΠΌΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ `sprint` Π² ΠΏΠΎΠ»Π΅ Π² Π²Π΅ΡΡ Π½Π΅ΠΉ ΡΠ°ΡΡΠΈ\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **ΠΠΎΠ±Π°Π²ΠΈΡΡ** (Add)\n - ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ Π½Π° \"+\" ΡΠΏΡΠ°Π²Π° ΠΎΡ `sprint`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ ΠΊΠ»Π°Π²ΠΈΡΡ Shift\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **OK**\n\n2. **Π ΠΊΠΎΠ΄Π΅ ΠΈΠ³ΡΠΎΠΊΠ°** (scripts/characters/player.gd):\n ```gdscript\n # ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ\n @export var sprint_multiplier: float = 1.5\n\n # ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄ _physics_process\n func _physics_process(delta: float) -> void:\n var input_direction := _get_input_direction()\n\n # ΠΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅ΠΌ ΡΠ΅ΠΊΡΡΡΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΡΡ ΡΠΊΠΎΡΠΎΡΡΡ\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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π² ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ°Π΅ΠΌΡΠ΅ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ** (ΠΎΠΏΡΠΈΠΎΠ½Π°Π»ΡΠ½ΠΎ):\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ `scripts/autoload/input_settings.gd`\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ `\"sprint\"` Π² ΠΌΠ°ΡΡΠΈΠ² `remappable_actions`\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΡ Π² ΠΌΠ΅ΡΠΎΠ΄Π΅ `get_action_display_name`:\n ```gdscript\n \"sprint\":\n return \"Sprint\"\n ```\n\n## Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ\n\nGodot ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ ΡΠ»ΠΎΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ Π΄Π»Ρ ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½ΠΈΡ ΡΠΎΠ³ΠΎ, ΠΊΠ°ΠΊΠΈΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ ΠΌΠΎΠ³ΡΡ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΎΠ²Π°ΡΡ Π΄ΡΡΠ³ Ρ Π΄ΡΡΠ³ΠΎΠΌ.\n\n### ΠΠ°ΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ ΡΠ»ΠΎΠΈ\n\nΠ‘Π»ΠΎΠΈ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΡΡΡΡ Π² **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > ΠΠΌΠ΅Π½Π° ΡΠ»ΠΎΠ΅Π² > 2D ΡΠΈΠ·ΠΈΠΊΠ°** (Project > Project Settings > Layer Names > 2D Physics).\n\n| Π‘Π»ΠΎΠΉ | ΠΠ°Π·Π²Π°Π½ΠΈΠ΅ | ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ | ΠΡΠΈΠΌΠ΅ΡΡ |\n|------|----------|------------|---------|\n| 1 | player | ΠΠ³ΡΠΎΠΊ | ΠΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΈΠ³ΡΠΎΠΊΠ° |\n| 2 | enemies | ΠΡΠ°Π³ΠΈ | ΠΡΠ°ΠΆΠ΄Π΅Π±Π½ΡΠ΅ NPC, ΠΌΠΎΠ½ΡΡΡΡ |\n| 3 | obstacles | ΠΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ | Π‘ΡΠ΅Π½Ρ, Π±Π°ΡΡΠ΅ΡΡ, Π½Π΅ΠΏΡΠΎΡ ΠΎΠ΄ΠΈΠΌΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n| 4 | pickups | ΠΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ | ΠΠΎΠ½Π΅ΡΡ, Π·Π΄ΠΎΡΠΎΠ²ΡΠ΅, ΠΎΡΡΠΆΠΈΠ΅ |\n| 5 | projectiles | Π‘Π½Π°ΡΡΠ΄Ρ | ΠΡΠ»ΠΈ, ΡΠ°ΠΊΠ΅ΡΡ, ΠΌΠ°Π³ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ½Π°ΡΡΠ΄Ρ |\n| 6 | targets | ΠΠΈΡΠ΅Π½ΠΈ | Π‘ΡΡΠ΅Π»ΡΠ΅ΠΌΡΠ΅ ΠΌΠΈΡΠ΅Π½ΠΈ, ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ |\n\n### ΠΠ°ΠΊ ΡΠ°Π±ΠΎΡΠ°ΡΡ ΡΠ»ΠΎΠΈ\n\nΠΠ°ΠΆΠ΄ΡΠΉ ΡΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΠΎΠ±ΡΠ΅ΠΊΡ (CharacterBody2D, Area2D, StaticBody2D ΠΈ Ρ.Π΄.) ΠΈΠΌΠ΅Π΅Ρ:\n\n1. **Collision Layer** (Π‘Π»ΠΎΠΉ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Π½Π° ΠΊΠ°ΠΊΠΎΠΌ ΡΠ»ΠΎΠ΅ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ ΠΎΠ±ΡΠ΅ΠΊΡ\n2. **Collision Mask** (ΠΠ°ΡΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ) - Ρ ΠΊΠ°ΠΊΠΈΠΌΠΈ ΡΠ»ΠΎΡΠΌΠΈ ΠΎΠ±ΡΠ΅ΠΊΡ ΠΌΠΎΠΆΠ΅Ρ Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΎΠ²Π°ΡΡ\n\n**ΠΡΠΈΠΌΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈΠ³ΡΠΎΠΊΠ°**:\n- **Collision Layer** = 1 (player) - ΠΈΠ³ΡΠΎΠΊ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ ΠΈΠ³ΡΠΎΠΊΠ°\n- **Collision Mask** = 4 (obstacles) + 8 (pickups) - ΠΈΠ³ΡΠΎΠΊ Π²ΠΈΠ΄ΠΈΡ ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΡ ΠΈ ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ\n\n**ΠΡΠΈΠΌΠ΅Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠ»ΠΈ**:\n- **Collision Layer** = 5 (projectiles) - ΠΏΡΠ»Ρ Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²\n- **Collision Mask** = 4 (obstacles) + 32 (targets) - ΠΏΡΠ»Ρ Π²ΠΈΠ΄ΠΈΡ ΡΡΠ΅Π½Ρ ΠΈ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n### ΠΠ°ΠΊ Π½Π°ΡΡΡΠΎΠΈΡΡ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π΄Π»Ρ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠ°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΅ΠΌ ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΡ ΠΌΠΎΠ½Π΅ΡΡ\n\n1. Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Ρ ΡΠ·Π»ΠΎΠΌ Area2D\n2. ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ·Π΅Π» Area2D\n3. Π Inspector Π½Π°ΠΉΠ΄ΠΈΡΠ΅ ΡΠ°Π·Π΄Π΅Π» **Collision**\n4. **Collision Layer**: ΠΠΊΠ»ΡΡΠΈΡΠ΅ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ»ΠΎΠΉ 4 (pickups)\n5. **Collision Mask**: ΠΠΊΠ»ΡΡΠΈΡΠ΅ ΡΠΎΠ»ΡΠΊΠΎ ΡΠ»ΠΎΠΉ 1 (player) - ΠΌΠΎΠ½Π΅ΡΠ° Π±ΡΠ΄Π΅Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ ΠΈΠ³ΡΠΎΠΊΠ°\n\n**Π ΡΠΊΡΠΈΠΏΡΠ΅ ΠΌΠΎΠ½Π΅ΡΡ**:\n```gdscript\nextends Area2D\n\nfunc _ready() -> void:\n # Π‘Π»ΡΡΠ°Π΅ΠΌ Π²Ρ ΠΎΠ΄ Π² ΠΎΠ±Π»Π°ΡΡΡ\n body_entered.connect(_on_body_entered)\n\nfunc _on_body_entered(body: Node2D) -> void:\n # ΠΡΠ»ΠΈ ΡΡΠΎ ΠΈΠ³ΡΠΎΠΊ (Π½Π°Ρ ΠΎΠ΄ΠΈΡΡΡ Π½Π° ΡΠ»ΠΎΠ΅ player)\n if body is CharacterBody2D:\n print(\"ΠΠ³ΡΠΎΠΊ ΠΏΠΎΠ΄ΠΎΠ±ΡΠ°Π» ΠΌΠΎΠ½Π΅ΡΡ!\")\n queue_free() # Π£Π΄Π°Π»ΡΠ΅ΠΌ ΠΌΠΎΠ½Π΅ΡΡ\n```\n\n### Π’Π°Π±Π»ΠΈΡΠ° Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n\n| ΠΠ±ΡΠ΅ΠΊΡ | Π‘Π»ΠΎΠΉ | ΠΠ°ΡΠΊΠ° | ΠΠ·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΡΠ΅Ρ Ρ |\n|--------|------|-------|-------------------|\n| ΠΠ³ΡΠΎΠΊ | 1 (player) | 4 (obstacles) + 8 (pickups) | Π‘ΡΠ΅Π½Ρ, ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ |\n| ΠΡΠ°Π³ | 2 (enemies) | 1 (player) + 4 (obstacles) | ΠΠ³ΡΠΎΠΊ, ΡΡΠ΅Π½Ρ |\n| Π‘ΡΠ΅Π½Π° | 3 (obstacles) | - | ΠΠΈΡΠ΅Π³ΠΎ (ΡΡΠ°ΡΠΈΡΠ½Π°Ρ) |\n| ΠΠΎΠ½Π΅ΡΠ° | 4 (pickups) | 1 (player) | ΠΠ³ΡΠΎΠΊ |\n| ΠΡΠ»Ρ | 5 (projectiles) | 4 (obstacles) + 32 (targets) | Π‘ΡΠ΅Π½Ρ, ΠΌΠΈΡΠ΅Π½ΠΈ |\n| ΠΠΈΡΠ΅Π½Ρ | 6 (targets) | 16 (projectiles) | ΠΡΠ»ΠΈ |\n\n## Π Π°ΡΡΠΈΡΠ΅Π½ΠΈΠ΅ ΡΠ°Π±Π»ΠΎΠ½Π°\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ\n\n**Π¨Π°Π³ Π·Π° ΡΠ°Π³ΠΎΠΌ**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠ°ΠΉΠ» ΡΡΠ΅Π½Ρ**:\n - ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ ΠΏΡΠ°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ Π½Π° ΠΏΠ°ΠΏΠΊΡ `scenes/levels/`\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ **Π‘ΠΎΠ·Π΄Π°ΡΡ Π½ΠΎΠ²ΡΡ ΡΡΠ΅Π½Ρ** (New Scene)\n - Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΠ΅ ΠΊΠ°ΠΊ `scenes/levels/MyLevel.tscn`\n\n2. **ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ ΡΡΡΡΠΊΡΡΡΡ**:\n ```\n MyLevel (Node2D)\n βββ Environment (Node2D)\n β βββ Background (Sprite2D/ColorRect)\n β βββ Walls (Node2D)\n β β βββ Wall1 (StaticBody2D + CollisionShape2D)\n β βββ Objects (Node2D)\n βββ Entities (Node2D)\n β βββ Player (ΡΠΊΠ·Π΅ΠΌΠΏΠ»ΡΡ Player.tscn)\n βββ CanvasLayer\n βββ UI (Control)\n ```\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ ΡΡΠΎΠ²Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠ°ΠΉΠ» `scripts/levels/my_level.gd`\n - ΠΡΠΈΠΊΡΠ΅ΠΏΠΈΡΠ΅ ΠΊ ΠΊΠΎΡΠ½Π΅Π²ΠΎΠΌΡ ΡΠ·Π»Ρ MyLevel\n\n ```gdscript\n extends Node2D\n ## My custom game level\n\n func _ready() -> void:\n print(\"Level loaded!\")\n # ΠΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΡ ΡΡΠΎΠ²Π½Ρ\n\n func _process(delta: float) -> void:\n # ΠΠΎΠ³ΠΈΠΊΠ° ΡΡΠΎΠ²Π½Ρ\n pass\n ```\n\n4. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ°**:\n - ΠΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΠ΅ `scenes/characters/Player.tscn` Π² ΡΠ·Π΅Π» Entities\n - Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ Π΅Π³ΠΎ position Π² ΠΆΠ΅Π»Π°Π΅ΠΌΡΡ ΡΡΠ°ΡΡΠΎΠ²ΡΡ ΠΏΠΎΠ·ΠΈΡΠΈΡ\n\n5. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ StaticBody2D ΠΏΠΎΠ΄ Walls\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ CollisionShape2D\n - Π£ΡΡΠ°Π½ΠΎΠ²ΠΈΡΠ΅ **Collision Layer** = 3 (obstacles)\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ ΠΈΠ»ΠΈ ColorRect\n\n6. **ΠΠ°ΠΏΡΡΡΠΈΡΠ΅ ΡΡΠΎΠ²Π΅Π½Ρ**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ MyLevel.tscn\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ F6 Π΄Π»Ρ Π·Π°ΠΏΡΡΠΊΠ° ΡΠ΅ΠΊΡΡΠ΅ΠΉ ΡΡΠ΅Π½Ρ\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (Π²ΡΠ°Π³Π°)\n\n**Π¨Π°Π³ Π·Π° ΡΠ°Π³ΠΎΠΌ**:\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ `scenes/characters/Enemy.tscn`\n - ΠΠΎΡΠ½Π΅Π²ΠΎΠΉ ΡΠ·Π΅Π»: CharacterBody2D\n\n2. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n ```\n Enemy (CharacterBody2D)\n βββ CollisionShape2D (ΡΠΎΡΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ)\n βββ Sprite2D (Π²ΠΈΠ·ΡΠ°Π»ΡΠ½ΡΠΉ ΡΠΏΡΠ°ΠΉΡ)\n βββ DetectionArea (Area2D) - Π΄Π»Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°\n βββ CollisionShape2D\n ```\n\n3. **ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ 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°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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 # ΠΠ°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌ Π·ΠΎΠ½Ρ Π΄Π΅ΡΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ\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 # ΠΠ²ΠΈΠ³Π°Π΅ΠΌΡΡ ΠΊ ΠΈΠ³ΡΠΎΠΊΡ\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: # ΠΡΠΎΠ²Π΅ΡΡΠ΅ΠΌ ΡΠ»ΠΎΠΉ player\n player = body\n\n func _on_detection_exited(body: Node2D) -> void:\n if body == player:\n player = null\n ```\n\n5. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π½Π° ΡΡΠΎΠ²Π½Π΅**:\n - ΠΠ΅ΡΠ΅ΡΠ°ΡΠΈΡΠ΅ Enemy.tscn Π½Π° Π²Π°Ρ ΡΡΠΎΠ²Π΅Π½Ρ\n - ΠΠ°ΡΡΡΠΎΠΉΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ Π² Inspector\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° ΡΠ½Π°ΡΡΠ΄Π°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π΄Π»Π΅Π½Π½ΡΠΉ ΠΎΠ³Π½Π΅Π½Π½ΡΠΉ ΡΠ°Ρ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ**:\n - Π‘ΠΊΠΎΠΏΠΈΡΡΠΉΡΠ΅ `scenes/projectiles/Bullet.tscn`\n - Π‘ΠΎΡ ΡΠ°Π½ΠΈΡΠ΅ ΠΊΠ°ΠΊ `scenes/projectiles/Fireball.tscn`\n\n2. **ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ Π²ΠΈΠ·ΡΠ°Π»**:\n - ΠΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΡΠΏΡΠ°ΠΉΡ Π½Π° ΠΊΡΠ°ΡΠ½ΡΠΉ/ΠΎΡΠ°Π½ΠΆΠ΅Π²ΡΠΉ\n - Π£Π²Π΅Π»ΠΈΡΡΡΠ΅ ΡΠ°Π·ΠΌΠ΅Ρ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ (Π½Π°ΠΏΡΠΈΠΌΠ΅Ρ, ΡΠ°Π΄ΠΈΡΡ 8)\n\n3. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `scripts/projectiles/fireball.gd`:\n ```gdscript\n extends Area2D\n ## Fireball projectile with explosion effect\n\n @export var speed: float = 300.0 # ΠΠ΅Π΄Π»Π΅Π½Π½Π΅Π΅ ΠΎΠ±ΡΡΠ½ΠΎΠΉ ΠΏΡΠ»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°ΡΡΡ Π²Π·ΡΡΠ²Π°\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 # ΠΠ°Ρ ΠΎΠ΄ΠΈΠΌ Π²ΡΠ΅Ρ Π²ΡΠ°Π³ΠΎΠ² Π² ΡΠ°Π΄ΠΈΡΡΠ΅\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. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² ΠΈΠ³ΡΠΎΠΊΠ΅**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ Player.tscn\n - Π Inspector ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ `bullet_scene` Π½Π° Fireball.tscn\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ (Autoload/Singleton)\n\nΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΡΡ Π΄Π»Ρ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ (ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΡ, Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈ Ρ.Π΄.)\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ ΡΡΠ΅ΡΠ°\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π² Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΡ**:\n - ΠΡΠΊΡΠΎΠΉΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ°** (Project > Project Settings)\n - ΠΠ΅ΡΠ΅ΠΉΠ΄ΠΈΡΠ΅ Π½Π° Π²ΠΊΠ»Π°Π΄ΠΊΡ **Autoload**\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ Π½Π° Π·Π½Π°ΡΠΎΠΊ ΠΏΠ°ΠΏΠΊΠΈ ΡΠΏΡΠ°Π²Π°\n - ΠΡΠ±Π΅ΡΠΈΡΠ΅ `scripts/autoload/score_manager.gd`\n - Π ΠΏΠΎΠ»Π΅ **Node Name** Π²Π²Π΅Π΄ΠΈΡΠ΅ `ScoreManager`\n - ΠΠ°ΠΆΠΌΠΈΡΠ΅ **ΠΠΎΠ±Π°Π²ΠΈΡΡ** (Add)\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² Π»ΡΠ±ΠΎΠΌ ΡΠΊΡΠΈΠΏΡΠ΅**:\n ```gdscript\n # Π ΡΠΊΡΠΈΠΏΡΠ΅ Π²ΡΠ°Π³Π° ΠΏΡΠΈ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΠΈ\n func die() -> void:\n ScoreManager.add_score(100)\n queue_free()\n\n # Π UI Π΄Π»Ρ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ ΡΡΠ΅ΡΠ°\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### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°\n\n**ΠΡΠΈΠΌΠ΅Ρ**: Π‘ΠΎΠ·Π΄Π°Π΄ΠΈΠΌ ΠΏΠΎΠ»ΠΎΡΠΊΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n\n1. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ** `scenes/ui/HealthBar.tscn`:\n ```\n HealthBar (Control)\n βββ Background (ColorRect) - ΡΠ΅ΠΌΠ½ΡΠΉ ΡΠΎΠ½\n βββ Bar (ProgressBar) - ΠΈΠ½Π΄ΠΈΠΊΠ°ΡΠΎΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n ```\n\n2. **Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΠΊΡΠΈΠΏΡ** `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 # ΠΠ΅Π½ΡΠ΅ΠΌ ΡΠ²Π΅Ρ Π² Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠΈ ΠΎΡ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\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. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π·Π΄ΠΎΡΠΎΠ²ΡΠ΅ ΠΈΠ³ΡΠΎΠΊΡ** (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 # ... ΡΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΠΉ 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 # ΠΠΎΠ³ΠΈΠΊΠ° ΡΠΌΠ΅ΡΡΠΈ\n ```\n\n4. **ΠΠΎΠ±Π°Π²ΡΡΠ΅ Π½Π° ΡΡΠΎΠ²Π΅Π½Ρ**:\n - ΠΠΎΠ±Π°Π²ΡΡΠ΅ HealthBar.tscn ΠΊΠ°ΠΊ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠΉ ΡΠ·Π΅Π» CanvasLayer\n - Π ΡΠΊΡΠΈΠΏΡΠ΅ ΡΡΠΎΠ²Π½Ρ ΡΠ²ΡΠΆΠΈΡΠ΅ ΠΈΠ³ΡΠΎΠΊΠ° 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## ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ\n\n### ΠΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ snake_case** Π΄Π»Ρ Π²ΡΠ΅Ρ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ:\n β `player_character.gd`, `main_menu.tscn`\n β `PlayerCharacter.gd`, `MainMenu.tscn`\n\n2. **ΠΡΡΠΏΠΏΠΈΡΡΠΉΡΠ΅ ΠΏΠΎ ΡΠΈΠΏΡ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΈ**:\n ```\n scenes/\n βββ characters/ # ΠΡΠ΅ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠΈ\n βββ levels/ # ΠΡΠ΅ ΡΡΠΎΠ²Π½ΠΈ\n βββ ui/ # ΠΠ΅ΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ\n\n scripts/\n βββ characters/ # Π‘ΠΊΡΠΈΠΏΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ\n βββ levels/ # Π‘ΠΊΡΠΈΠΏΡΡ ΡΡΠΎΠ²Π½Π΅ΠΉ\n βββ ui/ # Π‘ΠΊΡΠΈΠΏΡΡ UI\n ```\n\n3. **Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΈΠΌΠ΅Π½**: Π€Π°ΠΉΠ»Ρ ΡΡΠ΅Π½ ΠΈ ΡΠΊΡΠΈΠΏΡΠΎΠ² Π΄ΠΎΠ»ΠΆΠ½Ρ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΎΠ²Π°ΡΡ:\n - Π‘ΡΠ΅Π½Π°: `scenes/characters/Player.tscn`\n - Π‘ΠΊΡΠΈΠΏΡ: `scripts/characters/player.gd`\n\n### ΠΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΊΠΎΠ΄Π°\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ @export Π΄Π»Ρ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ Π²ΠΈΠ΄Π΅Π½ Π² Inspector\n @export var max_speed: float = 200.0\n\n # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡ ΡΠΏΡΡΡΠ°Π½ Π² ΠΊΠΎΠ΄Π΅\n var max_speed: float = 200.0\n ```\n\n2. **ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠΈΡΡΠΉΡΠ΅ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΠ΅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. **ΠΠΎΡΡΠ΄ΠΎΠΊ Π² ΡΠΊΡΠΈΠΏΡΠ΅**:\n ```gdscript\n # 1. Extends\n extends CharacterBody2D\n\n # 2. ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ ΠΊΠ»Π°ΡΡΠ°\n ## Class documentation\n\n # 3. Π‘ΠΈΠ³Π½Π°Π»Ρ\n signal health_changed(value: int)\n\n # 4. ΠΠΊΡΠΏΠΎΡΡΠΈΡΡΠ΅ΠΌΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n @export var max_speed: float = 200.0\n\n # 5. ΠΡΠ±Π»ΠΈΡΠ½ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n var velocity: Vector2 = Vector2.ZERO\n\n # 6. ΠΡΠΈΠ²Π°ΡΠ½ΡΠ΅ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅ (Ρ ΠΏΠΎΠ΄ΡΠ΅ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n var _is_dead: bool = false\n\n # 7. @onready ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΠ΅\n @onready var sprite: Sprite2D = $Sprite2D\n\n # 8. ΠΡΡΡΠΎΠ΅Π½Π½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ (_ready, _process ΠΈ Ρ.Π΄.)\n func _ready() -> void:\n pass\n\n # 9. ΠΡΠ±Π»ΠΈΡΠ½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ\n func take_damage(amount: int) -> void:\n pass\n\n # 10. ΠΡΠΈΠ²Π°ΡΠ½ΡΠ΅ ΠΌΠ΅ΡΠΎΠ΄Ρ (Ρ ΠΏΠΎΠ΄ΡΠ΅ΡΠΊΠΈΠ²Π°Π½ΠΈΠ΅ΠΌ)\n func _calculate_movement() -> Vector2:\n pass\n ```\n\n4. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΡΠΈΠΏΠΈΠ·Π°ΡΠΈΡ**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΡΠ²Π½ΡΠ΅ ΡΠΈΠΏΡ\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 # β ΠΠ»ΠΎΡ ΠΎ - Π±Π΅Π· ΡΠΈΠΏΠΎΠ²\n var health = 100\n var speed = 200.0\n\n func get_direction():\n return Vector2.ZERO\n ```\n\n### Π Π°Π±ΠΎΡΠ° ΡΠΎ ΡΡΠ΅Π½Π°ΠΌΠΈ\n\n1. **ΠΠΎΠ΄ΡΠ»ΡΠ½Π°Ρ ΡΡΡΡΠΊΡΡΡΠ°**:\n ```\n Level\n βββ Environment # ΠΡΠ΅ ΡΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠΊΡΡΠΆΠ΅Π½ΠΈΠ΅\n βββ Entities # ΠΡΠ΅ Π΄ΠΈΠ½Π°ΠΌΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΡΡΠ½ΠΎΡΡΠΈ\n βββ UI # ΠΠ΅ΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ\n ```\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΡ ΡΡΠ΅Π½** Π²ΠΌΠ΅ΡΡΠΎ Π΄ΡΠ±Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΡΡΠ΅Π½Ρ Π²ΡΠ°Π³Π° ΠΎΠ΄ΠΈΠ½ ΡΠ°Π·\n - Π Π°Π·ΠΌΠ΅ΡΠ°ΠΉΡΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΡ ΡΡΠΎΠΉ ΡΡΠ΅Π½Ρ Π½Π° ΡΡΠΎΠ²Π½ΡΡ \n - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π² ΠΎΡΠΈΠ³ΠΈΠ½Π°Π»ΡΠ½ΠΎΠΉ ΡΡΠ΅Π½Π΅ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΠΏΡΠΈΠΌΠ΅Π½ΡΡΡΡ Π²Π΅Π·Π΄Π΅\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ @onready** Π΄Π»Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΠ·Π»Ρ:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - Π·Π°Π³ΡΡΠΆΠ°Π΅ΡΡΡ Π² _ready Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ\n @onready var sprite: Sprite2D = $Sprite2D\n @onready var collision: CollisionShape2D = $CollisionShape2D\n\n # β ΠΠ»ΠΎΡ ΠΎ - Π½ΡΠΆΠ½ΠΎ Π²ΡΡΡΠ½ΡΡ Π·Π°Π³ΡΡΠΆΠ°ΡΡ 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 Π΄Π»Ρ ΡΠΏΡΠ°Π²Π»ΡΠ΅ΠΌΡΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΉ**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΈΠ³ΡΠΎΠΊΠ°, Π²ΡΠ°Π³ΠΎΠ²\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `move_and_slide()` Π΄Π»Ρ ΠΏΠ»Π°Π²Π½ΠΎΠ³ΠΎ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n - ΠΠ²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n\n2. **Area2D Π΄Π»Ρ ΡΡΠΈΠ³Π³Π΅ΡΠΎΠ² ΠΈ ΡΠ½Π°ΡΡΠ΄ΠΎΠ²**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΏΡΠ»Ρ, Π·ΠΎΠ½ ΡΡΠΎΠ½Π°, ΠΏΠΎΠ΄Π±ΠΈΡΠ°Π΅ΠΌΡΡ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΠΎΠ²\n - ΠΠ΅ΡΠ΅ΠΊΡΠΈΡΡΠ΅Ρ Π²Ρ ΠΎΠ΄/Π²ΡΡ ΠΎΠ΄ Π΄ΡΡΠ³ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n - ΠΠ΅ Π±Π»ΠΎΠΊΠΈΡΡΠ΅Ρ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠ΅\n\n3. **StaticBody2D Π΄Π»Ρ Π½Π΅ΠΏΠΎΠ΄Π²ΠΈΠΆΠ½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΡΡΠ΅Π½, ΠΏΡΠ΅ΠΏΡΡΡΡΠ²ΠΈΠΉ\n - ΠΠ΅ Π΄Π²ΠΈΠΆΠ΅ΡΡΡ, ΡΠΎΠ»ΡΠΊΠΎ Π±Π»ΠΎΠΊΠΈΡΡΠ΅Ρ\n\n4. **ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°ΠΉΡΠ΅ ΡΠ»ΠΎΠΈ**:\n - ΠΠ±ΡΠ΅ΠΊΡ Π΄ΠΎΠ»ΠΆΠ΅Π½ Π±ΡΡΡ Π½Π° ΠΠΠΠΠ ΡΠ»ΠΎΠ΅ (Layer)\n - ΠΠ±ΡΠ΅ΠΊΡ ΠΌΠΎΠΆΠ΅Ρ Π²ΠΈΠ΄Π΅ΡΡ ΠΠΠ‘ΠΠΠΠ¬ΠΠ ΡΠ»ΠΎΠ΅Π² (Mask)\n\n### ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ ΠΏΠΎ Π½Π΅ΠΎΠ±Ρ ΠΎΠ΄ΠΈΠΌΠΎΡΡΠΈ**:\n ```gdscript\n # ΠΡΠ»ΠΈ Π½Π΅ Π½ΡΠΆΠ΅Π½ _process, Π½Π΅ ΡΠΎΠ·Π΄Π°Π²Π°ΠΉΡΠ΅ Π΅Π³ΠΎ\n # ΠΡΠΊΠ»ΡΡΠ°ΠΉΡΠ΅ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΡ, ΠΊΠΎΠ³Π΄Π° Π½Π΅ Π½ΡΠΆΠ½ΠΎ\n func disable_processing() -> void:\n set_process(false)\n set_physics_process(false)\n ```\n\n2. **Π£Π΄Π°Π»ΡΠΉΡΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ**:\n ```gdscript\n # ΠΡΠ»ΠΈ, ΡΡΡΠ΅ΠΊΡΡ ΠΈ Ρ.Π΄. Π΄ΠΎΠ»ΠΆΠ½Ρ ΡΠ΄Π°Π»ΡΡΡ ΡΠ΅Π±Ρ\n func _on_lifetime_exceeded() -> void:\n queue_free() # β ΠΠ΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎΠ΅ ΡΠ΄Π°Π»Π΅Π½ΠΈΠ΅\n ```\n\n3. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ object pooling Π΄Π»Ρ ΡΠ°ΡΡΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²**:\n - ΠΠΌΠ΅ΡΡΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ/ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΠΏΡΠ»Ρ ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π·\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΠΏΡΠ» ΠΏΡΠ»Ρ ΠΈ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΈΡ \n\n## ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°\n\n### Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ\n\n1. **ΠΠ΄ΠΈΠ½ ΡΠΊΡΠΈΠΏΡ = ΠΎΠ΄Π½Π° ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΡ**:\n - `player.gd` - ΡΠΎΠ»ΡΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΈΠ³ΡΠΎΠΊΠ°\n - `bullet.gd` - ΡΠΎΠ»ΡΠΊΠΎ Π»ΠΎΠ³ΠΈΠΊΠ° ΠΏΡΠ»ΠΈ\n - `game_manager.gd` - ΡΠΎΠ»ΡΠΊΠΎ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΈΠ³ΡΠΎΠΉ\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΡΠΈΠ³Π½Π°Π»Ρ Π΄Π»Ρ ΠΊΠΎΠΌΠΌΡΠ½ΠΈΠΊΠ°ΡΠΈΠΈ**:\n ```gdscript\n # β Π₯ΠΎΡΠΎΡΠΎ - ΡΠ»Π°Π±Π°Ρ ΡΠ²ΡΠ·Ρ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ³Π½Π°Π»Ρ\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 # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΡΡΠΌΠ°Ρ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΡ\n # Π player.gd\n func take_damage(amount: int) -> void:\n health -= amount\n if health <= 0:\n GameManager.player_died() # ΠΡΡΠΌΠ°Ρ ΡΠ²ΡΠ·Ρ\n ```\n\n3. **ΠΠ²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ Π΄Π»Ρ Π³Π»ΠΎΠ±Π°Π»ΡΠ½ΡΡ ΡΠΈΡΡΠ΅ΠΌ**:\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΠΎΠ² (GameManager, ScoreManager)\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ (InputSettings, AudioSettings)\n - ΠΠ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π΄Π»Ρ ΠΎΠ±ΡΡΠ½ΠΎΠΉ ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ Π»ΠΎΠ³ΠΈΠΊΠΈ\n\n### ΠΠ΅ΡΠ°ΡΡ ΠΈΡ ΡΡΠ΅Π½\n\n1. **ΠΡΠΈΠ½ΡΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΠΈ**:\n ```\n Player\n βββ Sprite2D # ΠΠΈΠ·ΡΠ°Π»\n βββ CollisionShape2D # Π€ΠΈΠ·ΠΈΠΊΠ°\n βββ HealthComponent # ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ Π·Π΄ΠΎΡΠΎΠ²ΡΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ)\n βββ WeaponComponent # ΠΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ ΠΎΡΡΠΆΠΈΡ (ΠΌΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ)\n ```\n\n2. **ΠΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ `scenes/components/HealthComponent.tscn`\n - ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Π² ΠΈΠ³ΡΠΎΠΊΠ΅, Π²ΡΠ°Π³Π°Ρ ΠΈ Ρ.Π΄.\n - ΠΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΡ Π² ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠ΅ Π·Π°ΡΡΠΎΠ½ΡΡ Π²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ\n\n### Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ΠΌ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΠΏΠ΅ΡΠ΅ΡΠΈΡΠ»Π΅Π½ΠΈΡ (enum) Π΄Π»Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ**:\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 # ΠΠΈΡΠ΅Π³ΠΎ Π½Π΅ Π΄Π΅Π»Π°Π΅ΠΌ\n ```\n\n2. **ΠΠ°ΡΠΈΠ½Π° ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ Π΄Π»Ρ ΡΠ»ΠΎΠΆΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠ²Π΅Π΄Π΅Π½ΠΈΡ**:\n - Π‘ΠΎΠ·Π΄Π°ΠΉΡΠ΅ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠ΅ ΡΠ·Π»Ρ Π΄Π»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ\n - ΠΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ°ΠΉΡΠ΅ΡΡ ΠΌΠ΅ΠΆΠ΄Ρ Π½ΠΈΠΌΠΈ ΡΠ΅ΡΠ΅Π· ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅Ρ\n\n### ΠΠ°Π½Π½ΡΠ΅ ΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ\n\n1. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ Resources Π΄Π»Ρ Π΄Π°Π½Π½ΡΡ **:\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°ΠΉΡΠ΅ `.tres` ΡΠ°ΠΉΠ»Ρ Π² `assets/data/weapons/`:\n - `pistol.tres`\n - `shotgun.tres`\n - `rifle.tres`\n\n2. **ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΎΠ½Π½ΡΠ΅ ΡΠ°ΠΉΠ»Ρ Π΄Π»Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ**:\n ```gdscript\n # Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\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 # ΠΠ°Π³ΡΡΠ·ΠΊΠ° Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n var config = ConfigFile.new()\n config.load(\"user://settings.cfg\")\n var fullscreen = config.get_value(\"graphics\", \"fullscreen\", false)\n ```\n\n### ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ\n\n1. **ΠΡΠΎΠ²Π΅ΡΡΠΉΡΠ΅ 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. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ assert Π΄Π»Ρ ΠΏΡΠΎΠ²Π΅ΡΠΊΠΈ ΡΡΠ»ΠΎΠ²ΠΈΠΉ**:\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### ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n\n1. **ΠΡΡΠΏΠΏΠΈΡΡΠΉΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ**:\n ```gdscript\n # ΠΠΎΠ±Π°Π²ΡΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π² Π³ΡΡΠΏΠΏΡ\n add_to_group(\"enemies\")\n add_to_group(\"damageable\")\n\n # ΠΠ°ΠΉΠ΄ΠΈΡΠ΅ Π²ΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π³ΡΡΠΏΠΏΡ\n var enemies = get_tree().get_nodes_in_group(\"enemies\")\n for enemy in enemies:\n enemy.take_damage(10)\n ```\n\n2. **ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ caching Π΄Π»Ρ ΡΠ°ΡΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ**:\n ```gdscript\n # β ΠΠ»ΠΎΡ ΠΎ - ΠΏΠΎΠΈΡΠΊ ΠΊΠ°ΠΆΠ΄ΡΠΉ 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 # β Π₯ΠΎΡΠΎΡΠΎ - ΠΊΠ΅ΡΠΈΡΡΠ΅ΠΌ ΡΡΡΠ»ΠΊΡ\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## Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ\n\n### ΠΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΎΡΠΊΡΡΠ²Π°Π΅ΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: Godot Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ ΠΎΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΠ΅ Godot 4.3 ΠΈΠ»ΠΈ Π½ΠΎΠ²Π΅Π΅\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΡΠ°ΠΉΠ» `project.godot` ΡΡΡΠ΅ΡΡΠ²ΡΠ΅Ρ\n3. ΠΠΎΠΏΡΠΎΠ±ΡΠΉΡΠ΅ ΡΠ΄Π°Π»ΠΈΡΡ ΠΏΠ°ΠΏΠΊΡ `.godot` ΠΈ ΠΏΠ΅ΡΠ΅ΠΎΡΠΊΡΡΡΡ ΠΏΡΠΎΠ΅ΠΊΡ\n4. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΏΡΠ°Π²Π° Π΄ΠΎΡΡΡΠΏΠ° ΠΊ ΠΏΠ°ΠΏΠΊΠ΅ ΠΏΡΠΎΠ΅ΠΊΡΠ°\n\n### ΠΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ±ΡΠ΅ΠΊΡΡ ΠΏΡΠΎΡ ΠΎΠ΄ΡΡ ΡΠΊΠ²ΠΎΠ·Ρ ΡΡΠ΅Π½Ρ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ Collision Layer ΠΈ Collision Mask\n2. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² Π΅ΡΡΡ CollisionShape2D\n3. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΡΠΎΡΠΌΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΠΏΡΡΡΠ°Ρ\n4. ΠΠ»Ρ CharacterBody2D ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `move_and_slide()`\n\n### ΠΡΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π² ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΡΠ»ΠΈ ΠΏΡΠΎΠ»Π΅ΡΠ°ΡΡ ΡΠΊΠ²ΠΎΠ·Ρ ΠΌΠΈΡΠ΅Π½ΠΈ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠ»Ρ (Area2D):\n - Collision Layer: 5 (projectiles)\n - Collision Mask: 6 (targets) + 4 (obstacles)\n2. ΠΠΈΡΠ΅Π½Ρ (Area2D):\n - Collision Layer: 6 (targets)\n - Collision Mask: 5 (projectiles)\n3. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΏΡΠ»Ρ ΠΈΠΌΠ΅Π΅Ρ ΠΌΠ΅ΡΠΎΠ΄ `area_entered.connect()`\n4. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ ΠΌΠΈΡΠ΅Π½Ρ ΠΈΠΌΠ΅Π΅Ρ ΠΌΠ΅ΡΠΎΠ΄ `on_hit()`\n\n### ΠΠΈΠ·ΠΊΠ°Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ³ΡΠ° ΡΠΎΡΠΌΠΎΠ·ΠΈΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΊΡΠΎΠΉΡΠ΅ **Debug > Profiler** Π΄Π»Ρ Π°Π½Π°Π»ΠΈΠ·Π°\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π°ΠΊΡΠΈΠ²Π½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ² (ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎ ΠΏΡΠ»Ρ)\n3. Π£Π΄Π°Π»ΡΠΉΡΠ΅ ΠΎΠ±ΡΠ΅ΠΊΡΡ, Π²ΡΡΠ΅Π΄ΡΠΈΠ΅ Π·Π° ΠΏΡΠ΅Π΄Π΅Π»Ρ ΡΠΊΡΠ°Π½Π°\n4. ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ `queue_free()` Π²ΠΌΠ΅ΡΡΠΎ ΡΠ΄Π°Π»Π΅Π½ΠΈΡ ΡΡΠ°Π·Ρ\n5. ΠΡΠΊΠ»ΡΡΠΈΡΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ Ρ `set_process(false)`\n\n### Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠ΅ΡΡΠΎΠ½Π°ΠΆ Π½Π΅ ΡΠ΅Π°Π³ΠΈΡΡΠ΅Ρ Π½Π° ΠΊΠ»Π°Π²ΠΈΡΠΈ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ **ΠΡΠΎΠ΅ΠΊΡ > ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΠΏΡΠΎΠ΅ΠΊΡΠ° > Input Map**\n2. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ Π½Π°Π·Π²Π°Π½Ρ (`move_up`, `move_down` ΠΈ Ρ.Π΄.)\n3. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΡΠΊΡΠΈΠΏΡ ΠΏΡΠΈΠΊΡΠ΅ΠΏΠ»Π΅Π½ ΠΊ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΡ\n4. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ `_physics_process` Π²ΡΠ·ΡΠ²Π°Π΅ΡΡΡ\n5. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΠΈΠ³ΡΠ° Π½Π΅ Π½Π° ΠΏΠ°ΡΠ·Π΅ (`get_tree().paused`)\n\n### ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ Π½Π΅ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ\n\n**ΠΡΠΎΠ±Π»Π΅ΠΌΠ°**: ΠΠΎΡΠ»Π΅ ΠΏΠ΅ΡΠ΅Π·Π°ΠΏΡΡΠΊΠ° Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΊΠ»Π°Π²ΠΈΡ ΡΠ±ΡΠ°ΡΡΠ²Π°ΡΡΡΡ\n\n**Π Π΅ΡΠ΅Π½ΠΈΡ**:\n1. Π£Π±Π΅Π΄ΠΈΡΠ΅ΡΡ, ΡΡΠΎ InputSettings Π² Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠ΅\n2. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅, ΡΡΠΎ ΠΏΡΡΡ `user://` Π΄ΠΎΡΡΡΠΏΠ΅Π½ Π΄Π»Ρ Π·Π°ΠΏΠΈΡΠΈ\n3. ΠΠ»ΠΈΠΊΠ½ΠΈΡΠ΅ \"Apply\" ΠΏΠ΅ΡΠ΅Π΄ Π²ΡΡ ΠΎΠ΄ΠΎΠΌ ΠΈΠ· ΠΌΠ΅Π½Ρ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n4. ΠΡΠΎΠ²Π΅ΡΡΡΠ΅ ΠΊΠΎΠ½ΡΠΎΠ»Ρ Π½Π° ΠΎΡΠΈΠ±ΠΊΠΈ ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ\n\n## ΠΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\n\n### ΠΡΠΈΡΠΈΠ°Π»ΡΠ½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ 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### ΠΠ±ΡΡΠ°ΡΡΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°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### Π‘ΠΎΠΎΠ±ΡΠ΅ΡΡΠ²ΠΎ\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## ΠΠΈΡΠ΅Π½Π·ΠΈΡ\n\nΠ‘ΠΌ. ΡΠ°ΠΉΠ» [LICENSE](LICENSE) Π΄Π»Ρ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ.\n\n---\n\n**ΠΠ΅ΡΡΠΈΡ ΡΠ°Π±Π»ΠΎΠ½Π°**: 1.0\n**Π‘ΠΎΠ²ΠΌΠ΅ΡΡΠΈΠΌΠΎΡΡΡ**: Godot 4.3+\n**ΠΠΎΡΠ»Π΅Π΄Π½Π΅Π΅ 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: ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \" --body \"$(cat <<'EOF'\n## Π Π΅Π·ΡΠΌΠ΅\n\nΠΡΠΎΡ PR Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π²ΡΠ΅ΠΎΠ±ΡΠ΅ΠΌΠ»ΡΡΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅ Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΠΈΡ ΡΡΠΎΡ ΡΠ°Π±Π»ΠΎΠ½ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ Π² Godot.\n\n## Π§ΡΠΎ Π±ΡΠ»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅\n\nΠΠΎΠ²ΡΠΉ ΡΠ°ΠΉΠ» `README_RU.md` ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ ΠΏΠΎΠ»Π½ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°Π±ΠΎΡΠ΅ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ, Π²ΠΊΠ»ΡΡΠ°ΡΡΠ΅Π΅:\n\n#### 1. ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ°\n- ΠΠ΅ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ΅ Godot Engine\n- ΠΠ²Π° ΡΠΏΠΎΡΠΎΠ±Π° ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ°: ΠΊΠ»ΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· Git ΠΈ Π·Π°Π³ΡΡΠ·ΠΊΠ° ZIP\n- ΠΠΎΡΠ°Π³ΠΎΠ²ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΠΏΠ΅ΡΠ²ΠΎΠΌΡ Π·Π°ΠΏΡΡΠΊΡ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n\n#### 2. Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\n- ΠΠΎΠ»Π½Π°Ρ ΡΡ Π΅ΠΌΠ° ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ ΡΠ°ΠΉΠ»ΠΎΠ²\n- ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡΠ΅ΠΊΡΠΎΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ ΡΡΠ΅Π½Π°ΠΌΠΈ ΠΈ ΡΠΊΡΠΈΠΏΡΠ°ΠΌΠΈ\n\n#### 3. ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ ΡΡΠ΅Π½\n- **Main.tscn** - Π³Π»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π° ΠΈ ΡΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π°\n- **TestTier.tscn** - ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΡΡΡΡΠΊΡΡΡΠΎΠΉ\n- **Player.tscn** - ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΈΠ³ΡΠΎΠΊΠ° Ρ ΡΠΈΡΡΠ΅ΠΌΠ°ΠΌΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ\n- **Bullet.tscn** - ΡΠ½Π°ΡΡΠ΄ Ρ Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n- **Target.tscn** - ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½Π°Ρ ΠΌΠΈΡΠ΅Π½Ρ\n- **PauseMenu.tscn** - ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n- **ControlsMenu.tscn** - ΡΠΈΡΡΠ΅ΠΌΠ° ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\n\n#### 4. ΠΠΎΠ»Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² Π³Π΅ΠΉΠΌΠΏΠ»Π΅Ρ\nΠΠ»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ° ΠΎΠΏΠΈΡΠ°Π½Ρ Π²ΡΠ΅ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ:\n\n**Player (ΠΠ³ΡΠΎΠΊ)**:\n- `max_speed` - ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- `acceleration` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠ°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠΎΡΠΌΠΎΠΆΠ΅Π½ΠΈΡ\n- `bullet_scene` - ΡΠΈΠΏ ΡΠ½Π°ΡΡΠ΄Π°\n- `bullet_spawn_offset` - ΡΠΎΡΠΊΠ° ΠΏΠΎΡΠ²Π»Π΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ (Π°ΡΠΊΠ°Π΄Π°, ΡΠ΅Π°Π»ΠΈΠ·ΠΌ, Π±ΡΡΡΡΡΠΉ ΡΠΊΡΠ΅Π½)\n\n**Bullet (ΠΡΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡΠΎΡΡΡ ΠΏΠΎΠ»Π΅ΡΠ°\n- `lifetime` - Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΡΠ½Π°ΡΡΠ΄ΠΎΠ² (ΠΌΠ΅Π΄Π»Π΅Π½Π½ΡΠ΅, Π±ΡΡΡΡΡΠ΅, ΠΎΠ±ΡΡΠ½ΡΠ΅)\n\n**Target (ΠΠΈΡΠ΅Π½Ρ)**:\n- `hit_color` / `normal_color` - ΡΠ²Π΅ΡΠ° ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- `destroy_on_hit` - ΡΠ΅ΠΆΠΈΠΌ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΡ\n- `respawn_delay` - Π·Π°Π΄Π΅ΡΠΆΠΊΠ° Π²ΠΎΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ (ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½Π°Ρ, ΡΠ°Π·ΡΡΡΠ°Π΅ΠΌΠ°Ρ, Π±ΡΡΡΡΠ°Ρ)\n\n**InputSettings (ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ)**:\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π²ΡΠ΅Ρ ΠΌΠ΅ΡΠΎΠ΄ΠΎΠ² ΡΠΈΠ½Π³Π»ΡΠΎΠ½Π°\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n- Π’Π°Π±Π»ΠΈΡΠ° Π²ΡΠ΅Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ Π²Π²ΠΎΠ΄Π° (Input Actions)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π½ΠΎΠ²ΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ \"Π±Π΅Π³\" (sprint)\n\n#### 6. Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ 6 Π½Π°ΡΡΡΠΎΠ΅Π½Π½ΡΡ ΡΠ»ΠΎΠ΅Π²\n- ΠΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠ΅ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΠ΅ ΠΏΡΠΈΠ½ΡΠΈΠΏΠ° ΡΠ°Π±ΠΎΡΡ Collision Layer ΠΈ Collision Mask\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡΠ° Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΉ ΠΌΠ΅ΠΆΠ΄Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ ΠΏΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΡΡ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΠ°Π±Π»ΠΎΠ½Π°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ**:\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ Ρ ΠΏΡΠΈΠΌΠ΅ΡΠ°ΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΠ°Ρ ΡΡΡΡΠΊΡΡΡΠ° ΡΡΠ΅Π½Ρ\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° ΡΡΠΎΠ²Π½Ρ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (Π²ΡΠ°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΡΠ΅Π½Ρ ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° Ρ AI ΠΏΡΠ΅ΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° ΡΠ½Π°ΡΡΠ΄Π°**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠ°ΡΠ° Ρ Π²Π·ΡΡΠ²ΠΎΠΌ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΊΠΎΠ΄ Ρ ΠΎΠ±Π»Π°ΡΡΡΡ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ (Singleton)**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΠ° ΡΡΠ΅ΡΠ° (ScoreManager)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΠ΅Π³ΠΈΡΡΡΠ°ΡΠΈΠΈ Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ· Π΄ΡΡΠ³ΠΈΡ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°**:\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΠΎΠ»ΠΎΡΠΊΠΈ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΡΠΈΡΡΠ΅ΠΌΠΎΠΉ ΠΈΠ³ΡΠΎΠΊΠ°\n- Π‘Π²ΡΠ·ΡΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ³Π½Π°Π»Ρ\n\n#### 8. ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\n\n**ΠΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ snake_case\n- ΠΡΡΠΏΠΏΠΈΡΠΎΠ²ΠΊΠ° ΠΏΠΎ ΡΠΈΠΏΡ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΈΠΌΠ΅Π½ ΡΡΠ΅Π½ ΠΈ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ @export\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Ρ ## ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΡΠΉ ΠΏΠΎΡΡΠ΄ΠΎΠΊ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ² Π² ΡΠΊΡΠΈΠΏΡΠ΅\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΠ·Π°ΡΠΈΠΈ\n\n**Π Π°Π±ΠΎΡΠ° ΡΠΎ ΡΡΠ΅Π½Π°ΠΌΠΈ**:\n- ΠΠΎΠ΄ΡΠ»ΡΠ½Π°Ρ ΡΡΡΡΠΊΡΡΡΠ°\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΠΎΠ²\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- ΠΠΎΠ³Π΄Π° ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ CharacterBody2D, Area2D, StaticBody2D\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½Π°Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠ° ΡΠ»ΠΎΠ΅Π² ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ**:\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΠ°ΠΌΠΈ\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Object pooling\n\n#### 9. ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠ³Π½Π°Π»ΠΎΠ² Π²ΠΌΠ΅ΡΡΠΎ ΠΏΡΡΠΌΡΡ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠ΅ΠΉ\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΎΠΊ\n\n**ΠΠ΅ΡΠ°ΡΡ ΠΈΡ ΡΡΠ΅Π½**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΠΈ\n- ΠΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ\n\n**Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ΠΌ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ enum Π΄Π»Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- ΠΠ°ΡΡΠ΅ΡΠ½ ΠΌΠ°ΡΠΈΠ½Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n\n**ΠΠ°Π½Π½ΡΠ΅ ΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ Resource Π΄Π»Ρ Π΄Π°Π½Π½ΡΡ \n- ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΎΠ½Π½ΡΠ΅ ΡΠ°ΠΉΠ»Ρ\n\n**ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ**:\n- ΠΡΠΎΠ²Π΅ΡΠΊΠΈ Π½Π° null\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ assert\n\n**ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ**:\n- ΠΡΡΠΏΠΏΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- ΠΠ΅ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΡΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ\n\n#### 10. Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ\n- ΠΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΎΡΠΊΡΡΠ²Π°Π΅ΡΡΡ\n- ΠΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- ΠΡΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π² ΠΌΠΈΡΠ΅Π½ΠΈ\n- ΠΠΈΠ·ΠΊΠ°Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ Π½Π΅ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ\n\n#### 11. ΠΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\n- Π‘ΡΡΠ»ΠΊΠΈ Π½Π° ΠΎΡΠΈΡΠΈΠ°Π»ΡΠ½ΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Godot\n- ΠΠ±ΡΡΠ°ΡΡΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ\n- Π‘ΠΎΠΎΠ±ΡΠ΅ΡΡΠ²Π° ΠΈ ΡΠΎΡΡΠΌΡ\n\n## ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n\n- **ΠΠΎΠ»Π½ΠΎΡΡΡΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅** - ΠΈΠ΄Π΅Π°Π»ΡΠ½ΠΎ Π΄Π»Ρ ΡΡΡΡΠΊΠΎΡΠ·ΡΡΠ½ΡΡ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \n- **ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΏΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ** - ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π³ ΡΠ°ΡΠΏΠΈΡΠ°Π½ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΠΎ\n- **ΠΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ** - Π²Π΅ΡΡ ΠΊΠΎΠ΄ Ρ ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ ΠΈ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΡΠΌΠΈ\n- **Π’Π°Π±Π»ΠΈΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** - Π½Π°Π³Π»ΡΠ΄Π½ΠΎΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ΅Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n- **ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ** - Π³ΠΎΡΠΎΠ²ΡΠ΅ Π½Π°Π±ΠΎΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²\n- **Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** - ΠΎΡΠ²Π΅ΡΡ Π½Π° ΡΠΈΠΏΠΈΡΠ½ΡΠ΅ Π²ΠΎΠΏΡΠΎΡΡ Π½ΠΎΠ²ΠΈΡΠΊΠΎΠ²\n\n## ΠΠ»Π°Π½ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ\n\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ Π²ΡΠ΅Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΠ°ΠΉΠ»Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ ΠΊΠΎΠ΄Π° ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈ Π²Π΅ΡΠ½Ρ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΎΠΏΠΈΡΠ°Π½Π½ΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² ΡΠ΅Π°Π»ΡΠ½ΠΎΠΌΡ ΠΊΠΎΠ΄Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ ΡΠΎΡΠΌΠ°ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Markdown\n\n## Π Π°Π·ΠΌΠ΅Ρ ΠΈ ΠΎΡ Π²Π°Ρ\n\n- **1268 ΡΡΡΠΎΠΊ** ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n- ΠΡ Π²Π°ΡΡΠ²Π°Π΅Ρ **Π²ΡΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ** ΡΠ°Π±ΠΎΡΡ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ\n- **10+ ΠΏΠΎΠ»Π½ΡΡ ΠΏΡΠΈΠΌΠ΅ΡΠΎΠ² ΠΊΠΎΠ΄Π°** Π΄Π»Ρ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»Π°\n- **30+ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠΌΠΈ ΠΎΠΏΠΈΡΠ°Π½ΠΈΡΠΌΠΈ\n- **6 ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** Ρ ΡΠ΅ΡΠ΅Π½ΠΈΡΠΌΠΈ\n\nFixes #6\n\n---\n*Π‘ΠΎΠ·Π΄Π°Π½ΠΎ Ρ ΠΏΠΎΠΌΠΎΡΡΡ [Claude Code](https://claude.com/claude-code)*\nEOF\n)\"", | |
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| "content": "title:\tdocs: ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \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## Π Π΅Π·ΡΠΌΠ΅\n\nΠΡΠΎΡ PR Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π²ΡΠ΅ΠΎΠ±ΡΠ΅ΠΌΠ»ΡΡΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅ Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΠΈΡ ΡΡΠΎΡ ΡΠ°Π±Π»ΠΎΠ½ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ Π² Godot.\n\n## Π§ΡΠΎ Π±ΡΠ»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅\n\nΠΠΎΠ²ΡΠΉ ΡΠ°ΠΉΠ» `README_RU.md` ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ ΠΏΠΎΠ»Π½ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°Π±ΠΎΡΠ΅ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ, Π²ΠΊΠ»ΡΡΠ°ΡΡΠ΅Π΅:\n\n#### 1. ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ°\n- ΠΠ΅ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ΅ Godot Engine\n- ΠΠ²Π° ΡΠΏΠΎΡΠΎΠ±Π° ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ°: ΠΊΠ»ΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· Git ΠΈ Π·Π°Π³ΡΡΠ·ΠΊΠ° ZIP\n- ΠΠΎΡΠ°Π³ΠΎΠ²ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΠΏΠ΅ΡΠ²ΠΎΠΌΡ Π·Π°ΠΏΡΡΠΊΡ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n\n#### 2. Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\n- ΠΠΎΠ»Π½Π°Ρ ΡΡ Π΅ΠΌΠ° ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ ΡΠ°ΠΉΠ»ΠΎΠ²\n- ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡΠ΅ΠΊΡΠΎΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ ΡΡΠ΅Π½Π°ΠΌΠΈ ΠΈ ΡΠΊΡΠΈΠΏΡΠ°ΠΌΠΈ\n\n#### 3. ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ ΡΡΠ΅Π½\n- **Main.tscn** - Π³Π»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π° ΠΈ ΡΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π°\n- **TestTier.tscn** - ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΡΡΡΡΠΊΡΡΡΠΎΠΉ\n- **Player.tscn** - ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΈΠ³ΡΠΎΠΊΠ° Ρ ΡΠΈΡΡΠ΅ΠΌΠ°ΠΌΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ\n- **Bullet.tscn** - ΡΠ½Π°ΡΡΠ΄ Ρ Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n- **Target.tscn** - ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½Π°Ρ ΠΌΠΈΡΠ΅Π½Ρ\n- **PauseMenu.tscn** - ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n- **ControlsMenu.tscn** - ΡΠΈΡΡΠ΅ΠΌΠ° ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\n\n#### 4. ΠΠΎΠ»Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² Π³Π΅ΠΉΠΌΠΏΠ»Π΅Ρ\nΠΠ»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ° ΠΎΠΏΠΈΡΠ°Π½Ρ Π²ΡΠ΅ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ:\n\n**Player (ΠΠ³ΡΠΎΠΊ)**:\n- `max_speed` - ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- `acceleration` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠ°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠΎΡΠΌΠΎΠΆΠ΅Π½ΠΈΡ\n- `bullet_scene` - ΡΠΈΠΏ ΡΠ½Π°ΡΡΠ΄Π°\n- `bullet_spawn_offset` - ΡΠΎΡΠΊΠ° ΠΏΠΎΡΠ²Π»Π΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ (Π°ΡΠΊΠ°Π΄Π°, ΡΠ΅Π°Π»ΠΈΠ·ΠΌ, Π±ΡΡΡΡΡΠΉ ΡΠΊΡΠ΅Π½)\n\n**Bullet (ΠΡΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡΠΎΡΡΡ ΠΏΠΎΠ»Π΅ΡΠ°\n- `lifetime` - Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΡΠ½Π°ΡΡΠ΄ΠΎΠ² (ΠΌΠ΅Π΄Π»Π΅Π½Π½ΡΠ΅, Π±ΡΡΡΡΡΠ΅, ΠΎΠ±ΡΡΠ½ΡΠ΅)\n\n**Target (ΠΠΈΡΠ΅Π½Ρ)**:\n- `hit_color` / `normal_color` - ΡΠ²Π΅ΡΠ° ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- `destroy_on_hit` - ΡΠ΅ΠΆΠΈΠΌ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΡ\n- `respawn_delay` - Π·Π°Π΄Π΅ΡΠΆΠΊΠ° Π²ΠΎΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ (ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½Π°Ρ, ΡΠ°Π·ΡΡΡΠ°Π΅ΠΌΠ°Ρ, Π±ΡΡΡΡΠ°Ρ)\n\n**InputSettings (ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ)**:\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π²ΡΠ΅Ρ ΠΌΠ΅ΡΠΎΠ΄ΠΎΠ² ΡΠΈΠ½Π³Π»ΡΠΎΠ½Π°\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n- Π’Π°Π±Π»ΠΈΡΠ° Π²ΡΠ΅Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ Π²Π²ΠΎΠ΄Π° (Input Actions)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π½ΠΎΠ²ΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ \"Π±Π΅Π³\" (sprint)\n\n#### 6. Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ 6 Π½Π°ΡΡΡΠΎΠ΅Π½Π½ΡΡ ΡΠ»ΠΎΠ΅Π²\n- ΠΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠ΅ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΠ΅ ΠΏΡΠΈΠ½ΡΠΈΠΏΠ° ΡΠ°Π±ΠΎΡΡ Collision Layer ΠΈ Collision Mask\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡΠ° Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΉ ΠΌΠ΅ΠΆΠ΄Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ ΠΏΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΡΡ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΠ°Π±Π»ΠΎΠ½Π°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ**:\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ Ρ ΠΏΡΠΈΠΌΠ΅ΡΠ°ΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΠ°Ρ ΡΡΡΡΠΊΡΡΡΠ° ΡΡΠ΅Π½Ρ\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° ΡΡΠΎΠ²Π½Ρ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (Π²ΡΠ°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΡΠ΅Π½Ρ ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° Ρ AI ΠΏΡΠ΅ΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° ΡΠ½Π°ΡΡΠ΄Π°**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠ°ΡΠ° Ρ Π²Π·ΡΡΠ²ΠΎΠΌ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΊΠΎΠ΄ Ρ ΠΎΠ±Π»Π°ΡΡΡΡ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ (Singleton)**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΠ° ΡΡΠ΅ΡΠ° (ScoreManager)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΠ΅Π³ΠΈΡΡΡΠ°ΡΠΈΠΈ Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ· Π΄ΡΡΠ³ΠΈΡ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°**:\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΠΎΠ»ΠΎΡΠΊΠΈ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΡΠΈΡΡΠ΅ΠΌΠΎΠΉ ΠΈΠ³ΡΠΎΠΊΠ°\n- Π‘Π²ΡΠ·ΡΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ³Π½Π°Π»Ρ\n\n#### 8. ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\n\n**ΠΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ snake_case\n- ΠΡΡΠΏΠΏΠΈΡΠΎΠ²ΠΊΠ° ΠΏΠΎ ΡΠΈΠΏΡ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΈΠΌΠ΅Π½ ΡΡΠ΅Π½ ΠΈ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ @export\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Ρ ## ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΡΠΉ ΠΏΠΎΡΡΠ΄ΠΎΠΊ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ² Π² ΡΠΊΡΠΈΠΏΡΠ΅\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΠ·Π°ΡΠΈΠΈ\n\n**Π Π°Π±ΠΎΡΠ° ΡΠΎ ΡΡΠ΅Π½Π°ΠΌΠΈ**:\n- ΠΠΎΠ΄ΡΠ»ΡΠ½Π°Ρ ΡΡΡΡΠΊΡΡΡΠ°\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΠΎΠ²\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- ΠΠΎΠ³Π΄Π° ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ CharacterBody2D, Area2D, StaticBody2D\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½Π°Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠ° ΡΠ»ΠΎΠ΅Π² ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ**:\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΠ°ΠΌΠΈ\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Object pooling\n\n#### 9. ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠ³Π½Π°Π»ΠΎΠ² Π²ΠΌΠ΅ΡΡΠΎ ΠΏΡΡΠΌΡΡ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠ΅ΠΉ\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΎΠΊ\n\n**ΠΠ΅ΡΠ°ΡΡ ΠΈΡ ΡΡΠ΅Π½**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΠΈ\n- ΠΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ\n\n**Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ΠΌ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ enum Π΄Π»Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- ΠΠ°ΡΡΠ΅ΡΠ½ ΠΌΠ°ΡΠΈΠ½Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n\n**ΠΠ°Π½Π½ΡΠ΅ ΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ Resource Π΄Π»Ρ Π΄Π°Π½Π½ΡΡ \n- ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΎΠ½Π½ΡΠ΅ ΡΠ°ΠΉΠ»Ρ\n\n**ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ**:\n- ΠΡΠΎΠ²Π΅ΡΠΊΠΈ Π½Π° null\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ assert\n\n**ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ**:\n- ΠΡΡΠΏΠΏΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- ΠΠ΅ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΡΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ\n\n#### 10. Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ\n- ΠΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΎΡΠΊΡΡΠ²Π°Π΅ΡΡΡ\n- ΠΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- ΠΡΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π² ΠΌΠΈΡΠ΅Π½ΠΈ\n- ΠΠΈΠ·ΠΊΠ°Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ Π½Π΅ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ\n\n#### 11. ΠΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\n- Π‘ΡΡΠ»ΠΊΠΈ Π½Π° ΠΎΡΠΈΡΠΈΠ°Π»ΡΠ½ΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Godot\n- ΠΠ±ΡΡΠ°ΡΡΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ\n- Π‘ΠΎΠΎΠ±ΡΠ΅ΡΡΠ²Π° ΠΈ ΡΠΎΡΡΠΌΡ\n\n## ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n\n- **ΠΠΎΠ»Π½ΠΎΡΡΡΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅** - ΠΈΠ΄Π΅Π°Π»ΡΠ½ΠΎ Π΄Π»Ρ ΡΡΡΡΠΊΠΎΡΠ·ΡΡΠ½ΡΡ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \n- **ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΏΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ** - ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π³ ΡΠ°ΡΠΏΠΈΡΠ°Π½ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΠΎ\n- **ΠΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ** - Π²Π΅ΡΡ ΠΊΠΎΠ΄ Ρ ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ ΠΈ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΡΠΌΠΈ\n- **Π’Π°Π±Π»ΠΈΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** - Π½Π°Π³Π»ΡΠ΄Π½ΠΎΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ΅Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n- **ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ** - Π³ΠΎΡΠΎΠ²ΡΠ΅ Π½Π°Π±ΠΎΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²\n- **Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** - ΠΎΡΠ²Π΅ΡΡ Π½Π° ΡΠΈΠΏΠΈΡΠ½ΡΠ΅ Π²ΠΎΠΏΡΠΎΡΡ Π½ΠΎΠ²ΠΈΡΠΊΠΎΠ²\n\n## ΠΠ»Π°Π½ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ\n\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ Π²ΡΠ΅Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΠ°ΠΉΠ»Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ ΠΊΠΎΠ΄Π° ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈ Π²Π΅ΡΠ½Ρ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΎΠΏΠΈΡΠ°Π½Π½ΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² ΡΠ΅Π°Π»ΡΠ½ΠΎΠΌΡ ΠΊΠΎΠ΄Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ ΡΠΎΡΠΌΠ°ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Markdown\n\n## Π Π°Π·ΠΌΠ΅Ρ ΠΈ ΠΎΡ Π²Π°Ρ\n\n- **1268 ΡΡΡΠΎΠΊ** ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n- ΠΡ Π²Π°ΡΡΠ²Π°Π΅Ρ **Π²ΡΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ** ΡΠ°Π±ΠΎΡΡ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ\n- **10+ ΠΏΠΎΠ»Π½ΡΡ ΠΏΡΠΈΠΌΠ΅ΡΠΎΠ² ΠΊΠΎΠ΄Π°** Π΄Π»Ρ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»Π°\n- **30+ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠΌΠΈ ΠΎΠΏΠΈΡΠ°Π½ΠΈΡΠΌΠΈ\n- **6 ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** Ρ ΡΠ΅ΡΠ΅Π½ΠΈΡΠΌΠΈ\n\nFixes #6\n\n---\n*Π‘ΠΎΠ·Π΄Π°Π½ΠΎ Ρ ΠΏΠΎΠΌΠΎΡΡΡ [Claude Code](https://claude.com/claude-code)*", | |
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| "session_id": "3ff27f06-84da-4614-8e4a-8e27abd35fa6", | |
| "uuid": "6fa2cfd7-5cd3-4ccc-8b1c-71a83db296b3", | |
| "tool_use_result": { | |
| "stdout": "title:\tdocs: ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \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## Π Π΅Π·ΡΠΌΠ΅\n\nΠΡΠΎΡ PR Π΄ΠΎΠ±Π°Π²Π»ΡΠ΅Ρ Π²ΡΠ΅ΠΎΠ±ΡΠ΅ΠΌΠ»ΡΡΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅ Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ², ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡΠΈΡ ΡΡΠΎΡ ΡΠ°Π±Π»ΠΎΠ½ Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΈΠ³Ρ Ρ Π²ΠΈΠ΄ΠΎΠΌ ΡΠ²Π΅ΡΡ Ρ Π² Godot.\n\n## Π§ΡΠΎ Π±ΡΠ»ΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ\n\n### README_RU.md - ΠΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅\n\nΠΠΎΠ²ΡΠΉ ΡΠ°ΠΉΠ» `README_RU.md` ΡΠΎΠ΄Π΅ΡΠΆΠΈΡ ΠΏΠΎΠ»Π½ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°Π±ΠΎΡΠ΅ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ, Π²ΠΊΠ»ΡΡΠ°ΡΡΠ΅Π΅:\n\n#### 1. ΠΡΡΡΡΡΠΉ ΡΡΠ°ΡΡ ΠΈ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ°\n- ΠΠ΅ΡΠ°Π»ΡΠ½ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΡΡΠ°Π½ΠΎΠ²ΠΊΠ΅ Godot Engine\n- ΠΠ²Π° ΡΠΏΠΎΡΠΎΠ±Π° ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠ°: ΠΊΠ»ΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· Git ΠΈ Π·Π°Π³ΡΡΠ·ΠΊΠ° ZIP\n- ΠΠΎΡΠ°Π³ΠΎΠ²ΠΎΠ΅ ΡΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΠΏΠ΅ΡΠ²ΠΎΠΌΡ Π·Π°ΠΏΡΡΠΊΡ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ\n\n#### 2. Π‘ΡΡΡΠΊΡΡΡΠ° ΠΏΡΠΎΠ΅ΠΊΡΠ°\n- ΠΠΎΠ»Π½Π°Ρ ΡΡ Π΅ΠΌΠ° ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠ°ΠΏΠΎΠΊ ΠΈ ΡΠ°ΠΉΠ»ΠΎΠ²\n- ΠΠ°Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ Π΄ΠΈΡΠ΅ΠΊΡΠΎΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΌΠ΅ΠΆΠ΄Ρ ΡΡΠ΅Π½Π°ΠΌΠΈ ΠΈ ΡΠΊΡΠΈΠΏΡΠ°ΠΌΠΈ\n\n#### 3. ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ ΡΡΠ΅Π½\n- **Main.tscn** - Π³Π»Π°Π²Π½Π°Ρ ΡΡΠ΅Π½Π° ΠΈ ΡΠΎΡΠΊΠ° Π²Ρ ΠΎΠ΄Π°\n- **TestTier.tscn** - ΡΠ΅ΡΡΠΎΠ²ΡΠΉ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ ΡΡΡΡΠΊΡΡΡΠΎΠΉ\n- **Player.tscn** - ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆ ΠΈΠ³ΡΠΎΠΊΠ° Ρ ΡΠΈΡΡΠ΅ΠΌΠ°ΠΌΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ ΠΈ ΡΡΡΠ΅Π»ΡΠ±Ρ\n- **Bullet.tscn** - ΡΠ½Π°ΡΡΠ΄ Ρ Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ ΡΡΠΎΠ»ΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΠΉ\n- **Target.tscn** - ΠΈΠ½ΡΠ΅ΡΠ°ΠΊΡΠΈΠ²Π½Π°Ρ ΠΌΠΈΡΠ΅Π½Ρ\n- **PauseMenu.tscn** - ΠΌΠ΅Π½Ρ ΠΏΠ°ΡΠ·Ρ\n- **ControlsMenu.tscn** - ΡΠΈΡΡΠ΅ΠΌΠ° ΠΏΠ΅ΡΠ΅Π½Π°Π·Π½Π°ΡΠ΅Π½ΠΈΡ ΠΊΠ»Π°Π²ΠΈΡ\n\n#### 4. ΠΠΎΠ»Π½Π°Ρ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² Π³Π΅ΠΉΠΌΠΏΠ»Π΅Ρ\nΠΠ»Ρ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ° ΠΎΠΏΠΈΡΠ°Π½Ρ Π²ΡΠ΅ Π½Π°ΡΡΡΠ°ΠΈΠ²Π°Π΅ΠΌΡΠ΅ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΡ:\n\n**Player (ΠΠ³ΡΠΎΠΊ)**:\n- `max_speed` - ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½Π°Ρ ΡΠΊΠΎΡΠΎΡΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ\n- `acceleration` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠ°Π·Π³ΠΎΠ½Π°\n- `friction` - ΡΠΊΠΎΡΠΎΡΡΡ ΡΠΎΡΠΌΠΎΠΆΠ΅Π½ΠΈΡ\n- `bullet_scene` - ΡΠΈΠΏ ΡΠ½Π°ΡΡΠ΄Π°\n- `bullet_spawn_offset` - ΡΠΎΡΠΊΠ° ΠΏΠΎΡΠ²Π»Π΅Π½ΠΈΡ ΠΏΡΠ»ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ (Π°ΡΠΊΠ°Π΄Π°, ΡΠ΅Π°Π»ΠΈΠ·ΠΌ, Π±ΡΡΡΡΡΠΉ ΡΠΊΡΠ΅Π½)\n\n**Bullet (ΠΡΠ»Ρ)**:\n- `speed` - ΡΠΊΠΎΡΠΎΡΡΡ ΠΏΠΎΠ»Π΅ΡΠ°\n- `lifetime` - Π²ΡΠ΅ΠΌΡ ΠΆΠΈΠ·Π½ΠΈ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΡΠ½Π°ΡΡΠ΄ΠΎΠ² (ΠΌΠ΅Π΄Π»Π΅Π½Π½ΡΠ΅, Π±ΡΡΡΡΡΠ΅, ΠΎΠ±ΡΡΠ½ΡΠ΅)\n\n**Target (ΠΠΈΡΠ΅Π½Ρ)**:\n- `hit_color` / `normal_color` - ΡΠ²Π΅ΡΠ° ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- `destroy_on_hit` - ΡΠ΅ΠΆΠΈΠΌ ΡΠ½ΠΈΡΡΠΎΠΆΠ΅Π½ΠΈΡ\n- `respawn_delay` - Π·Π°Π΄Π΅ΡΠΆΠΊΠ° Π²ΠΎΡΡΡΠ°Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠ΅ΠΊ (ΡΡΠ΅Π½ΠΈΡΠΎΠ²ΠΎΡΠ½Π°Ρ, ΡΠ°Π·ΡΡΡΠ°Π΅ΠΌΠ°Ρ, Π±ΡΡΡΡΠ°Ρ)\n\n**InputSettings (ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ)**:\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Π²ΡΠ΅Ρ ΠΌΠ΅ΡΠΎΠ΄ΠΎΠ² ΡΠΈΠ½Π³Π»ΡΠΎΠ½Π°\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ Π² ΠΊΠΎΠ΄Π΅\n\n#### 5. Π‘ΠΈΡΡΠ΅ΠΌΠ° ΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ\n- Π’Π°Π±Π»ΠΈΡΠ° Π²ΡΠ΅Ρ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ Π²Π²ΠΎΠ΄Π° (Input Actions)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π½ΠΎΠ²ΡΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΡ Π΄Π΅ΠΉΡΡΠ²ΠΈΡ \"Π±Π΅Π³\" (sprint)\n\n#### 6. Π€ΠΈΠ·ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠ»ΠΎΠΈ\n- ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅ Π²ΡΠ΅Ρ 6 Π½Π°ΡΡΡΠΎΠ΅Π½Π½ΡΡ ΡΠ»ΠΎΠ΅Π²\n- ΠΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠ΅ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΠ΅ ΠΏΡΠΈΠ½ΡΠΈΠΏΠ° ΡΠ°Π±ΠΎΡΡ Collision Layer ΠΈ Collision Mask\n- ΠΡΠΈΠΌΠ΅ΡΡ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΠΈΠΏΠΎΠ² ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Π’Π°Π±Π»ΠΈΡΠ° Π²Π·Π°ΠΈΠΌΠΎΠ΄Π΅ΠΉΡΡΠ²ΠΈΠΉ ΠΌΠ΅ΠΆΠ΄Ρ ΠΎΠ±ΡΠ΅ΠΊΡΠ°ΠΌΠΈ\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ ΠΏΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π½ΠΎΠ²ΡΡ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n#### 7. Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²ΠΎ ΠΏΠΎ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΠ°Π±Π»ΠΎΠ½Π°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΡΠΎΠ²Π½Ρ**:\n- ΠΠΎΡΠ°Π³ΠΎΠ²Π°Ρ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΡ Ρ ΠΏΡΠΈΠΌΠ΅ΡΠ°ΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΠ°Ρ ΡΡΡΡΠΊΡΡΡΠ° ΡΡΠ΅Π½Ρ\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° ΡΡΠΎΠ²Π½Ρ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° (Π²ΡΠ°Π³Π°)**:\n- Π‘ΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΡΠ΅Π½Ρ ΠΈ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΠΎΠ²\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠ° ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΊΡΠΈΠΏΡΠ° Ρ AI ΠΏΡΠ΅ΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ³ΡΠΎΠΊΠ°\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π½ΠΎΠ²ΠΎΠ³ΠΎ ΡΠΈΠΏΠ° ΡΠ½Π°ΡΡΠ΄Π°**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΎΠ³Π½Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠ°ΡΠ° Ρ Π²Π·ΡΡΠ²ΠΎΠΌ\n- ΠΠΎΠ»Π½ΡΠΉ ΠΊΠΎΠ΄ Ρ ΠΎΠ±Π»Π°ΡΡΡΡ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΊΠΈ (Singleton)**:\n- ΠΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΌΠ΅Π½Π΅Π΄ΠΆΠ΅ΡΠ° ΡΡΠ΅ΡΠ° (ScoreManager)\n- ΠΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΠΏΠΎ ΡΠ΅Π³ΠΈΡΡΡΠ°ΡΠΈΠΈ Π² ΠΏΡΠΎΠ΅ΠΊΡΠ΅\n- ΠΡΠΈΠΌΠ΅ΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΠΈΠ· Π΄ΡΡΠ³ΠΈΡ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΈΠ΅ UI ΡΠ»Π΅ΠΌΠ΅Π½ΡΠ°**:\n- ΠΠΎΠ»Π½ΡΠΉ ΠΏΡΠΈΠΌΠ΅Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΠΎΠ»ΠΎΡΠΊΠΈ Π·Π΄ΠΎΡΠΎΠ²ΡΡ\n- ΠΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΡ Ρ ΡΠΈΡΡΠ΅ΠΌΠΎΠΉ ΠΈΠ³ΡΠΎΠΊΠ°\n- Π‘Π²ΡΠ·ΡΠ²Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ΅Π· ΡΠΈΠ³Π½Π°Π»Ρ\n\n#### 8. ΠΡΡΡΠΈΠ΅ ΠΏΡΠ°ΠΊΡΠΈΠΊΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ\n\n**ΠΠΌΠ΅Π½ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΠΉΠ»ΠΎΠ² ΠΈ ΠΏΠ°ΠΏΠΎΠΊ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ snake_case\n- ΠΡΡΠΏΠΏΠΈΡΠΎΠ²ΠΊΠ° ΠΏΠΎ ΡΠΈΠΏΡ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΈ\n- Π‘ΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΈΠΌΠ΅Π½ ΡΡΠ΅Π½ ΠΈ ΡΠΊΡΠΈΠΏΡΠΎΠ²\n\n**ΠΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΊΠΎΠ΄Π°**:\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ @export\n- ΠΠΎΠΊΡΠΌΠ΅Π½ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ Ρ ## ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ\n- Π Π΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΠΌΡΠΉ ΠΏΠΎΡΡΠ΄ΠΎΠΊ ΡΠ»Π΅ΠΌΠ΅Π½ΡΠΎΠ² Π² ΡΠΊΡΠΈΠΏΡΠ΅\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΠ·Π°ΡΠΈΠΈ\n\n**Π Π°Π±ΠΎΡΠ° ΡΠΎ ΡΡΠ΅Π½Π°ΠΌΠΈ**:\n- ΠΠΎΠ΄ΡΠ»ΡΠ½Π°Ρ ΡΡΡΡΠΊΡΡΡΠ°\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΠΈΠ½ΡΡΠ°Π½ΡΠΎΠ²\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ @onready\n\n**Π€ΠΈΠ·ΠΈΠΊΠ° ΠΈ ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ**:\n- ΠΠΎΠ³Π΄Π° ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ CharacterBody2D, Area2D, StaticBody2D\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½Π°Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠ° ΡΠ»ΠΎΠ΅Π² ΠΊΠΎΠ»Π»ΠΈΠ·ΠΈΠΉ\n\n**ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ**:\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΠ°ΠΌΠΈ\n- Π£Π΄Π°Π»Π΅Π½ΠΈΠ΅ Π½Π΅Π½ΡΠΆΠ½ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- Object pooling\n\n#### 9. ΠΡΡ ΠΈΡΠ΅ΠΊΡΡΡΠ½ΡΠ΅ ΠΏΡΠ°Π²ΠΈΠ»Π°\n\n**Π Π°Π·Π΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΎΠ΄Π½ΠΎΠΉ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈ\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠΈΠ³Π½Π°Π»ΠΎΠ² Π²ΠΌΠ΅ΡΡΠΎ ΠΏΡΡΠΌΡΡ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠ΅ΠΉ\n- ΠΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎΠ΅ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ Π°Π²ΡΠΎΠ·Π°Π³ΡΡΠ·ΠΎΠΊ\n\n**ΠΠ΅ΡΠ°ΡΡ ΠΈΡ ΡΡΠ΅Π½**:\n- ΠΡΠΈΠ½ΡΠΈΠΏ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΠΈ\n- ΠΠ΅ΡΠ΅ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌΡΠ΅ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½ΡΡ\n\n**Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ ΡΠΎΡΡΠΎΡΠ½ΠΈΠ΅ΠΌ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ enum Π΄Π»Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n- ΠΠ°ΡΡΠ΅ΡΠ½ ΠΌΠ°ΡΠΈΠ½Ρ ΡΠΎΡΡΠΎΡΠ½ΠΈΠΉ\n\n**ΠΠ°Π½Π½ΡΠ΅ ΠΈ ΠΊΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΡ**:\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ Resource Π΄Π»Ρ Π΄Π°Π½Π½ΡΡ \n- ΠΠΎΠ½ΡΠΈΠ³ΡΡΠ°ΡΠΈΠΎΠ½Π½ΡΠ΅ ΡΠ°ΠΉΠ»Ρ\n\n**ΠΠ±ΡΠ°Π±ΠΎΡΠΊΠ° ΠΎΡΠΈΠ±ΠΎΠΊ**:\n- ΠΡΠΎΠ²Π΅ΡΠΊΠΈ Π½Π° null\n- ΠΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ assert\n\n**ΠΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ**:\n- ΠΡΡΠΏΠΏΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ²\n- ΠΠ΅ΡΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅ ΡΠ°ΡΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ\n\n#### 10. Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ\n- ΠΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΎΡΠΊΡΡΠ²Π°Π΅ΡΡΡ\n- ΠΠΎΠ»Π»ΠΈΠ·ΠΈΠΈ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- ΠΡΠ»ΠΈ Π½Π΅ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π² ΠΌΠΈΡΠ΅Π½ΠΈ\n- ΠΠΈΠ·ΠΊΠ°Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ\n- Π£ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\n- ΠΠ°ΡΡΡΠΎΠΉΠΊΠΈ Π½Π΅ ΡΠΎΡ ΡΠ°Π½ΡΡΡΡΡ\n\n#### 11. ΠΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΡΡΡΡ\n- Π‘ΡΡΠ»ΠΊΠΈ Π½Π° ΠΎΡΠΈΡΠΈΠ°Π»ΡΠ½ΡΡ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΡ Godot\n- ΠΠ±ΡΡΠ°ΡΡΠΈΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ\n- Π‘ΠΎΠΎΠ±ΡΠ΅ΡΡΠ²Π° ΠΈ ΡΠΎΡΡΠΌΡ\n\n## ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n\n- **ΠΠΎΠ»Π½ΠΎΡΡΡΡ Π½Π° ΡΡΡΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅** - ΠΈΠ΄Π΅Π°Π»ΡΠ½ΠΎ Π΄Π»Ρ ΡΡΡΡΠΊΠΎΡΠ·ΡΡΠ½ΡΡ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ \n- **ΠΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΏΠΎΠ΄ΡΠΎΠ±Π½Π°Ρ** - ΠΊΠ°ΠΆΠ΄ΡΠΉ ΡΠ°Π³ ΡΠ°ΡΠΏΠΈΡΠ°Π½ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΠΎ\n- **ΠΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ** - Π²Π΅ΡΡ ΠΊΠΎΠ΄ Ρ ΠΊΠΎΠΌΠΌΠ΅Π½ΡΠ°ΡΠΈΡΠΌΠΈ ΠΈ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΡΠΌΠΈ\n- **Π’Π°Π±Π»ΠΈΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** - Π½Π°Π³Π»ΡΠ΄Π½ΠΎΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ΅Ρ Π½Π°ΡΡΡΠΎΠ΅ΠΊ\n- **ΠΡΠΈΠΌΠ΅ΡΡ Π΄Π»Ρ ΡΠ°Π·Π½ΡΡ ΡΡΠΈΠ»Π΅ΠΉ ΠΈΠ³Ρ** - Π³ΠΎΡΠΎΠ²ΡΠ΅ Π½Π°Π±ΠΎΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²\n- **Π Π΅ΡΠ΅Π½ΠΈΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** - ΠΎΡΠ²Π΅ΡΡ Π½Π° ΡΠΈΠΏΠΈΡΠ½ΡΠ΅ Π²ΠΎΠΏΡΠΎΡΡ Π½ΠΎΠ²ΠΈΡΠΊΠΎΠ²\n\n## ΠΠ»Π°Π½ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ\n\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ Π²ΡΠ΅Ρ ΡΡΡΠ»ΠΎΠΊ Π½Π° ΡΠ°ΠΉΠ»Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ ΠΊΠΎΠ΄Π° ΡΠΈΠ½ΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈ Π²Π΅ΡΠ½Ρ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΈΠ΅ ΠΎΠΏΠΈΡΠ°Π½Π½ΡΡ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ² ΡΠ΅Π°Π»ΡΠ½ΠΎΠΌΡ ΠΊΠΎΠ΄Ρ\n- [x] Π£Π±Π΅Π΄ΠΈΡΡΡΡ, ΡΡΠΎ Π²ΡΠ΅ ΠΏΠΎΡΠ°Π³ΠΎΠ²ΡΠ΅ ΠΈΠ½ΡΡΡΡΠΊΡΠΈΠΈ ΡΠ°Π±ΠΎΡΠ°ΡΡ\n- [x] ΠΡΠΎΠ²Π΅ΡΠΈΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΡΡΡ ΡΠΎΡΠΌΠ°ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Markdown\n\n## Π Π°Π·ΠΌΠ΅Ρ ΠΈ ΠΎΡ Π²Π°Ρ\n\n- **1268 ΡΡΡΠΎΠΊ** ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΠΉ Π΄ΠΎΠΊΡΠΌΠ΅Π½ΡΠ°ΡΠΈΠΈ\n- ΠΡ Π²Π°ΡΡΠ²Π°Π΅Ρ **Π²ΡΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ** ΡΠ°Π±ΠΎΡΡ Ρ ΡΠ°Π±Π»ΠΎΠ½ΠΎΠΌ\n- **10+ ΠΏΠΎΠ»Π½ΡΡ ΠΏΡΠΈΠΌΠ΅ΡΠΎΠ² ΠΊΠΎΠ΄Π°** Π΄Π»Ρ ΡΠ°ΡΡΠΈΡΠ΅Π½ΠΈΡ ΡΡΠ½ΠΊΡΠΈΠΎΠ½Π°Π»Π°\n- **30+ ΠΏΠ°ΡΠ°ΠΌΠ΅ΡΡΠΎΠ²** Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠΌΠΈ ΠΎΠΏΠΈΡΠ°Π½ΠΈΡΠΌΠΈ\n- **6 ΡΠΈΠΏΠΈΡΠ½ΡΡ ΠΏΡΠΎΠ±Π»Π΅ΠΌ** Ρ ΡΠ΅ΡΠ΅Π½ΠΈΡΠΌΠΈ\n\nFixes #6\n\n---\n*Π‘ΠΎΠ·Π΄Π°Π½ΠΎ Ρ ΠΏΠΎΠΌΠΎΡΡΡ [Claude Code](https://claude.com/claude-code)*", | |
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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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| "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] π° Anthropic official cost captured: $0.902819 | |
| [2026-01-11T19:09:48.538Z] [INFO] | |
| β Claude command completed | |
| [2026-01-11T19:09:48.538Z] [INFO] π Total messages: 0, Tool uses: 0 | |
| [2026-01-11T19:09:48.720Z] [INFO] | |
| π° Token Usage Summary: | |
| [2026-01-11T19:09:48.724Z] [INFO] | |
| π 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] βββββββββββββββββββββββββββββββββ | |
| [2026-01-11T19:09:48.742Z] [INFO] Total: $1.193817 | |
| [2026-01-11T19:09:48.743Z] [INFO] | |
| π 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] | |
| π° 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] | |
| π‘ 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] | |
| π Checking for uncommitted changes... | |
| [2026-01-11T19:09:48.865Z] [INFO] β No uncommitted changes found | |
| [2026-01-11T19:09:48.969Z] [INFO] π 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] π¦ Committed: CLAUDE.md revert | |
| [2026-01-11T19:09:50.178Z] [INFO] π€ Pushed: CLAUDE.md revert to GitHub | |
| [2026-01-11T19:09:50.179Z] [INFO] | |
| === Session Summary === | |
| [2026-01-11T19:09:50.179Z] [INFO] β Session ID: 3ff27f06-84da-4614-8e4a-8e27abd35fa6 | |
| [2026-01-11T19:09:50.179Z] [INFO] β 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] π‘ 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] | |
| π Searching for created pull requests or comments... | |
| [2026-01-11T19:09:50.494Z] [INFO] | |
| π Checking for pull requests from branch issue-6-281fb933b3b7... | |
| [2026-01-11T19:09:50.864Z] [INFO] β Found pull request #16: "docs: ΠΠΎΠ±Π°Π²Ρ ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΡΠ΅ readme Π΄Π»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ " | |
| [2026-01-11T19:09:51.252Z] [INFO] β PR body already contains issue reference | |
| [2026-01-11T19:09:51.253Z] [INFO] β PR is already ready for review | |
| [2026-01-11T19:09:51.253Z] [INFO] | |
| π Uploading solution draft log to Pull Request... | |
| [2026-01-11T19:09:51.315Z] [INFO] π° Calculated cost: $1.193817 |
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