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Created January 11, 2026 18:57
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# Solve.mjs Log - 2026-01-11T18:52:04.475Z
[2026-01-11T18:52:04.475Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-01-11T18-52-04-474Z.log
[2026-01-11T18:52:04.477Z] [INFO] (All output will be logged here)
[2026-01-11T18:52:05.049Z] [INFO]
[2026-01-11T18:52:05.050Z] [INFO] πŸš€ solve v1.2.7
[2026-01-11T18:52:05.050Z] [INFO] πŸ”§ Raw command executed:
[2026-01-11T18:52:05.051Z] [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/7 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-01-11T18:52:05.051Z] [INFO]
[2026-01-11T18:52:05.064Z] [INFO]
[2026-01-11T18:52:05.065Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-01-11T18:52:05.065Z] [INFO]
[2026-01-11T18:52:05.065Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-01-11T18:52:05.066Z] [INFO] The log may contain sensitive information such as:
[2026-01-11T18:52:05.066Z] [INFO] β€’ API keys, tokens, or secrets
[2026-01-11T18:52:05.066Z] [INFO] β€’ File paths and directory structures
[2026-01-11T18:52:05.066Z] [INFO] β€’ Command outputs and error messages
[2026-01-11T18:52:05.066Z] [INFO] β€’ Internal system information
[2026-01-11T18:52:05.067Z] [INFO]
[2026-01-11T18:52:05.067Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-01-11T18:52:05.067Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-01-11T18:52:05.067Z] [INFO]
[2026-01-11T18:52:05.067Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-01-11T18:52:05.068Z] [INFO]
[2026-01-11T18:52:10.073Z] [INFO]
[2026-01-11T18:52:10.096Z] [INFO] πŸ’Ύ Disk space check: 39902MB available (2048MB required) βœ…
[2026-01-11T18:52:10.098Z] [INFO] 🧠 Memory check: 8269MB available, swap: 4095MB (633MB used), total: 11731MB (256MB required) βœ…
[2026-01-11T18:52:10.098Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:52:10.098Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-01-11T18:52:10.098Z] [INFO] πŸ“‹ URL validation:
[2026-01-11T18:52:10.099Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/7
[2026-01-11T18:52:10.099Z] [INFO] Is Issue URL: true
[2026-01-11T18:52:10.099Z] [INFO] Is PR URL: false
[2026-01-11T18:52:10.099Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-01-11T18:52:10.947Z] [INFO] Repository visibility: public
[2026-01-11T18:52:10.948Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-01-11T18:52:10.949Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-01-11T18:52:11.294Z] [INFO] Repository visibility: public
[2026-01-11T18:52:11.296Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-01-11T18:52:11.297Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #7...
[2026-01-11T18:52:11.977Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-template...
[2026-01-11T18:52:12.670Z] [INFO] πŸ“ No existing PRs found for issue #7 - creating new PR
[2026-01-11T18:52:12.671Z] [INFO] πŸ“ Issue mode: Working with issue #7
[2026-01-11T18:52:12.672Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1768157532672
[2026-01-11T18:52:12.674Z] [INFO]
🍴 Fork mode: ENABLED
[2026-01-11T18:52:12.674Z] [INFO] Checking fork status...
[2026-01-11T18:52:12.981Z] [INFO] πŸ” Detecting fork conflicts...
[2026-01-11T18:52:14.206Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-01-11T18:52:14.571Z] [INFO] βœ… Fork exists: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:52:14.571Z] [INFO] πŸ” Validating fork parent...
[2026-01-11T18:52:14.917Z] [INFO] βœ… Fork parent validated: Jhon-Crow/godot-topdown-template
[2026-01-11T18:52:14.919Z] [INFO]
πŸ“₯ Cloning repository: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:52:16.152Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1768157532672
[2026-01-11T18:52:16.197Z] [INFO] πŸ”— Setting upstream: Jhon-Crow/godot-topdown-template
[2026-01-11T18:52:16.249Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-01-11T18:52:16.250Z] [INFO] πŸ”„ Fetching upstream...
[2026-01-11T18:52:16.557Z] [INFO] βœ… Upstream fetched: Successfully
[2026-01-11T18:52:16.558Z] [INFO] πŸ”„ Syncing default branch...
[2026-01-11T18:52:16.921Z] [INFO] ℹ️ Default branch: main
[2026-01-11T18:52:16.967Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-01-11T18:52:16.968Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-01-11T18:52:17.731Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-01-11T18:52:17.859Z] [INFO]
πŸ“Œ Default branch: main
[2026-01-11T18:52:17.905Z] [INFO]
🌿 Creating branch: issue-7-97b70de0bffc from main (default)
[2026-01-11T18:52:17.952Z] [INFO] πŸ” Verifying: Branch creation...
[2026-01-11T18:52:17.998Z] [INFO] βœ… Branch created: issue-7-97b70de0bffc
[2026-01-11T18:52:17.999Z] [INFO] βœ… Current branch: issue-7-97b70de0bffc
[2026-01-11T18:52:17.999Z] [INFO] Branch operation: Create new branch
[2026-01-11T18:52:17.999Z] [INFO] Branch verification: Matches expected
[2026-01-11T18:52:18.002Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-01-11T18:52:18.002Z] [INFO] Creating: Initial commit and draft PR...
[2026-01-11T18:52:18.003Z] [INFO]
[2026-01-11T18:52:18.003Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false)
[2026-01-11T18:52:18.003Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-01-11T18:52:18.004Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-template/issues/7
[2026-01-11T18:52:18.004Z] [INFO] Issue URL from argv._[0]: undefined
[2026-01-11T18:52:18.004Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-template/issues/7
[2026-01-11T18:52:18.004Z] [INFO] βœ… File created: CLAUDE.md
[2026-01-11T18:52:18.005Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-01-11T18:52:18.091Z] [INFO] Git status after add: A CLAUDE.md
[2026-01-11T18:52:18.091Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-01-11T18:52:18.133Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-01-11T18:52:18.134Z] [INFO] Commit output: [issue-7-97b70de0bffc c26845b] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-01-11T18:52:18.173Z] [INFO] Commit hash: c26845b...
[2026-01-11T18:52:18.209Z] [INFO] Latest commit: c26845b Initial commit with task details
[2026-01-11T18:52:18.251Z] [INFO] Git status: clean
[2026-01-11T18:52:18.290Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-template.git (fetch)
[2026-01-11T18:52:18.331Z] [INFO] Branch info: * issue-7-97b70de0bffc c26845b [origin/main: ahead 1] Initial commit with task details
main f933a2f [origin/main] Merge pull request #14 from konard/issue-5-3b9b63c4dc32
[2026-01-11T18:52:18.332Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-01-11T18:52:18.332Z] [INFO] Push command: git push -u origin issue-7-97b70de0bffc
[2026-01-11T18:52:19.100Z] [INFO] Push exit code: 0
[2026-01-11T18:52:19.100Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-7-97b70de0bffc' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-7-97b70de0bffc
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-7-97b70de0bffc -> issue-7-97b70de0bffc
branch 'issue-7-97b70de0bffc' set up to track 'origin/issue-7-97b70de0bffc'.
[2026-01-11T18:52:19.100Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-01-11T18:52:19.101Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-7-97b70de0bffc' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-template/pull/new/issue-7-97b70de0bffc
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-template.git
* [new branch] issue-7-97b70de0bffc -> issue-7-97b70de0bffc
branch 'issue-7-97b70de0bffc' set up to track 'origin/issue-7-97b70de0bffc'.
[2026-01-11T18:52:19.101Z] [INFO] Waiting for GitHub to sync...
[2026-01-11T18:52:21.632Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-01-11T18:52:21.633Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-01-11T18:52:21.937Z] [INFO] Branch verified on GitHub: issue-7-97b70de0bffc
[2026-01-11T18:52:22.428Z] [INFO] Remote commit SHA: c26845b...
[2026-01-11T18:52:22.429Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-01-11T18:52:22.742Z] [INFO] Issue title: "Настройка мСню ΠΏΠ°ΡƒΠ·Ρ‹ ΠΈ управлСния."
[2026-01-11T18:52:22.742Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-01-11T18:52:23.020Z] [INFO] Current user: konard
[2026-01-11T18:52:23.258Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:52:23.259Z] [INFO] User is not a collaborator (will skip assignment)
[2026-01-11T18:52:23.260Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-01-11T18:52:23.604Z] [INFO] βœ… Base updated: Fetched latest main
[2026-01-11T18:52:23.604Z] [INFO] πŸ” Checking: Commits between branches...
[2026-01-11T18:52:23.642Z] [INFO] Commits ahead of origin/main: 1
[2026-01-11T18:52:23.643Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-01-11T18:52:23.643Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-01-11T18:52:23.643Z] [INFO] 🎯 Target branch: main (default)
[2026-01-11T18:52:23.644Z] [INFO] PR Title: [WIP] Настройка мСню ΠΏΠ°ΡƒΠ·Ρ‹ ΠΈ управлСния.
[2026-01-11T18:52:23.644Z] [INFO] Base branch: main
[2026-01-11T18:52:23.644Z] [INFO] Head branch: issue-7-97b70de0bffc
[2026-01-11T18:52:23.644Z] [INFO] Assignee: konard
[2026-01-11T18:52:23.644Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-template#7.
### πŸ“‹ Issue Reference
Fixes Jhon-Crow/godot-topdown-template#7
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### πŸ“ Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-01-11T18:52:23.646Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768157532672" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768157543646.txt')" --body-file "/tmp/pr-body-1768157543646.md" --base main --head konard:issue-7-97b70de0bffc --repo Jhon-Crow/godot-topdown-template
[2026-01-11T18:52:25.247Z] [INFO] πŸ” Verifying: PR creation...
[2026-01-11T18:52:25.607Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-01-11T18:52:25.607Z] [INFO] βœ… PR created: #15
[2026-01-11T18:52:25.607Z] [INFO] πŸ“ PR URL: https://github.com/Jhon-Crow/godot-topdown-template/pull/15
[2026-01-11T18:52:25.607Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-01-11T18:52:25.608Z] [INFO] πŸ”— Linking: Issue #7 to PR #15...
[2026-01-11T18:52:25.975Z] [INFO] Issue node ID: I_kwDOQ31oaM7imVs4
[2026-01-11T18:52:26.339Z] [INFO] PR node ID: PR_kwDOQ31oaM68klI7
[2026-01-11T18:52:26.679Z] [INFO]
[2026-01-11T18:52:26.680Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-01-11T18:52:26.680Z] [INFO]
[2026-01-11T18:52:26.681Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-01-11T18:52:26.681Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-template#7" in PR body
[2026-01-11T18:52:26.681Z] [INFO]
[2026-01-11T18:52:26.681Z] [WARNING] To fix manually:
[2026-01-11T18:52:26.681Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-template/pull/15
[2026-01-11T18:52:26.681Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-template#7
[2026-01-11T18:52:26.682Z] [INFO]
[2026-01-11T18:52:26.970Z] [INFO] πŸ‘€ Current user: konard
[2026-01-11T18:52:26.971Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-01-11T18:52:26.971Z] [INFO] prNumber: 15
[2026-01-11T18:52:26.972Z] [INFO] branchName: issue-7-97b70de0bffc
[2026-01-11T18:52:26.972Z] [INFO] isContinueMode: false
[2026-01-11T18:52:26.972Z] [INFO] Will count comments: true
[2026-01-11T18:52:26.972Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-01-11T18:52:26.972Z] [INFO] PR #15 on branch: issue-7-97b70de0bffc
[2026-01-11T18:52:26.973Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-template
[2026-01-11T18:52:27.419Z] [INFO] πŸ“… Last commit time (from API): 2026-01-11T18:52:18.000Z
[2026-01-11T18:52:28.363Z] [INFO] πŸ’¬ New PR comments: 0
[2026-01-11T18:52:28.364Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-01-11T18:52:28.364Z] [INFO] πŸ’¬ New issue comments: 0
[2026-01-11T18:52:28.364Z] [INFO] Total new comments: 0
[2026-01-11T18:52:28.364Z] [INFO] Comment lines to add: No (saving tokens)
[2026-01-11T18:52:28.365Z] [INFO] PR review comments fetched: 0
[2026-01-11T18:52:28.365Z] [INFO] PR conversation comments fetched: 0
[2026-01-11T18:52:28.365Z] [INFO] Total PR comments checked: 0
[2026-01-11T18:52:30.804Z] [INFO] Feedback info will be added to prompt:
[2026-01-11T18:52:30.805Z] [INFO] - Pull request description was edited after last commit
[2026-01-11T18:52:30.805Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-01-11T18:52:31.122Z] [INFO] πŸ“ Issue updated: 2026-01-11T17:48:10.000Z
[2026-01-11T18:52:31.409Z] [INFO] πŸ’¬ Comments: None found
[2026-01-11T18:52:31.763Z] [INFO] πŸ”€ Recent PR: 2026-01-11T18:52:24.000Z
[2026-01-11T18:52:31.764Z] [INFO]
βœ… Reference time: 2026-01-11T18:52:24.000Z
[2026-01-11T18:52:31.764Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-01-11T18:52:31.810Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:52:33.657Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-01-11T18:52:33.661Z] [INFO]
πŸ“ Final prompt structure:
[2026-01-11T18:52:33.662Z] [INFO] Characters: 415
[2026-01-11T18:52:33.662Z] [INFO] System prompt characters: 11936
[2026-01-11T18:52:33.662Z] [INFO] Feedback info: Included
[2026-01-11T18:52:33.663Z] [INFO]
πŸ€– Executing Claude: OPUS
[2026-01-11T18:52:33.664Z] [INFO] Model: opus
[2026-01-11T18:52:33.664Z] [INFO] Working directory: /tmp/gh-issue-solver-1768157532672
[2026-01-11T18:52:33.664Z] [INFO] Branch: issue-7-97b70de0bffc
[2026-01-11T18:52:33.664Z] [INFO] Prompt length: 415 chars
[2026-01-11T18:52:33.664Z] [INFO] System prompt length: 11936 chars
[2026-01-11T18:52:33.664Z] [INFO] Feedback info included: Yes (1 lines)
[2026-01-11T18:52:33.712Z] [INFO] πŸ“ˆ System resources before execution:
[2026-01-11T18:52:33.712Z] [INFO] Memory: MemFree: 5260804 kB
[2026-01-11T18:52:33.713Z] [INFO] Load: 0.39 0.24 0.60 2/676 724177
[2026-01-11T18:52:33.713Z] [INFO]
πŸ“ Raw command:
[2026-01-11T18:52:33.713Z] [INFO] (cd "/tmp/gh-issue-solver-1768157532672" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/7
Your prepared branch: issue-7-97b70de0bffc
Your prepared working directory: /tmp/gh-issue-solver-1768157532672
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/15
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-7-97b70de0bffc --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/7.
- 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/15/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/15/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/15/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/7/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 15 --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 15, 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 15.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-7-97b70de0bffc.
- When you finish, create a pull request from branch issue-7-97b70de0bffc. (Note: PR 15 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-7-97b70de0bffc.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 15 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources." | jq -c .)
[2026-01-11T18:52:33.714Z] [INFO]
[2026-01-11T18:52:33.714Z] [INFO] πŸ“‹ User prompt:
[2026-01-11T18:52:33.714Z] [INFO] ---BEGIN USER PROMPT---
[2026-01-11T18:52:33.714Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-template/issues/7
Your prepared branch: issue-7-97b70de0bffc
Your prepared working directory: /tmp/gh-issue-solver-1768157532672
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-template/pull/15
Your forked repository: konard/Jhon-Crow-godot-topdown-template
Original repository (upstream): Jhon-Crow/godot-topdown-template
Proceed.
[2026-01-11T18:52:33.714Z] [INFO] ---END USER PROMPT---
[2026-01-11T18:52:33.714Z] [INFO]
[2026-01-11T18:52:33.714Z] [INFO] πŸ“‹ System prompt:
[2026-01-11T18:52:33.715Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-01-11T18:52:33.715Z] [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-7-97b70de0bffc --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/7.
- 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/15/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-template/issues/15/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-template/pulls/15/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/7/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 15 --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 15, 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 15.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-7-97b70de0bffc.
- When you finish, create a pull request from branch issue-7-97b70de0bffc. (Note: PR 15 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-7-97b70de0bffc.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 15 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
[2026-01-11T18:52:33.715Z] [INFO] ---END SYSTEM PROMPT---
[2026-01-11T18:52:33.715Z] [INFO]
[2026-01-11T18:52:33.716Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-01-11T18:52:33.716Z] [INFO] πŸ“‹ Command details:
[2026-01-11T18:52:33.716Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1768157532672
[2026-01-11T18:52:33.716Z] [INFO] 🌿 Branch: issue-7-97b70de0bffc
[2026-01-11T18:52:33.716Z] [INFO] πŸ€– Model: Claude OPUS
[2026-01-11T18:52:33.717Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-template
[2026-01-11T18:52:33.717Z] [INFO]
▢️ Streaming output:
[2026-01-11T18:52:35.636Z] [INFO] {
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"tools": [
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"Read",
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"KillShell",
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"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-opus-4-5-20251101",
"permissionMode": "bypassPermissions",
"slash_commands": [
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"output_style": "default",
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"skills": [],
"plugins": [],
"uuid": "104cfa89-36ac-43a0-bb3f-73c380e401b8"
}
[2026-01-11T18:52:35.637Z] [INFO] πŸ“Œ Session ID: 21acd22e-deb8-4b4c-8dd8-8bbfd562d231
[2026-01-11T18:52:35.638Z] [INFO] πŸ“ Log renamed to: /home/hive/21acd22e-deb8-4b4c-8dd8-8bbfd562d231.log
[2026-01-11T18:52:38.632Z] [INFO] {
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"content": [
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[2026-01-11T18:52:39.336Z] [INFO] {
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"content": [
{
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[2026-01-11T18:52:40.534Z] [INFO] {
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"text": "Now let me translate this issue to understand it better (it's in Russian):\n\n**Title:** Setting up pause menu and controls.\n\n**Goal:** Create a screen for remapping control keys.\n\n**Tasks:**\n1. Create a scene `ControlsMenu.tscn` (CanvasLayer)\n2. Create an interface with:\n - List of actions (Move Left, Move Right, Move Up, Move Down, Shoot, Pause)\n - For each action: Label with name and Button with current key\n - Buttons \"Apply\", \"Reset to Defaults\", \"Back\"\n3. Write script `ControlsMenu.cs`:\n - Load current key assignments from InputMap\n - Remapping mode (waiting for new key input)\n - Save settings to ConfigFile\n - Reset to defaults\n - Integration with pause menu\n\n**Acceptance Criteria:**\n- Display all game actions with current assignments\n- When clicking on an action button, remapping mode starts\n- Any pressed key is assigned to the selected action\n- Check for conflicts (one key for different actions)\n- Save settings between game sessions\n- Reset button restores default settings\n\nLet me explore the codebase to understand its structure."
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"content": " 1β†’; Engine configuration file.\n 2β†’; It's best edited using the editor UI and not directly,\n 3β†’; since the parameters that go here are not all obvious.\n 4β†’;\n 5β†’; Format:\n 6β†’; [section] ; section goes between []\n 7β†’; param=value ; assign values to parameters\n 8β†’\n 9β†’config_version=5\n 10β†’\n 11β†’[application]\n 12β†’\n 13β†’config/name=\"Godot Top-Down Template\"\n 14β†’config/description=\"A template project for creating top-down games in Godot 4.\n 15β†’Includes basic project structure and example scenes.\"\n 16β†’config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 17β†’run/main_scene=\"res://scenes/main/Main.tscn\"\n 18β†’config/features=PackedStringArray(\"4.3\")\n 19β†’config/icon=\"res://icon.svg\"\n 20β†’\n 21β†’[display]\n 22β†’\n 23β†’window/size/viewport_width=1280\n 24β†’window/size/viewport_height=720\n 25β†’window/stretch/mode=\"canvas_items\"\n 26β†’window/stretch/aspect=\"keep\"\n 27β†’\n 28β†’[input]\n 29β†’\n 30β†’move_up={\n 31β†’\"deadzone\": 0.5,\n 32β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n 33β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 34β†’]\n 35β†’}\n 36β†’move_down={\n 37β†’\"deadzone\": 0.5,\n 38β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n 39β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 40β†’]\n 41β†’}\n 42β†’move_left={\n 43β†’\"deadzone\": 0.5,\n 44β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n 45β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 46β†’]\n 47β†’}\n 48β†’move_right={\n 49β†’\"deadzone\": 0.5,\n 50β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 51β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 52β†’]\n 53β†’}\n 54β†’shoot={\n 55β†’\"deadzone\": 0.5,\n 56β†’\"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 57β†’]\n 58β†’}\n 59β†’\n 60β†’[layer_names]\n 61β†’\n 62β†’2d_physics/layer_1=\"player\"\n 63β†’2d_physics/layer_2=\"enemies\"\n 64β†’2d_physics/layer_3=\"obstacles\"\n 65β†’2d_physics/layer_4=\"pickups\"\n 66β†’2d_physics/layer_5=\"projectiles\"\n 67β†’2d_physics/layer_6=\"targets\"\n 68β†’\n 69β†’[rendering]\n 70β†’\n 71β†’renderer/rendering_method=\"gl_compatibility\"\n 72β†’renderer/rendering_method.mobile=\"gl_compatibility\"\n 73β†’textures/canvas_textures/default_texture_filter=0\n 74β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to parameters\n\nconfig_version=5\n\n[application]\n\nconfig/name=\"Godot Top-Down Template\"\nconfig/description=\"A template project for creating top-down games in Godot 4.\nIncludes basic project structure and example scenes.\"\nconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\nrun/main_scene=\"res://scenes/main/Main.tscn\"\nconfig/features=PackedStringArray(\"4.3\")\nconfig/icon=\"res://icon.svg\"\n\n[display]\n\nwindow/size/viewport_width=1280\nwindow/size/viewport_height=720\nwindow/stretch/mode=\"canvas_items\"\nwindow/stretch/aspect=\"keep\"\n\n[input]\n\nmove_up={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_down={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_left={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_right={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\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}\n\n[layer_names]\n\n2d_physics/layer_1=\"player\"\n2d_physics/layer_2=\"enemies\"\n2d_physics/layer_3=\"obstacles\"\n2d_physics/layer_4=\"pickups\"\n2d_physics/layer_5=\"projectiles\"\n2d_physics/layer_6=\"targets\"\n\n[rendering]\n\nrenderer/rendering_method=\"gl_compatibility\"\nrenderer/rendering_method.mobile=\"gl_compatibility\"\ntextures/canvas_textures/default_texture_filter=0\n",
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[2026-01-11T18:52:52.381Z] [INFO] {
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"content": " 1β†’extends CharacterBody2D\n 2β†’## Player character controller for top-down movement and shooting.\n 3β†’##\n 4β†’## Uses physics-based movement with acceleration and friction for smooth control.\n 5β†’## Supports WASD and arrow key input via configured input actions.\n 6β†’## Shoots bullets towards the mouse cursor on left mouse button click.\n 7β†’\n 8β†’## Maximum movement speed in pixels per second.\n 9β†’@export var max_speed: float = 200.0\n 10β†’\n 11β†’## Acceleration rate - how quickly the player reaches max speed.\n 12β†’@export var acceleration: float = 1200.0\n 13β†’\n 14β†’## Friction rate - how quickly the player slows down when not moving.\n 15β†’@export var friction: float = 1000.0\n 16β†’\n 17β†’## Bullet scene to instantiate when shooting.\n 18β†’@export var bullet_scene: PackedScene\n 19β†’\n 20β†’## Offset from player center for bullet spawn position.\n 21β†’@export var bullet_spawn_offset: float = 20.0\n 22β†’\n 23β†’\n 24β†’func _ready() -> void:\n 25β†’\t# Preload bullet scene if not set in inspector\n 26β†’\tif bullet_scene == null:\n 27β†’\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 28β†’\n 29β†’\n 30β†’func _physics_process(delta: float) -> void:\n 31β†’\tvar input_direction := _get_input_direction()\n 32β†’\n 33β†’\tif input_direction != Vector2.ZERO:\n 34β†’\t\t# Apply acceleration towards the input direction\n 35β†’\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 36β†’\telse:\n 37β†’\t\t# Apply friction to slow down\n 38β†’\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 39β†’\n 40β†’\tmove_and_slide()\n 41β†’\n 42β†’\t# Handle shooting input\n 43β†’\tif Input.is_action_just_pressed(\"shoot\"):\n 44β†’\t\t_shoot()\n 45β†’\n 46β†’\n 47β†’func _get_input_direction() -> Vector2:\n 48β†’\tvar direction := Vector2.ZERO\n 49β†’\tdirection.x = Input.get_axis(\"move_left\", \"move_right\")\n 50β†’\tdirection.y = Input.get_axis(\"move_up\", \"move_down\")\n 51β†’\n 52β†’\t# Normalize to prevent faster diagonal movement\n 53β†’\tif direction.length() > 1.0:\n 54β†’\t\tdirection = direction.normalized()\n 55β†’\n 56β†’\treturn direction\n 57β†’\n 58β†’\n 59β†’func _shoot() -> void:\n 60β†’\tif bullet_scene == null:\n 61β†’\t\treturn\n 62β†’\n 63β†’\t# Calculate direction towards mouse cursor\n 64β†’\tvar mouse_pos := get_global_mouse_position()\n 65β†’\tvar shoot_direction := (mouse_pos - global_position).normalized()\n 66β†’\n 67β†’\t# Create bullet instance\n 68β†’\tvar bullet := bullet_scene.instantiate()\n 69β†’\n 70β†’\t# Set bullet position with offset in shoot direction\n 71β†’\tbullet.global_position = global_position + shoot_direction * bullet_spawn_offset\n 72β†’\n 73β†’\t# Set bullet direction\n 74β†’\tbullet.direction = shoot_direction\n 75β†’\n 76β†’\t# Add bullet to the scene tree (parent's parent to avoid it being a child of player)\n 77β†’\tget_tree().current_scene.add_child(bullet)\n 78β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"filePath": "/tmp/gh-issue-solver-1768157532672/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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[2026-01-11T18:52:52.390Z] [INFO] {
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{
"tool_use_id": "toolu_01WhGVnK65UHpMCcVsNvHzGx",
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"content": " 1β†’extends Node2D\n 2β†’## Main scene controller for the Godot Top-Down Template.\n 3β†’##\n 4β†’## This is the entry point of the game. It handles scene management\n 5β†’## and can be extended to add game-wide functionality.\n 6β†’\n 7β†’\n 8β†’func _ready() -> void:\n 9β†’\tprint(\"Godot Top-Down Template loaded successfully!\")\n 10β†’\n 11β†’\n 12β†’func _process(_delta: float) -> void:\n 13β†’\tpass\n 14β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node2D\n## Main scene controller for the Godot Top-Down Template.\n##\n## This is the entry point of the game. It handles scene management\n## and can be extended to add game-wide functionality.\n\n\nfunc _ready() -> void:\n\tprint(\"Godot Top-Down Template loaded successfully!\")\n\n\nfunc _process(_delta: float) -> void:\n\tpass\n",
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[2026-01-11T18:52:55.452Z] [INFO] {
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{
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}
],
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[2026-01-11T18:52:55.976Z] [INFO] {
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{
"type": "tool_use",
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}
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[2026-01-11T18:52:56.381Z] [INFO] {
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{
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[2026-01-11T18:52:56.411Z] [INFO] {
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[2026-01-11T18:53:00.284Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01AgDZiyEMFbEx1ZEHErFcL6","type":"tool_result","content":" 1β†’# Godot Top-Down Template\n 2β†’\n 3β†’A template project for creating top-down games in Godot 4.3+.\n 4β†’\n 5β†’## Requirements\n 6β†’\n 7β†’- [Godot Engine 4.3](https://godotengine.org/download) or later\n 8β†’- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 9β†’\n 10β†’## Getting Started\n 11β†’\n 12β†’1. Clone or download this repository\n 13β†’2. Open Godot Engine\n 14β†’3. Click \"Import\" and select the `project.godot` file\n 15β†’4. Press F5 to run the main scene\n 16β†’\n 17β†’## Project Structure\n 18β†’\n 19β†’```\n 20β†’godot-topdown-template/\n 21β†’β”œβ”€β”€ project.godot # Godot project configuration\n 22β†’β”œβ”€β”€ icon.svg # Project icon\n 23β†’β”œβ”€β”€ scenes/ # All game scenes (.tscn files)\n 24β†’β”‚ β”œβ”€β”€ main/ # Main scenes\n 25β†’β”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\n 26β†’β”‚ β”œβ”€β”€ levels/ # Game levels/tiers\n 27β†’β”‚ β”‚ └── TestTier.tscn # Test level for development\n 28β†’β”‚ β”œβ”€β”€ characters/ # Character scenes\n 29β†’β”‚ β”‚ └── Player.tscn # Player character with movement\n 30β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\n 31β†’β”‚ β”‚ └── Bullet.tscn # Bullet projectile\n 32β†’β”‚ β”œβ”€β”€ objects/ # Game object scenes\n 33β†’β”‚ β”‚ └── Target.tscn # Shootable target\n 34β†’β”‚ └── ui/ # UI scenes\n 35β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 36β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 37β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 38β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 39β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 40β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 41β†’β”‚ β”‚ └── player.gd # Player movement and shooting script\n 42β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\n 43β†’β”‚ β”‚ └── bullet.gd # Bullet behavior script\n 44β†’β”‚ β”œβ”€β”€ objects/ # Game object scripts\n 45β†’β”‚ β”‚ └── target.gd # Target hit reaction script\n 46β†’β”‚ └── utils/ # Utility scripts\n 47β†’β”œβ”€β”€ assets/ # Game assets\n 48β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 49β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 50β†’β”‚ └── fonts/ # Custom fonts\n 51→└── addons/ # Third-party Godot plugins\n 52β†’```\n 53β†’\n 54β†’## Scenes\n 55β†’\n 56β†’### Main.tscn\n 57β†’The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n 58β†’\n 59β†’### TestTier.tscn\n 60β†’A test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n 61β†’\n 62β†’#### Features\n 63β†’- **Enclosed play area** with walls that prevent the player from leaving\n 64β†’- **Obstacles** placed within the arena for cover and movement testing\n 65β†’- **Target zone** with red shooting targets that react when hit\n 66β†’- **Shooting mechanics** - click to shoot bullets at targets\n 67β†’- **UI overlay** showing level name and control instructions\n 68β†’\n 69β†’#### Scene Structure\n 70β†’```\n 71β†’TestTier\n 72β†’β”œβ”€β”€ Environment\n 73β†’β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n 74β†’β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n 75β†’β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n 76β†’β”‚ β”‚ β”œβ”€β”€ WallTop\n 77β†’β”‚ β”‚ β”œβ”€β”€ WallBottom\n 78β†’β”‚ β”‚ β”œβ”€β”€ WallLeft\n 79β†’β”‚ β”‚ └── WallRight\n 80β†’β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n 81β†’β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n 82β†’β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n 83β†’β”‚ β”‚ └── Obstacle3 # Wide obstacle\n 84β†’β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n 85β†’β”‚ β”‚ β”œβ”€β”€ Target1\n 86β†’β”‚ β”‚ β”œβ”€β”€ Target2\n 87β†’β”‚ β”‚ └── Target3\n 88β†’β”‚ └── TargetArea # Label marking the target zone\n 89β†’β”œβ”€β”€ Entities\n 90β†’β”‚ └── Player # Player instance at starting position\n 91→└── CanvasLayer\n 92β†’ └── UI # HUD with level label and instructions\n 93β†’```\n 94β†’\n 95β†’#### Collision Setup\n 96β†’- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n 97β†’- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n 98β†’- The player cannot pass through walls or obstacles\n 99β†’\n 100β†’#### Running the Test Tier\n 101β†’To test the shooting range directly:\n 102β†’1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 103β†’2. Press F6 to run the current scene (or F5 if set as main scene)\n 104β†’3. Use WASD or Arrow Keys to move the player\n 105β†’4. Verify collision with walls and obstacles works correctly\n 106β†’\n 107β†’### Player.tscn\n 108β†’The player character scene with smooth physics-based movement. Features:\n 109β†’- **CharacterBody2D** root node for physics-based movement\n 110β†’- **CollisionShape2D** with circular collision (16px radius)\n 111β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 112β†’- **Camera2D** that smoothly follows the player with configurable limits\n 113β†’\n 114β†’#### Player Properties (Inspector)\n 115β†’| Property | Default | Description |\n 116β†’|----------|---------|-------------|\n 117β†’| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 118β†’| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 119β†’| `friction` | 1000.0 | How quickly the player stops when not moving |\n 120β†’\n 121β†’The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 122β†’\n 123β†’#### Shooting System\n 124β†’The player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n 125β†’- **Bullet spawning** with offset from player center in the shooting direction\n 126β†’- **Automatic bullet scene loading** via preload\n 127β†’- **Direction calculation** towards mouse cursor position\n 128β†’\n 129β†’### Bullet.tscn\n 130β†’A projectile scene for the shooting system. Features:\n 131β†’- **Area2D** root node for collision detection\n 132β†’- **CircleShape2D** for precise hit detection (4px radius)\n 133β†’- **Sprite2D** with yellow placeholder texture\n 134β†’- **Auto-destruction** after collision or lifetime timeout\n 135β†’\n 136β†’#### Bullet Properties (Inspector)\n 137β†’| Property | Default | Description |\n 138β†’|----------|---------|-------------|\n 139β†’| `speed` | 600.0 | Bullet travel speed in pixels/second |\n 140β†’| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n 141β†’\n 142β†’#### Collision Setup\n 143β†’- **Layer**: 5 (projectiles)\n 144β†’- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n 145β†’\n 146β†’### Target.tscn\n 147β†’A shootable target that reacts when hit by bullets. Features:\n 148β†’- **Area2D** root node for hit detection\n 149β†’- **Visual feedback** - changes color when hit (red to green)\n 150β†’- **Respawn system** - resets to original state after delay\n 151β†’- **Optional destruction** - can be configured to destroy on hit\n 152β†’\n 153β†’#### Target Properties (Inspector)\n 154β†’| Property | Default | Description |\n 155β†’|----------|---------|-------------|\n 156β†’| `hit_color` | Green | Color when target is hit |\n 157β†’| `normal_color` | Red | Default target color |\n 158β†’| `destroy_on_hit` | false | Whether to destroy target when hit |\n 159β†’| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n 160β†’\n 161β†’#### Collision Setup\n 162β†’- **Layer**: 6 (targets)\n 163β†’- **Mask**: 5 (projectiles) - targets detect bullets\n 164β†’\n 165β†’## Input Actions\n 166β†’\n 167β†’The project includes pre-configured input actions for top-down movement:\n 168β†’\n 169β†’| Action | Keys |\n 170β†’|--------|------|\n 171β†’| `move_up` | W, Up Arrow |\n 172β†’| `move_down` | S, Down Arrow |\n 173β†’| `move_left` | A, Left Arrow |\n 174β†’| `move_right` | D, Right Arrow |\n 175β†’| `shoot` | Left Mouse Button |\n 176β†’\n 177β†’## Physics Layers\n 178β†’\n 179β†’Pre-configured collision layers for top-down games:\n 180β†’\n 181β†’| Layer | Name | Purpose |\n 182β†’|-------|------|---------|\n 183β†’| 1 | player | Player character |\n 184β†’| 2 | enemies | Enemy characters |\n 185β†’| 3 | obstacles | Walls, barriers |\n 186β†’| 4 | pickups | Items, collectibles |\n 187β†’| 5 | projectiles | Bullets, spells |\n 188β†’| 6 | targets | Shooting targets |\n 189β†’\n 190β†’## Best Practices\n 191β†’\n 192β†’This template follows Godot best practices:\n 193β†’\n 194β†’- **Snake_case naming** for files and folders\n 195β†’- **Scenes and scripts grouped together** or in parallel folder structures\n 196β†’- **Modular scene structure** with separate nodes for environment, entities, and UI\n 197β†’- **Input actions** instead of hardcoded key checks\n 198β†’- **Named collision layers** for clear physics setup\n 199β†’\n 200β†’## Extending the Template\n 201β†’\n 202β†’### Adding a New Level\n 203β†’1. Create a new scene in `scenes/levels/`\n 204β†’2. Add a corresponding script in `scripts/levels/`\n 205β†’3. Follow the structure of `TestTier.tscn`\n 206β†’\n 207β†’### Adding a Character\n 208β†’1. Create a new scene in `scenes/characters/`\n 209β†’2. Add a corresponding script in `scripts/characters/`\n 210β†’3. Use CharacterBody2D as the root node for physics-based characters\n 211β†’\n 212β†’### Adding Autoloads\n 213β†’1. Create a script in `scripts/autoload/`\n 214β†’2. Go to Project > Project Settings > Autoload\n 215β†’3. Add the script as a singleton\n 216β†’\n 217β†’## License\n 218β†’\n 219β†’See [LICENSE](LICENSE) for details.\n 220β†’\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":"21acd22e-deb8-4b4c-8dd8-8bbfd562d231","uuid":"83f67749-5264-4544-bde1-1a5a3ff6c612","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768157532672/README.md","content":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. 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The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direc
[2026-01-11T18:53:00.292Z] [INFO] tion 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## 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\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":220,"startLine":1,"totalLines":220}}}
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{
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"status": "pending",
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},
{
"content": "Create PauseMenu scene and script",
"status": "pending",
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},
{
"content": "Create ControlsMenu scene with UI elements",
"status": "pending",
"activeForm": "Creating ControlsMenu scene with UI elements"
},
{
"content": "Write ControlsMenu script with rebinding logic",
"status": "pending",
"activeForm": "Writing ControlsMenu script with rebinding logic"
},
{
"content": "Integrate pause menu with main game (pause handling)",
"status": "pending",
"activeForm": "Integrating pause menu with main game"
},
{
"content": "Test key rebinding functionality",
"status": "pending",
"activeForm": "Testing key rebinding functionality"
},
{
"content": "Update README documentation",
"status": "pending",
"activeForm": "Updating README documentation"
},
{
"content": "Commit and push all changes",
"status": "pending",
"activeForm": "Committing and pushing all changes"
}
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{
"content": "Create InputSettings autoload for saving/loading key bindings",
"status": "in_progress",
"activeForm": "Creating InputSettings autoload for saving/loading key bindings"
},
{
"content": "Create PauseMenu scene and script",
"status": "pending",
"activeForm": "Creating PauseMenu scene and script"
},
{
"content": "Create ControlsMenu scene with UI elements",
"status": "pending",
"activeForm": "Creating ControlsMenu scene with UI elements"
},
{
"content": "Write ControlsMenu script with rebinding logic",
"status": "pending",
"activeForm": "Writing ControlsMenu script with rebinding logic"
},
{
"content": "Integrate pause menu with main game (pause handling)",
"status": "pending",
"activeForm": "Integrating pause menu with main game"
},
{
"content": "Test key rebinding functionality",
"status": "pending",
"activeForm": "Testing key rebinding functionality"
},
{
"content": "Update README documentation",
"status": "pending",
"activeForm": "Updating README documentation"
},
{
"content": "Commit and push all changes",
"status": "pending",
"activeForm": "Committing and pushing all changes"
}
]
}
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[2026-01-11T18:53:20.621Z] [INFO] {
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"text": "Let me start by creating the InputSettings autoload script that will handle saving/loading key bindings."
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[2026-01-11T18:53:46.097Z] [INFO] {
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{
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"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.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"
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[2026-01-11T18:53:46.135Z] [INFO] {
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{
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"content": "File created successfully at: /tmp/gh-issue-solver-1768157532672/scripts/autoload/input_settings.gd"
}
]
},
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"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.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",
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[2026-01-11T18:53:49.030Z] [INFO] {
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{
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"text": "Now I need to register the autoload in project.godot."
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[2026-01-11T18:53:50.319Z] [INFO] {
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"content": "extends CanvasLayer\n## Pause menu controller.\n##\n## Handles game pausing and provides access to controls menu and resume/quit options.\n## This menu pauses the game tree when visible.\n\n## Reference to the controls menu scene.\n@export var controls_menu_scene: PackedScene\n\n## Reference to the main menu container.\n@onready var menu_container: Control = $MenuContainer\n@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n\n## The instantiated controls menu.\nvar _controls_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Start hidden\n\thide()\n\tset_process_unhandled_input(true)\n\n\t# Connect button signals\n\tresume_button.pressed.connect(_on_resume_pressed)\n\tcontrols_button.pressed.connect(_on_controls_pressed)\n\tquit_button.pressed.connect(_on_quit_pressed)\n\n\t# Preload controls menu if not set\n\tif controls_menu_scene == null:\n\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n\n\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif event.is_action_pressed(\"pause\"):\n\t\ttoggle_pause()\n\t\tget_viewport().set_input_as_handled()\n\n\n## Toggles the pause state.\nfunc toggle_pause() -> void:\n\tif visible:\n\t\tresume_game()\n\telse:\n\t\tpause_game()\n\n\n## Pauses the game and shows the menu.\nfunc pause_game() -> void:\n\tget_tree().paused = true\n\tshow()\n\tresume_button.grab_focus()\n\n\n## Resumes the game and hides the menu.\nfunc resume_game() -> void:\n\tget_tree().paused = false\n\thide()\n\n\t# Also close controls menu if open\n\tif _controls_menu and _controls_menu.visible:\n\t\t_controls_menu.hide()\n\n\nfunc _on_resume_pressed() -> void:\n\tresume_game()\n\n\nfunc _on_controls_pressed() -> void:\n\t# Hide main menu, show controls menu\n\tmenu_container.hide()\n\n\tif _controls_menu == null:\n\t\t_controls_menu = controls_menu_scene.instantiate()\n\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n\t\tadd_child(_controls_menu)\n\telse:\n\t\t_controls_menu.show()\n\n\nfunc _on_controls_back() -> void:\n\t# Show main menu again\n\tif _controls_menu:\n\t\t_controls_menu.hide()\n\tmenu_container.show()\n\tcontrols_button.grab_focus()\n\n\nfunc _on_quit_pressed() -> void:\n\tget_tree().paused = false\n\tget_tree().quit()\n"
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"content": "extends CanvasLayer\n## Pause menu controller.\n##\n## Handles game pausing and provides access to controls menu and resume/quit options.\n## This menu pauses the game tree when visible.\n\n## Reference to the controls menu scene.\n@export var controls_menu_scene: PackedScene\n\n## Reference to the main menu container.\n@onready var menu_container: Control = $MenuContainer\n@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n\n## The instantiated controls menu.\nvar _controls_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Start hidden\n\thide()\n\tset_process_unhandled_input(true)\n\n\t# Connect button signals\n\tresume_button.pressed.connect(_on_resume_pressed)\n\tcontrols_button.pressed.connect(_on_controls_pressed)\n\tquit_button.pressed.connect(_on_quit_pressed)\n\n\t# Preload controls menu if not set\n\tif controls_menu_scene == null:\n\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n\n\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif event.is_action_pressed(\"pause\"):\n\t\ttoggle_pause()\n\t\tget_viewport().set_input_as_handled()\n\n\n## Toggles the pause state.\nfunc toggle_pause() -> void:\n\tif visible:\n\t\tresume_game()\n\telse:\n\t\tpause_game()\n\n\n## Pauses the game and shows the menu.\nfunc pause_game() -> void:\n\tget_tree().paused = true\n\tshow()\n\tresume_button.grab_focus()\n\n\n## Resumes the game and hides the menu.\nfunc resume_game() -> void:\n\tget_tree().paused = false\n\thide()\n\n\t# Also close controls menu if open\n\tif _controls_menu and _controls_menu.visible:\n\t\t_controls_menu.hide()\n\n\nfunc _on_resume_pressed() -> void:\n\tresume_game()\n\n\nfunc _on_controls_pressed() -> void:\n\t# Hide main menu, show controls menu\n\tmenu_container.hide()\n\n\tif _controls_menu == null:\n\t\t_controls_menu = controls_menu_scene.instantiate()\n\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n\t\tadd_child(_controls_menu)\n\telse:\n\t\t_controls_menu.show()\n\n\nfunc _on_controls_back() -> void:\n\t# Show main menu again\n\tif _controls_menu:\n\t\t_controls_menu.hide()\n\tmenu_container.show()\n\tcontrols_button.grab_focus()\n\n\nfunc _on_quit_pressed() -> void:\n\tget_tree().paused = false\n\tget_tree().quit()\n",
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[2026-01-11T18:54:23.269Z] [INFO] {
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[2026-01-11T18:54:53.900Z] [INFO] {
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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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"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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"text": "Now let me create the ControlsMenu scene."
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"text": "Now I need to integrate the pause menu with the TestTier level (the main playable scene). Let me first read the TestTier scene to understand its structure."
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[2026-01-11T18:55:14.100Z] [INFO] {
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{
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[2026-01-11T18:55:14.121Z] [INFO] {
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{
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"content": " 1β†’[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n 6β†’\n 7β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 8β†’size = Vector2(800, 32)\n 9β†’\n 10β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n 11β†’size = Vector2(32, 656)\n 12β†’\n 13β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\n 14β†’size = Vector2(96, 96)\n 15β†’\n 16β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\n 17β†’size = Vector2(128, 64)\n 18β†’\n 19β†’[node name=\"TestTier\" type=\"Node2D\"]\n 20β†’script = ExtResource(\"1_test_tier\")\n 21β†’\n 22β†’[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 23β†’\n 24β†’[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 25β†’offset_right = 1280.0\n 26β†’offset_bottom = 720.0\n 27β†’color = Color(0.15, 0.2, 0.15, 1)\n 28β†’\n 29β†’[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 30β†’offset_left = 64.0\n 31β†’offset_top = 64.0\n 32β†’offset_right = 864.0\n 33β†’offset_bottom = 656.0\n 34β†’color = Color(0.25, 0.32, 0.25, 1)\n 35β†’\n 36β†’[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n 37β†’\n 38β†’[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 39β†’position = Vector2(464, 48)\n 40β†’collision_layer = 4\n 41β†’collision_mask = 0\n 42β†’\n 43β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n 44β†’offset_left = -400.0\n 45β†’offset_top = -16.0\n 46β†’offset_right = 400.0\n 47β†’offset_bottom = 16.0\n 48β†’color = Color(0.35, 0.28, 0.22, 1)\n 49β†’\n 50β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n 51β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 52β†’\n 53β†’[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 54β†’position = Vector2(464, 672)\n 55β†’collision_layer = 4\n 56β†’collision_mask = 0\n 57β†’\n 58β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n 59β†’offset_left = -400.0\n 60β†’offset_top = -16.0\n 61β†’offset_right = 400.0\n 62β†’offset_bottom = 16.0\n 63β†’color = Color(0.35, 0.28, 0.22, 1)\n 64β†’\n 65β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n 66β†’shape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 67β†’\n 68β†’[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 69β†’position = Vector2(48, 360)\n 70β†’collision_layer = 4\n 71β†’collision_mask = 0\n 72β†’\n 73β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\n 74β†’offset_left = -16.0\n 75β†’offset_top = -328.0\n 76β†’offset_right = 16.0\n 77β†’offset_bottom = 328.0\n 78β†’color = Color(0.35, 0.28, 0.22, 1)\n 79β†’\n 80β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\n 81β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 82β†’\n 83β†’[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 84β†’position = Vector2(880, 360)\n 85β†’collision_layer = 4\n 86β†’collision_mask = 0\n 87β†’\n 88β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\n 89β†’offset_left = -16.0\n 90β†’offset_top = -328.0\n 91β†’offset_right = 16.0\n 92β†’offset_bottom = 328.0\n 93β†’color = Color(0.35, 0.28, 0.22, 1)\n 94β†’\n 95β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\n 96β†’shape = SubResource(\"RectangleShape2D_wall_vertical\")\n 97β†’\n 98β†’[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n 99β†’\n 100β†’[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 101β†’position = Vector2(300, 250)\n 102β†’collision_layer = 4\n 103β†’collision_mask = 0\n 104β†’\n 105β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\n 106β†’offset_left = -48.0\n 107β†’offset_top = -48.0\n 108β†’offset_right = 48.0\n 109β†’offset_bottom = 48.0\n 110β†’color = Color(0.4, 0.32, 0.25, 1)\n 111β†’\n 112β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\n 113β†’shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 114β†’\n 115β†’[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 116β†’position = Vector2(300, 470)\n 117β†’collision_layer = 4\n 118β†’collision_mask = 0\n 119β†’\n 120β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\n 121β†’offset_left = -48.0\n 122β†’offset_top = -48.0\n 123β†’offset_right = 48.0\n 124β†’offset_bottom = 48.0\n 125β†’color = Color(0.4, 0.32, 0.25, 1)\n 126β†’\n 127β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\n 128β†’shape = SubResource(\"RectangleShape2D_obstacle_square\")\n 129β†’\n 130β†’[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\n 131β†’position = Vector2(550, 360)\n 132β†’collision_layer = 4\n 133β†’collision_mask = 0\n 134β†’\n 135β†’[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\n 136β†’offset_left = -64.0\n 137β†’offset_top = -32.0\n 138β†’offset_right = 64.0\n 139β†’offset_bottom = 32.0\n 140β†’color = Color(0.4, 0.32, 0.25, 1)\n 141β†’\n 142β†’[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\n 143β†’shape = SubResource(\"RectangleShape2D_obstacle_wide\")\n 144β†’\n 145β†’[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n 146β†’\n 147β†’[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 148β†’position = Vector2(750, 160)\n 149β†’\n 150β†’[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 151β†’position = Vector2(750, 360)\n 152β†’\n 153β†’[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\n 154β†’position = Vector2(750, 560)\n 155β†’\n 156β†’[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n 157β†’\n 158β†’[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\n 159β†’offset_left = 700.0\n 160β†’offset_top = 80.0\n 161β†’offset_right = 850.0\n 162β†’offset_bottom = 110.0\n 163β†’text = \"TARGET ZONE\"\n 164β†’horizontal_alignment = 1\n 165β†’\n 166β†’[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n 167β†’\n 168β†’[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\n 169β†’position = Vector2(150, 360)\n 170β†’\n 171β†’[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n 172β†’\n 173β†’[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\n 174β†’layout_mode = 3\n 175β†’anchors_preset = 15\n 176β†’anchor_right = 1.0\n 177β†’anchor_bottom = 1.0\n 178β†’grow_horizontal = 2\n 179β†’grow_vertical = 2\n 180β†’\n 181β†’[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 182β†’layout_mode = 1\n 183β†’anchors_preset = 1\n 184β†’anchor_left = 1.0\n 185β†’anchor_right = 1.0\n 186β†’offset_left = -200.0\n 187β†’offset_top = 10.0\n 188β†’offset_right = -10.0\n 189β†’offset_bottom = 40.0\n 190β†’grow_horizontal = 0\n 191β†’text = \"Test Tier (Shooting Range)\"\n 192β†’horizontal_alignment = 2\n 193β†’\n 194β†’[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 195β†’layout_mode = 1\n 196β†’anchors_preset = 0\n 197β†’offset_left = 10.0\n 198β†’offset_top = 650.0\n 199β†’offset_right = 400.0\n 200β†’offset_bottom = 710.0\n 201β†’text = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"\n 202β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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"content": "[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 160)\n\n[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 360)\n\n[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 560)\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"\n",
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}
[2026-01-11T18:55:14.129Z] [INFO] {
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{
"tool_use_id": "toolu_01XwLBR5vdd6RNuTvjyNnh85",
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"content": " 1β†’extends Node2D\n 2β†’## Test tier/level scene for the Godot Top-Down Template.\n 3β†’##\n 4β†’## This scene serves as a testing ground for game mechanics\n 5β†’## and can be used as a reference for creating new levels.\n 6β†’\n 7β†’\n 8β†’func _ready() -> void:\n 9β†’\tprint(\"TestTier loaded - use this scene to test game mechanics\")\n 10β†’\n 11β†’\n 12β†’func _process(_delta: float) -> void:\n 13β†’\tpass\n 14β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "21acd22e-deb8-4b4c-8dd8-8bbfd562d231",
"uuid": "95094a62-66e1-4776-bfa2-75e98d73da67",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1768157532672/scripts/levels/test_tier.gd",
"content": "extends Node2D\n## Test tier/level scene for the Godot Top-Down Template.\n##\n## This scene serves as a testing ground for game mechanics\n## and can be used as a reference for creating new levels.\n\n\nfunc _ready() -> void:\n\tprint(\"TestTier loaded - use this scene to test game mechanics\")\n\n\nfunc _process(_delta: float) -> void:\n\tpass\n",
"numLines": 14,
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}
[2026-01-11T18:55:17.091Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DtRKXW9PoQFufNWj137NJZ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I need to modify the TestTier scene to include the PauseMenu. I'll update the scene file to add the PauseMenu instance."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
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"cache_creation_input_tokens": 3543,
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},
"output_tokens": 5,
"service_tier": "standard"
},
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},
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"uuid": "0873c5a5-12ba-4752-9c16-ba940ad1aa14"
}
[2026-01-11T18:55:20.899Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DtRKXW9PoQFufNWj137NJZ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01JnWRwpBH2fzuyPRAbVHDEt",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn",
"old_string": "[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]",
"new_string": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"4_pause_menu\"]"
}
}
],
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"cache_creation_input_tokens": 3543,
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"service_tier": "standard"
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}
[2026-01-11T18:55:20.921Z] [INFO] {
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"content": [
{
"tool_use_id": "toolu_01JnWRwpBH2fzuyPRAbVHDEt",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 1β†’[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n 4β†’[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n 5β†’[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n 6β†’[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"4_pause_menu\"]\n 7β†’\n 8β†’[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 9β†’size = Vector2(800, 32)\n 10β†’"
}
]
},
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"session_id": "21acd22e-deb8-4b4c-8dd8-8bbfd562d231",
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"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn",
"oldString": "[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]",
"newString": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"4_pause_menu\"]",
"originalFile": "[gd_scene load_steps=8 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 160)\n\n[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 360)\n\n[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 560)\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"\n",
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"+[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]",
" ",
" [ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]",
" [ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]",
" [ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]",
"+[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"4_pause_menu\"]",
" ",
" [sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]",
" size = Vector2(800, 32)"
]
}
],
"userModified": false,
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}
}
[2026-01-11T18:55:25.637Z] [INFO] {
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{
"type": "tool_use",
"id": "toolu_01KimsBA5M5dPLZzoV8fUoM1",
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"input": {
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"file_path": "/tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn",
"old_string": "[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"",
"new_string": "[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 450.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | ESC - Pause\"\n\n[node name=\"PauseMenu\" parent=\".\" instance=ExtResource(\"4_pause_menu\")]"
}
}
],
"stop_reason": null,
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"usage": {
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"service_tier": "standard"
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"session_id": "21acd22e-deb8-4b4c-8dd8-8bbfd562d231",
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}
[2026-01-11T18:55:25.660Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01KimsBA5M5dPLZzoV8fUoM1",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 191β†’grow_horizontal = 0\n 192β†’text = \"Test Tier (Shooting Range)\"\n 193β†’horizontal_alignment = 2\n 194β†’\n 195β†’[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\n 196β†’layout_mode = 1\n 197β†’anchors_preset = 0\n 198β†’offset_left = 10.0\n 199β†’offset_top = 650.0\n 200β†’offset_right = 450.0\n 201β†’offset_bottom = 710.0\n 202β†’text = \"WASD / Arrow Keys - Move | LMB - Shoot | ESC - Pause\"\n 203β†’\n 204β†’[node name=\"PauseMenu\" parent=\".\" instance=ExtResource(\"4_pause_menu\")]\n 205β†’"
}
]
},
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"session_id": "21acd22e-deb8-4b4c-8dd8-8bbfd562d231",
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"filePath": "/tmp/gh-issue-solver-1768157532672/scenes/levels/TestTier.tscn",
"oldString": "[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"",
"newString": "[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 450.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | ESC - Pause\"\n\n[node name=\"PauseMenu\" parent=\".\" instance=ExtResource(\"4_pause_menu\")]",
"originalFile": "[gd_scene load_steps=9 format=3 uid=\"uid://d3kv7pm5r2aub\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/test_tier.gd\" id=\"1_test_tier\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bk8nq2vj5r7p1\" path=\"res://scenes/characters/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://bx3k7pm5t2aub\" path=\"res://scenes/objects/Target.tscn\" id=\"3_target\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"4_pause_menu\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(800, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 656)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_square\"]\nsize = Vector2(96, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_obstacle_wide\"]\nsize = Vector2(128, 64)\n\n[node name=\"TestTier\" type=\"Node2D\"]\nscript = ExtResource(\"1_test_tier\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 1280.0\noffset_bottom = 720.0\ncolor = Color(0.15, 0.2, 0.15, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 864.0\noffset_bottom = 656.0\ncolor = Color(0.25, 0.32, 0.25, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(464, 672)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -400.0\noffset_top = -16.0\noffset_right = 400.0\noffset_bottom = 16.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(880, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -328.0\noffset_right = 16.0\noffset_bottom = 328.0\ncolor = Color(0.35, 0.28, 0.22, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"Obstacles\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Obstacle1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 250)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle1\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle1\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(300, 470)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle2\"]\noffset_left = -48.0\noffset_top = -48.0\noffset_right = 48.0\noffset_bottom = 48.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle2\"]\nshape = SubResource(\"RectangleShape2D_obstacle_square\")\n\n[node name=\"Obstacle3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nposition = Vector2(550, 360)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Obstacle3\"]\noffset_left = -64.0\noffset_top = -32.0\noffset_right = 64.0\noffset_bottom = 32.0\ncolor = Color(0.4, 0.32, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Obstacle3\"]\nshape = SubResource(\"RectangleShape2D_obstacle_wide\")\n\n[node name=\"Targets\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Target1\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 160)\n\n[node name=\"Target2\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 360)\n\n[node name=\"Target3\" parent=\"Environment/Targets\" instance=ExtResource(\"3_target\")]\nposition = Vector2(750, 560)\n\n[node name=\"TargetArea\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"TargetZoneLabel\" type=\"Label\" parent=\"Environment/TargetArea\"]\noffset_left = 700.0\noffset_top = 80.0\noffset_right = 850.0\noffset_bottom = 110.0\ntext = \"TARGET ZONE\"\nhorizontal_alignment = 1\n\n[node name=\"Entities\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Player\" parent=\"Entities\" instance=ExtResource(\"2_player\")]\nposition = Vector2(150, 360)\n\n[node name=\"CanvasLayer\" type=\"CanvasLayer\" parent=\".\"]\n\n[node name=\"UI\" type=\"Control\" parent=\"CanvasLayer\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"LevelLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 1\nanchor_left = 1.0\nanchor_right = 1.0\noffset_left = -200.0\noffset_top = 10.0\noffset_right = -10.0\noffset_bottom = 40.0\ngrow_horizontal = 0\ntext = \"Test Tier (Shooting Range)\"\nhorizontal_alignment = 2\n\n[node name=\"InstructionsLabel\" type=\"Label\" parent=\"CanvasLayer/UI\"]\nlayout_mode = 1\nanchors_preset = 0\noffset_left = 10.0\noffset_top = 650.0\noffset_right = 400.0\noffset_bottom = 710.0\ntext = \"WASD / Arrow Keys - Move | LMB - Shoot | Red squares - Targets | Brown - Walls/Obstacles\"\n",
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[2026-01-11T18:55:29.245Z] [INFO] {
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"text": "Now let me also add the pause action to the project.godot input section since it's not defined there yet."
}
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[2026-01-11T18:55:29.502Z] [INFO] {
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[2026-01-11T18:55:29.519Z] [INFO] {
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"content": " 1β†’; Engine configuration file.\n 2β†’; It's best edited using the editor UI and not directly,\n 3β†’; since the parameters that go here are not all obvious.\n 4β†’;\n 5β†’; Format:\n 6β†’; [section] ; section goes between []\n 7β†’; param=value ; assign values to parameters\n 8β†’\n 9β†’config_version=5\n 10β†’\n 11β†’[autoload]\n 12β†’\n 13β†’InputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 14β†’\n 15β†’[application]\n 16β†’\n 17β†’config/name=\"Godot Top-Down Template\"\n 18β†’config/description=\"A template project for creating top-down games in Godot 4.\n 19β†’Includes basic project structure and example scenes.\"\n 20β†’config/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 21β†’run/main_scene=\"res://scenes/main/Main.tscn\"\n 22β†’config/features=PackedStringArray(\"4.3\")\n 23β†’config/icon=\"res://icon.svg\"\n 24β†’\n 25β†’[display]\n 26β†’\n 27β†’window/size/viewport_width=1280\n 28β†’window/size/viewport_height=720\n 29β†’window/stretch/mode=\"canvas_items\"\n 30β†’window/stretch/aspect=\"keep\"\n 31β†’\n 32β†’[input]\n 33β†’\n 34β†’move_up={\n 35β†’\"deadzone\": 0.5,\n 36β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n 37β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 38β†’]\n 39β†’}\n 40β†’move_down={\n 41β†’\"deadzone\": 0.5,\n 42β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n 43β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 44β†’]\n 45β†’}\n 46β†’move_left={\n 47β†’\"deadzone\": 0.5,\n 48β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n 49β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 50β†’]\n 51β†’}\n 52β†’move_right={\n 53β†’\"deadzone\": 0.5,\n 54β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 55β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 56β†’]\n 57β†’}\n 58β†’shoot={\n 59β†’\"deadzone\": 0.5,\n 60β†’\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 61β†’]\n 62β†’}\n 63β†’\n 64β†’[layer_names]\n 65β†’\n 66β†’2d_physics/layer_1=\"player\"\n 67β†’2d_physics/layer_2=\"enemies\"\n 68β†’2d_physics/layer_3=\"obstacles\"\n 69β†’2d_physics/layer_4=\"pickups\"\n 70β†’2d_physics/layer_5=\"projectiles\"\n 71β†’2d_physics/layer_6=\"targets\"\n 72β†’\n 73β†’[rendering]\n 74β†’\n 75β†’renderer/rendering_method=\"gl_compatibility\"\n 76β†’renderer/rendering_method.mobile=\"gl_compatibility\"\n 77β†’textures/canvas_textures/default_texture_filter=0\n 78β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "; 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}\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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"old_string": "shoot={\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}\n\n[layer_names]",
"new_string": "shoot={\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]"
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[2026-01-11T18:55:35.421Z] [INFO] {
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"content": "The file /tmp/gh-issue-solver-1768157532672/project.godot has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 54β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 55β†’, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 56β†’]\n 57β†’}\n 58β†’shoot={\n 59β†’\"deadzone\": 0.5,\n 60β†’\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 61β†’]\n 62β†’}\n 63β†’pause={\n 64β†’\"deadzone\": 0.5,\n 65β†’\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 66β†’]\n 67β†’}\n 68β†’\n 69β†’[layer_names]\n 70β†’\n 71β†’2d_physics/layer_1=\"player\"\n 72β†’2d_physics/layer_2=\"enemies\"\n 73β†’2d_physics/layer_3=\"obstacles\""
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[2026-01-11T18:55:45.106Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01SykB6cyTwcsz1JLbLSmKrz","type":"tool_result","content":" 1β†’# Godot Top-Down Template\n 2β†’\n 3β†’A template project for creating top-down games in Godot 4.3+.\n 4β†’\n 5β†’## Requirements\n 6β†’\n 7β†’- [Godot Engine 4.3](https://godotengine.org/download) or later\n 8β†’- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 9β†’\n 10β†’## Getting Started\n 11β†’\n 12β†’1. Clone or download this repository\n 13β†’2. Open Godot Engine\n 14β†’3. Click \"Import\" and select the `project.godot` file\n 15β†’4. Press F5 to run the main scene\n 16β†’\n 17β†’## Project Structure\n 18β†’\n 19β†’```\n 20β†’godot-topdown-template/\n 21β†’β”œβ”€β”€ project.godot # Godot project configuration\n 22β†’β”œβ”€β”€ icon.svg # Project icon\n 23β†’β”œβ”€β”€ scenes/ # All game scenes (.tscn files)\n 24β†’β”‚ β”œβ”€β”€ main/ # Main scenes\n 25β†’β”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\n 26β†’β”‚ β”œβ”€β”€ levels/ # Game levels/tiers\n 27β†’β”‚ β”‚ └── TestTier.tscn # Test level for development\n 28β†’β”‚ β”œβ”€β”€ characters/ # Character scenes\n 29β†’β”‚ β”‚ └── Player.tscn # Player character with movement\n 30β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\n 31β†’β”‚ β”‚ └── Bullet.tscn # Bullet projectile\n 32β†’β”‚ β”œβ”€β”€ objects/ # Game object scenes\n 33β†’β”‚ β”‚ └── Target.tscn # Shootable target\n 34β†’β”‚ └── ui/ # UI scenes\n 35β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 36β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 37β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 38β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 39β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 40β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 41β†’β”‚ β”‚ └── player.gd # Player movement and shooting script\n 42β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\n 43β†’β”‚ β”‚ └── bullet.gd # Bullet behavior script\n 44β†’β”‚ β”œβ”€β”€ objects/ # Game object scripts\n 45β†’β”‚ β”‚ └── target.gd # Target hit reaction script\n 46β†’β”‚ └── utils/ # Utility scripts\n 47β†’β”œβ”€β”€ assets/ # Game assets\n 48β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 49β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 50β†’β”‚ └── fonts/ # Custom fonts\n 51→└── addons/ # Third-party Godot plugins\n 52β†’```\n 53β†’\n 54β†’## Scenes\n 55β†’\n 56β†’### Main.tscn\n 57β†’The main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n 58β†’\n 59β†’### TestTier.tscn\n 60β†’A test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n 61β†’\n 62β†’#### Features\n 63β†’- **Enclosed play area** with walls that prevent the player from leaving\n 64β†’- **Obstacles** placed within the arena for cover and movement testing\n 65β†’- **Target zone** with red shooting targets that react when hit\n 66β†’- **Shooting mechanics** - click to shoot bullets at targets\n 67β†’- **UI overlay** showing level name and control instructions\n 68β†’\n 69β†’#### Scene Structure\n 70β†’```\n 71β†’TestTier\n 72β†’β”œβ”€β”€ Environment\n 73β†’β”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\n 74β†’β”‚ β”œβ”€β”€ Floor # Lighter green floor area\n 75β†’β”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\n 76β†’β”‚ β”‚ β”œβ”€β”€ WallTop\n 77β†’β”‚ β”‚ β”œβ”€β”€ WallBottom\n 78β†’β”‚ β”‚ β”œβ”€β”€ WallLeft\n 79β†’β”‚ β”‚ └── WallRight\n 80β†’β”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\n 81β†’β”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\n 82β†’β”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\n 83β†’β”‚ β”‚ └── Obstacle3 # Wide obstacle\n 84β†’β”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\n 85β†’β”‚ β”‚ β”œβ”€β”€ Target1\n 86β†’β”‚ β”‚ β”œβ”€β”€ Target2\n 87β†’β”‚ β”‚ └── Target3\n 88β†’β”‚ └── TargetArea # Label marking the target zone\n 89β†’β”œβ”€β”€ Entities\n 90β†’β”‚ └── Player # Player instance at starting position\n 91→└── CanvasLayer\n 92β†’ └── UI # HUD with level label and instructions\n 93β†’```\n 94β†’\n 95β†’#### Collision Setup\n 96β†’- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n 97β†’- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n 98β†’- The player cannot pass through walls or obstacles\n 99β†’\n 100β†’#### Running the Test Tier\n 101β†’To test the shooting range directly:\n 102β†’1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n 103β†’2. Press F6 to run the current scene (or F5 if set as main scene)\n 104β†’3. Use WASD or Arrow Keys to move the player\n 105β†’4. Verify collision with walls and obstacles works correctly\n 106β†’\n 107β†’### Player.tscn\n 108β†’The player character scene with smooth physics-based movement. Features:\n 109β†’- **CharacterBody2D** root node for physics-based movement\n 110β†’- **CollisionShape2D** with circular collision (16px radius)\n 111β†’- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n 112β†’- **Camera2D** that smoothly follows the player with configurable limits\n 113β†’\n 114β†’#### Player Properties (Inspector)\n 115β†’| Property | Default | Description |\n 116β†’|----------|---------|-------------|\n 117β†’| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n 118β†’| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n 119β†’| `friction` | 1000.0 | How quickly the player stops when not moving |\n 120β†’\n 121β†’The player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n 122β†’\n 123β†’#### Shooting System\n 124β†’The player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n 125β†’- **Bullet spawning** with offset from player center in the shooting direction\n 126β†’- **Automatic bullet scene loading** via preload\n 127β†’- **Direction calculation** towards mouse cursor position\n 128β†’\n 129β†’### Bullet.tscn\n 130β†’A projectile scene for the shooting system. Features:\n 131β†’- **Area2D** root node for collision detection\n 132β†’- **CircleShape2D** for precise hit detection (4px radius)\n 133β†’- **Sprite2D** with yellow placeholder texture\n 134β†’- **Auto-destruction** after collision or lifetime timeout\n 135β†’\n 136β†’#### Bullet Properties (Inspector)\n 137β†’| Property | Default | Description |\n 138β†’|----------|---------|-------------|\n 139β†’| `speed` | 600.0 | Bullet travel speed in pixels/second |\n 140β†’| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n 141β†’\n 142β†’#### Collision Setup\n 143β†’- **Layer**: 5 (projectiles)\n 144β†’- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n 145β†’\n 146β†’### Target.tscn\n 147β†’A shootable target that reacts when hit by bullets. Features:\n 148β†’- **Area2D** root node for hit detection\n 149β†’- **Visual feedback** - changes color when hit (red to green)\n 150β†’- **Respawn system** - resets to original state after delay\n 151β†’- **Optional destruction** - can be configured to destroy on hit\n 152β†’\n 153β†’#### Target Properties (Inspector)\n 154β†’| Property | Default | Description |\n 155β†’|----------|---------|-------------|\n 156β†’| `hit_color` | Green | Color when target is hit |\n 157β†’| `normal_color` | Red | Default target color |\n 158β†’| `destroy_on_hit` | false | Whether to destroy target when hit |\n 159β†’| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n 160β†’\n 161β†’#### Collision Setup\n 162β†’- **Layer**: 6 (target
[2026-01-11T18:55:45.117Z] [INFO] s)\n 163β†’- **Mask**: 5 (projectiles) - targets detect bullets\n 164β†’\n 165β†’## Input Actions\n 166β†’\n 167β†’The project includes pre-configured input actions for top-down movement:\n 168β†’\n 169β†’| Action | Keys |\n 170β†’|--------|------|\n 171β†’| `move_up` | W, Up Arrow |\n 172β†’| `move_down` | S, Down Arrow |\n 173β†’| `move_left` | A, Left Arrow |\n 174β†’| `move_right` | D, Right Arrow |\n 175β†’| `shoot` | Left Mouse Button |\n 176β†’\n 177β†’## Physics Layers\n 178β†’\n 179β†’Pre-configured collision layers for top-down games:\n 180β†’\n 181β†’| Layer | Name | Purpose |\n 182β†’|-------|------|---------|\n 183β†’| 1 | player | Player character |\n 184β†’| 2 | enemies | Enemy characters |\n 185β†’| 3 | obstacles | Walls, barriers |\n 186β†’| 4 | pickups | Items, collectibles |\n 187β†’| 5 | projectiles | Bullets, spells |\n 188β†’| 6 | targets | Shooting targets |\n 189β†’\n 190β†’## Best Practices\n 191β†’\n 192β†’This template follows Godot best practices:\n 193β†’\n 194β†’- **Snake_case naming** for files and folders\n 195β†’- **Scenes and scripts grouped together** or in parallel folder structures\n 196β†’- **Modular scene structure** with separate nodes for environment, entities, and UI\n 197β†’- **Input actions** instead of hardcoded key checks\n 198β†’- **Named collision layers** for clear physics setup\n 199β†’\n 200β†’## Extending the Template\n 201β†’\n 202β†’### Adding a New Level\n 203β†’1. Create a new scene in `scenes/levels/`\n 204β†’2. Add a corresponding script in `scripts/levels/`\n 205β†’3. Follow the structure of `TestTier.tscn`\n 206β†’\n 207β†’### Adding a Character\n 208β†’1. Create a new scene in `scenes/characters/`\n 209β†’2. Add a corresponding script in `scripts/characters/`\n 210β†’3. Use CharacterBody2D as the root node for physics-based characters\n 211β†’\n 212β†’### Adding Autoloads\n 213β†’1. Create a script in `scripts/autoload/`\n 214β†’2. Go to Project > Project Settings > Autoload\n 215β†’3. Add the script as a singleton\n 216β†’\n 217β†’## License\n 218β†’\n 219β†’See [LICENSE](LICENSE) for details.\n 220β†’\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":"21acd22e-deb8-4b4c-8dd8-8bbfd562d231","uuid":"9f8e66c4-c07b-4555-af0e-620928d2b8b5","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768157532672/README.md","content":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player with configurable limits\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n#### Shooting System\nThe player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direction calculation** towards mouse cursor position\n\n### Bullet.tscn\nA projectile scene for the shooting system. Features:\n- **Area2D** root node for collision detection\n- **CircleShape2D** for precise hit detection (4px radius)\n- **Sprite2D** with yellow placeholder texture\n- **Auto-destruction** after collision or lifetime timeout\n\n#### Bullet Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `speed` | 600.0 | Bullet travel speed in pixels/second |\n| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n\n#### Collision Setup\n- **Layer**: 5 (projectiles)\n- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n\n### Target.tscn\nA shootable target that reacts when hit by bullets. Features:\n- **Area2D** root node for hit detection\n- **Visual feedback** - changes color when hit (red to green)\n- **Respawn system** - resets to original state after delay\n- **Optional destruction** - can be configured to destroy on hit\n\n#### Target Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `hit_color` | Green | Color when target is hit |\n| `normal_color` | Red | Default target color |\n| `destroy_on_hit` | false | Whether to destroy target when hit |\n| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n\n#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n## 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\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":220,"startLine":1,"totalLines":220}}}
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"content": "The file /tmp/gh-issue-solver-1768157532672/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 15β†’4. Press F5 to run the main scene\n 16β†’\n 17β†’## Project Structure\n 18β†’\n 19β†’```\n 20β†’godot-topdown-template/\n 21β†’β”œβ”€β”€ project.godot # Godot project configuration\n 22β†’β”œβ”€β”€ icon.svg # Project icon\n 23β†’β”œβ”€β”€ scenes/ # All game scenes (.tscn files)\n 24β†’β”‚ β”œβ”€β”€ main/ # Main scenes\n 25β†’β”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\n 26β†’β”‚ β”œβ”€β”€ levels/ # Game levels/tiers\n 27β†’β”‚ β”‚ └── TestTier.tscn # Test level for development\n 28β†’β”‚ β”œβ”€β”€ characters/ # Character scenes\n 29β†’β”‚ β”‚ └── Player.tscn # Player character with movement\n 30β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\n 31β†’β”‚ β”‚ └── Bullet.tscn # Bullet projectile\n 32β†’β”‚ β”œβ”€β”€ objects/ # Game object scenes\n 33β†’β”‚ β”‚ └── Target.tscn # Shootable target\n 34β†’β”‚ └── ui/ # UI scenes\n 35β†’β”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\n 36β†’β”‚ └── ControlsMenu.tscn # Key rebinding interface\n 37β†’β”œβ”€β”€ scripts/ # GDScript files (.gd)\n 38β†’β”‚ β”œβ”€β”€ main.gd # Main scene script\n 39β†’β”‚ β”œβ”€β”€ levels/ # Level scripts\n 40β†’β”‚ β”‚ └── test_tier.gd # Test tier script\n 41β†’β”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\n 42β†’β”‚ β”‚ └── input_settings.gd # Input settings manager (singleton)\n 43β†’β”‚ β”œβ”€β”€ characters/ # Character scripts\n 44β†’β”‚ β”‚ └── player.gd # Player movement and shooting script\n 45β†’β”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\n 46β†’β”‚ β”‚ └── bullet.gd # Bullet behavior script\n 47β†’β”‚ β”œβ”€β”€ objects/ # Game object scripts\n 48β†’β”‚ β”‚ └── target.gd # Target hit reaction script\n 49β†’β”‚ β”œβ”€β”€ ui/ # UI scripts\n 50β†’β”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\n 51β†’β”‚ β”‚ └── controls_menu.gd # Key rebinding controller\n 52β†’β”‚ └── utils/ # Utility scripts\n 53β†’β”œβ”€β”€ assets/ # Game assets\n 54β†’β”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\n 55β†’β”‚ β”œβ”€β”€ audio/ # Sound effects and music\n 56β†’β”‚ └── fonts/ # Custom fonts\n 57→└── addons/ # Third-party Godot plugins\n 58β†’```\n 59β†’\n 60β†’## Scenes\n 61β†’\n 62β†’### Main.tscn"
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"newString": "```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\nβ”‚ └── ControlsMenu.tscn # Key rebinding interface\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”‚ └── input_settings.gd # Input settings manager (singleton)\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ β”œβ”€β”€ ui/ # UI scripts\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\nβ”‚ β”‚ └── controls_menu.gd # Key rebinding controller\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```",
"originalFile": "# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player with configurable limits\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n#### Shooting System\nThe player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direction calculation** towards mouse cursor position\n\n### Bullet.tscn\nA projectile scene for the shooting system. Features:\n- **Area2D** root node for collision detection\n- **CircleShape2D** for precise hit detection (4px radius)\n- **Sprite2D** with yellow placeholder texture\n- **Auto-destruction** after collision or lifetime timeout\n\n#### Bullet Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `speed` | 600.0 | Bullet travel speed in pixels/second |\n| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n\n#### Collision Setup\n- **Layer**: 5 (projectiles)\n- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n\n### Target.tscn\nA shootable target that reacts when hit by bullets. Features:\n- **Area2D** root node for hit detection\n- **Visual feedback** - changes color when hit (red to green)\n- **Respawn system** - resets to original state after delay\n- **Optional destruction** - can be configured to destroy on hit\n\n#### Target Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `hit_color` | Green | Color when target is hit |\n| `normal_color` | Red | Default target color |\n| `destroy_on_hit` | false | Whether to destroy target when hit |\n| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n\n#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n## 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\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",
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"new_string": "#### 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"
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[2026-01-11T18:56:07.320Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01MdtuhgTaPdmextRDLGybQB","type":"tool_result","content":"The file /tmp/gh-issue-solver-1768157532672/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 163β†’| `normal_color` | Red | Default target color |\n 164β†’| `destroy_on_hit` | false | Whether to destroy target when hit |\n 165β†’| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n 166β†’\n 167β†’#### Collision Setup\n 168β†’- **Layer**: 6 (targets)\n 169β†’- **Mask**: 5 (projectiles) - targets detect bullets\n 170β†’\n 171β†’### PauseMenu.tscn\n 172β†’A pause menu that appears when pressing Escape during gameplay. Features:\n 173β†’- **Resume** - Return to gameplay\n 174β†’- **Controls** - Open the key rebinding menu\n 175β†’- **Quit** - Exit the game\n 176β†’- Pauses the game tree when visible\n 177β†’- Works during gameplay in any level\n 178β†’\n 179β†’### ControlsMenu.tscn\n 180β†’A key rebinding interface accessible from the pause menu. Features:\n 181β†’- **Action list** - Shows all remappable actions with current key bindings\n 182β†’- **Rebinding** - Click any action button and press a new key to reassign\n 183β†’- **Conflict detection** - Warns when a key is already assigned to another action\n 184β†’- **Apply/Reset/Back** - Save changes, reset to defaults, or return to pause menu\n 185β†’- **Persistent settings** - Key bindings are saved to `user://input_settings.cfg`\n 186β†’\n 187β†’#### Remappable Actions\n 188β†’| Action | Default Key | Description |\n 189β†’|--------|-------------|-------------|\n 190β†’| Move Up | W | Move player upward |\n 191β†’| Move Down | S | Move player downward |\n 192β†’| Move Left | A | Move player left |\n 193β†’| Move Right | D | Move player right |\n 194β†’| Shoot | Left Mouse Button | Fire projectile towards cursor |\n 195β†’| Pause | Escape | Toggle pause menu |\n 196β†’\n 197β†’#### Using the Controls Menu\n 198β†’1. Press Escape to open the pause menu\n 199β†’2. Click \"Controls\" to open the key rebinding menu\n 200β†’3. Click any action button to start rebinding\n 201β†’4. Press the desired new key (or Escape to cancel)\n 202β†’5. Click \"Apply\" to save changes\n 203β†’6. Click \"Reset\" to restore default bindings\n 204β†’7. Click \"Back\" to return to the pause menu\n 205β†’\n 206β†’## Input Actions\n 207β†’\n 208β†’The project includes pre-configured input actions for top-down movement:\n 209β†’\n 210β†’| Action | Keys |"}]},"parent_tool_use_id":null,"session_id":"21acd22e-deb8-4b4c-8dd8-8bbfd562d231","uuid":"b13ca797-ba0b-4c04-9f2b-fb9d324d3ce2","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1768157532672/README.md","oldString":"#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n## Input Actions","newString":"#### 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","originalFile":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\nβ”‚ └── ControlsMenu.tscn # Key rebinding interface\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”‚ └── input_settings.gd # Input settings manager (singleton)\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ β”œβ”€β”€ ui/ # UI scripts\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\nβ”‚ β”‚ └── controls_menu.gd # Key rebinding controller\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player with configurable limits\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n#### Shooting System\nThe player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direction calculation** towards mouse cursor position\n\n### Bullet.tscn\nA projectile scene for the shooting system. Features:\n- **Area2D** root node for collision detection\n- **CircleShape2D** for precise hit detection (4px radius)\n- **Sprite2D** with yellow placeholder texture\n- **Auto-destruction** after collision or lifetime timeout\n\n#### Bullet Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `speed` | 600.0 | Bullet travel speed in pixels/second |\n| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n\n#### Collision Setup\n- **Layer**: 5 (projectiles)\n- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n\n### Target.tscn\nA shootable target that reacts when hit by bullets. Features:\n- **Area2D** root node for hit detection\n- **Visual feedback** - changes color when hit (red to green)\n- **Respawn system** - resets to original state after delay\n- **Optional destruction** - can be configured to destroy on hit\n\n#### Target Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `hit_color` | Green | Color when target is hit |\n| `normal_color` | Red | Default target color |\n| `destroy_on_hit` | false | Whether to destroy target when hit |\n| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n\n#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n## 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\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","structuredPatch":[{"oldStart":168,"oldLines":6,"newStart":168,"newLines":41,"lines":[" - **Layer**: 6 (targets)"," - **Mask**: 5 (projectiles) - targets detect bullets"," ","+### PauseMenu.tscn","+A pause menu that appears when pressing Escape during gameplay. Features:","+- **Resume** - Return to gameplay","+- **Controls** - Open the key rebinding menu","+- **Quit** - Exit the game","+- Pauses the game tree when visible","+- Works during gameplay in any level","+","+### ControlsMenu.tscn","+A key rebinding interface accessible from the pause menu. Features:","+- **Action list** - Shows all remappable actions with current key bindings","+- **Rebinding** - Click any action button and press a new key to reassign","
[2026-01-11T18:56:07.323Z] [INFO] +- **Conflict detection** - Warns when a key is already assigned to another action","+- **Apply/Reset/Back** - Save changes, reset to defaults, or return to pause menu","+- **Persistent settings** - Key bindings are saved to `user://input_settings.cfg`","+","+#### Remappable Actions","+| Action | Default Key | Description |","+|--------|-------------|-------------|","+| Move Up | W | Move player upward |","+| Move Down | S | Move player downward |","+| Move Left | A | Move player left |","+| Move Right | D | Move player right |","+| Shoot | Left Mouse Button | Fire projectile towards cursor |","+| Pause | Escape | Toggle pause menu |","+","+#### Using the Controls Menu","+1. Press Escape to open the pause menu","+2. Click \"Controls\" to open the key rebinding menu","+3. Click any action button to start rebinding","+4. Press the desired new key (or Escape to cancel)","+5. Click \"Apply\" to save changes","+6. Click \"Reset\" to restore default bindings","+7. Click \"Back\" to return to the pause menu","+"," ## Input Actions"," "," The project includes pre-configured input actions for top-down movement:"]}],"userModified":false,"replaceAll":false}}
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"content": "The file /tmp/gh-issue-solver-1768157532672/README.md has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 206β†’## Input Actions\n 207β†’\n 208β†’The project includes pre-configured input actions for top-down movement:\n 209β†’\n 210β†’| Action | Keys |\n 211β†’|--------|------|\n 212β†’| `move_up` | W, Up Arrow |\n 213β†’| `move_down` | S, Down Arrow |\n 214β†’| `move_left` | A, Left Arrow |\n 215β†’| `move_right` | D, Right Arrow |\n 216β†’| `shoot` | Left Mouse Button |\n 217β†’| `pause` | Escape |\n 218β†’\n 219β†’## Physics Layers\n 220β†’\n 221β†’Pre-configured collision layers for top-down games:\n 222β†’\n 223β†’| Layer | Name | Purpose |"
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"originalFile": "# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+.\n\n## Requirements\n\n- [Godot Engine 4.3](https://godotengine.org/download) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n1. Clone or download this repository\n2. Open Godot Engine\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the main scene\n\n## Project Structure\n\n```\ngodot-topdown-template/\nβ”œβ”€β”€ project.godot # Godot project configuration\nβ”œβ”€β”€ icon.svg # Project icon\nβ”œβ”€β”€ scenes/ # All game scenes (.tscn files)\nβ”‚ β”œβ”€β”€ main/ # Main scenes\nβ”‚ β”‚ └── Main.tscn # Main entry scene (runs on F5)\nβ”‚ β”œβ”€β”€ levels/ # Game levels/tiers\nβ”‚ β”‚ └── TestTier.tscn # Test level for development\nβ”‚ β”œβ”€β”€ characters/ # Character scenes\nβ”‚ β”‚ └── Player.tscn # Player character with movement\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scenes\nβ”‚ β”‚ └── Bullet.tscn # Bullet projectile\nβ”‚ β”œβ”€β”€ objects/ # Game object scenes\nβ”‚ β”‚ └── Target.tscn # Shootable target\nβ”‚ └── ui/ # UI scenes\nβ”‚ β”œβ”€β”€ PauseMenu.tscn # Pause menu with resume/controls/quit\nβ”‚ └── ControlsMenu.tscn # Key rebinding interface\nβ”œβ”€β”€ scripts/ # GDScript files (.gd)\nβ”‚ β”œβ”€β”€ main.gd # Main scene script\nβ”‚ β”œβ”€β”€ levels/ # Level scripts\nβ”‚ β”‚ └── test_tier.gd # Test tier script\nβ”‚ β”œβ”€β”€ autoload/ # Autoload/singleton scripts\nβ”‚ β”‚ └── input_settings.gd # Input settings manager (singleton)\nβ”‚ β”œβ”€β”€ characters/ # Character scripts\nβ”‚ β”‚ └── player.gd # Player movement and shooting script\nβ”‚ β”œβ”€β”€ projectiles/ # Projectile scripts\nβ”‚ β”‚ └── bullet.gd # Bullet behavior script\nβ”‚ β”œβ”€β”€ objects/ # Game object scripts\nβ”‚ β”‚ └── target.gd # Target hit reaction script\nβ”‚ β”œβ”€β”€ ui/ # UI scripts\nβ”‚ β”‚ β”œβ”€β”€ pause_menu.gd # Pause menu controller\nβ”‚ β”‚ └── controls_menu.gd # Key rebinding controller\nβ”‚ └── utils/ # Utility scripts\nβ”œβ”€β”€ assets/ # Game assets\nβ”‚ β”œβ”€β”€ sprites/ # 2D sprites and textures\nβ”‚ β”œβ”€β”€ audio/ # Sound effects and music\nβ”‚ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Scenes\n\n### Main.tscn\nThe main entry scene that loads when pressing F5. This is the starting point of the game and can be used to display menus or load other scenes.\n\n### TestTier.tscn\nA test level/tier (shooting range) for developing and testing game mechanics. This scene serves as a complete example of how to create a playable level with proper collision setup.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit\n- **Shooting mechanics** - click to shoot bullets at targets\n- **UI overlay** showing level name and control instructions\n\n#### Scene Structure\n```\nTestTier\nβ”œβ”€β”€ Environment\nβ”‚ β”œβ”€β”€ Background # Dark green background (1280x720)\nβ”‚ β”œβ”€β”€ Floor # Lighter green floor area\nβ”‚ β”œβ”€β”€ Walls # Brown walls with collision (StaticBody2D on layer 3)\nβ”‚ β”‚ β”œβ”€β”€ WallTop\nβ”‚ β”‚ β”œβ”€β”€ WallBottom\nβ”‚ β”‚ β”œβ”€β”€ WallLeft\nβ”‚ β”‚ └── WallRight\nβ”‚ β”œβ”€β”€ Obstacles # Brown obstacles with collision\nβ”‚ β”‚ β”œβ”€β”€ Obstacle1 # Square obstacle\nβ”‚ β”‚ β”œβ”€β”€ Obstacle2 # Square obstacle\nβ”‚ β”‚ └── Obstacle3 # Wide obstacle\nβ”‚ β”œβ”€β”€ Targets # Red target sprites (StaticBody2D)\nβ”‚ β”‚ β”œβ”€β”€ Target1\nβ”‚ β”‚ β”œβ”€β”€ Target2\nβ”‚ β”‚ └── Target3\nβ”‚ └── TargetArea # Label marking the target zone\nβ”œβ”€β”€ Entities\nβ”‚ └── Player # Player instance at starting position\n└── CanvasLayer\n └── UI # HUD with level label and instructions\n```\n\n#### Collision Setup\n- **Walls and Obstacles**: Use `collision_layer = 4` (layer 3: obstacles)\n- **Player**: Uses `collision_mask = 4` to detect collisions with layer 3\n- The player cannot pass through walls or obstacles\n\n#### Running the Test Tier\nTo test the shooting range directly:\n1. Open `scenes/levels/TestTier.tscn` in the Godot editor\n2. Press F6 to run the current scene (or F5 if set as main scene)\n3. Use WASD or Arrow Keys to move the player\n4. Verify collision with walls and obstacles works correctly\n\n### Player.tscn\nThe player character scene with smooth physics-based movement. Features:\n- **CharacterBody2D** root node for physics-based movement\n- **CollisionShape2D** with circular collision (16px radius)\n- **Sprite2D** with placeholder texture (can be replaced with custom sprites)\n- **Camera2D** that smoothly follows the player with configurable limits\n\n#### Player Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `max_speed` | 200.0 | Maximum movement speed in pixels/second |\n| `acceleration` | 1200.0 | How quickly the player reaches max speed |\n| `friction` | 1000.0 | How quickly the player stops when not moving |\n\nThe player uses acceleration-based movement for smooth control without jitter. Diagonal movement is normalized to prevent faster diagonal speeds.\n\n#### Shooting System\nThe player can shoot bullets towards the mouse cursor by clicking the left mouse button. The shooting system includes:\n- **Bullet spawning** with offset from player center in the shooting direction\n- **Automatic bullet scene loading** via preload\n- **Direction calculation** towards mouse cursor position\n\n### Bullet.tscn\nA projectile scene for the shooting system. Features:\n- **Area2D** root node for collision detection\n- **CircleShape2D** for precise hit detection (4px radius)\n- **Sprite2D** with yellow placeholder texture\n- **Auto-destruction** after collision or lifetime timeout\n\n#### Bullet Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `speed` | 600.0 | Bullet travel speed in pixels/second |\n| `lifetime` | 3.0 | Maximum lifetime before auto-destruction |\n\n#### Collision Setup\n- **Layer**: 5 (projectiles)\n- **Mask**: 3 (obstacles) + 6 (targets) - bullets detect walls and targets\n\n### Target.tscn\nA shootable target that reacts when hit by bullets. Features:\n- **Area2D** root node for hit detection\n- **Visual feedback** - changes color when hit (red to green)\n- **Respawn system** - resets to original state after delay\n- **Optional destruction** - can be configured to destroy on hit\n\n#### Target Properties (Inspector)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `hit_color` | Green | Color when target is hit |\n| `normal_color` | Red | Default target color |\n| `destroy_on_hit` | false | Whether to destroy target when hit |\n| `respawn_delay` | 2.0 | Delay before reset/destroy in seconds |\n\n#### Collision Setup\n- **Layer**: 6 (targets)\n- **Mask**: 5 (projectiles) - targets detect bullets\n\n### PauseMenu.tscn\nA pause menu that appears when pressing Escape during gameplay. Features:\n- **Resume** - Return to gameplay\n- **Controls** - Open the key rebinding menu\n- **Quit** - Exit the game\n- Pauses the game tree when visible\n- Works during gameplay in any level\n\n### ControlsMenu.tscn\nA key rebinding interface accessible from the pause menu. Features:\n- **Action list** - Shows all remappable actions with current key bindings\n- **Rebinding** - Click any action button and press a new key to reassign\n- **Conflict detection** - Warns when a key is already assigned to another action\n- **Apply/Reset/Back** - Save changes, reset to defaults, or return to pause menu\n- **Persistent settings** - Key bindings are saved to `user://input_settings.cfg`\n\n#### Remappable Actions\n| Action | Default Key | Description |\n|--------|-------------|-------------|\n| Move Up | W | Move player upward |\n| Move Down | S | Move player downward |\n| Move Left | A | Move player left |\n| Move Right | D | Move player right |\n| Shoot | Left Mouse Button | Fire projectile towards cursor |\n| Pause | Escape | Toggle pause menu |\n\n#### Using the Controls Menu\n1. Press Escape to open the pause menu\n2. Click \"Controls\" to open the key rebinding menu\n3. Click any action button to start rebinding\n4. Press the desired new key (or Escape to cancel)\n5. Click \"Apply\" to save changes\n6. Click \"Reset\" to restore default bindings\n7. 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"text": "I have successfully implemented the pause menu and controls remapping system for Issue #7. Here's a summary of what was done:\n\n## Implementation Summary\n\n### Files Created:\n1. **`scripts/autoload/input_settings.gd`** - Singleton autoload that manages:\n - Saving/loading key bindings to `user://input_settings.cfg`\n - Default bindings storage\n - Key conflict detection\n - Reset to defaults functionality\n\n2. **`scripts/ui/pause_menu.gd`** - Pause menu controller with:\n - Resume, Controls, and Quit button handlers\n - Game tree pausing when visible\n - ESC key toggle functionality\n\n3. **`scripts/ui/controls_menu.gd`** - Key rebinding controller with:\n - Dynamic action list population\n - Click-to-rebind interface\n - Conflict detection with confirmation dialog\n - Pending changes system (Apply to save)\n\n4. **`scenes/ui/PauseMenu.tscn`** - Pause menu UI scene\n\n5. **`scenes/ui/ControlsMenu.tscn`** - Controls menu UI scene\n\n### Files Modified:\n1. **`project.godot`** - Added InputSettings autoload and pause input action\n2. **`scenes/levels/TestTier.tscn`** - Integrated PauseMenu into the level\n3. **`README.md`** - Added documentation for the new features\n\n### Features:\n- All requested actions are remappable: Move Up, Move Down, Move Left, Move Right, Shoot, Pause\n- Conflict detection when assigning duplicate keys\n- Settings persistence between game sessions\n- Reset to defaults functionality\n- Integration with the pause menu\n\n**Pull Request:** https://github.com/Jhon-Crow/godot-topdown-template/pull/15 (marked as ready for review)"
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[2026-01-11T18:57:15.308Z] [INFO] πŸ’° Anthropic official cost captured: $1.628295
[2026-01-11T18:57:15.754Z] [INFO]
βœ… Claude command completed
[2026-01-11T18:57:15.755Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-01-11T18:57:15.839Z] [INFO]
πŸ’° Token Usage Summary:
[2026-01-11T18:57:15.840Z] [INFO]
πŸ“Š Claude Opus 4.5:
[2026-01-11T18:57:15.841Z] [INFO] Model ID: claude-opus-4-5-20251101
[2026-01-11T18:57:15.841Z] [INFO] Provider: Anthropic
[2026-01-11T18:57:15.841Z] [INFO] Context window: 200 000 tokens
[2026-01-11T18:57:15.842Z] [INFO] Max output: 64 000 tokens
[2026-01-11T18:57:15.842Z] [INFO] Input modalities: text, image, pdf
[2026-01-11T18:57:15.842Z] [INFO] Output modalities: text
[2026-01-11T18:57:15.842Z] [INFO] Knowledge cutoff: 2025-03-31
[2026-01-11T18:57:15.842Z] [INFO] Released: 2025-11-01
[2026-01-11T18:57:15.842Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-01-11T18:57:15.842Z] [INFO] Open weights: No
[2026-01-11T18:57:15.843Z] [INFO]
[2026-01-11T18:57:15.843Z] [INFO] Usage:
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[2026-01-11T18:57:15.843Z] [INFO] Output tokens: 15 574
[2026-01-11T18:57:15.843Z] [INFO]
[2026-01-11T18:57:15.843Z] [INFO] Cost Calculation (USD):
[2026-01-11T18:57:15.843Z] [INFO] Input: 9 892 tokens Γ— $5/M = $0.049460
[2026-01-11T18:57:15.843Z] [INFO] Cache write: 83 334 tokens Γ— $6.25/M = $0.520838
[2026-01-11T18:57:15.843Z] [INFO] Cache read: 2 742 248 tokens Γ— $0.5/M = $1.371124
[2026-01-11T18:57:15.843Z] [INFO] Output: 15 574 tokens Γ— $25/M = $0.389350
[2026-01-11T18:57:15.844Z] [INFO] ─────────────────────────────────
[2026-01-11T18:57:15.844Z] [INFO] Total: $2.330771
[2026-01-11T18:57:15.844Z] [INFO]
πŸ“Š Token Budget Statistics:
[2026-01-11T18:57:15.844Z] [INFO] Context window:
[2026-01-11T18:57:15.844Z] [INFO] Used: 2 835 474 tokens
[2026-01-11T18:57:15.844Z] [INFO] Limit: 200 000 tokens
[2026-01-11T18:57:15.844Z] [INFO] Ratio: 14.1774 (1417.74%)
[2026-01-11T18:57:15.844Z] [INFO] Output tokens:
[2026-01-11T18:57:15.844Z] [INFO] Used: 15 574 tokens
[2026-01-11T18:57:15.845Z] [INFO] Limit: 64 000 tokens
[2026-01-11T18:57:15.845Z] [INFO] Ratio: 0.2433 (24.33%)
[2026-01-11T18:57:15.845Z] [INFO] Total session tokens: 108 800
[2026-01-11T18:57:15.845Z] [INFO]
πŸ’° Cost estimation:
[2026-01-11T18:57:15.845Z] [INFO] Public pricing estimate: $2.330771 USD
[2026-01-11T18:57:15.845Z] [INFO] Calculated by Anthropic: $1.628295 USD
[2026-01-11T18:57:15.845Z] [INFO] Difference: $-0.702476 (-30.14%)
[2026-01-11T18:57:15.845Z] [INFO] Total tokens: 108 800
[2026-01-11T18:57:15.845Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:57:15.846Z] [INFO] (cd "/tmp/gh-issue-solver-1768157532672" && claude --resume 21acd22e-deb8-4b4c-8dd8-8bbfd562d231 --model opus)
[2026-01-11T18:57:15.846Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-01-11T18:57:15.888Z] [INFO] βœ… No uncommitted changes found
[2026-01-11T18:57:15.939Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-01-11T18:57:15.939Z] [INFO] Using saved commit hash: c26845b...
[2026-01-11T18:57:15.940Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-01-11T18:57:15.979Z] [INFO] No modifications detected, using standard git revert...
[2026-01-11T18:57:16.019Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-01-11T18:57:16.791Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-01-11T18:57:16.792Z] [INFO]
=== Session Summary ===
[2026-01-11T18:57:16.792Z] [INFO] βœ… Session ID: 21acd22e-deb8-4b4c-8dd8-8bbfd562d231
[2026-01-11T18:57:16.793Z] [INFO] βœ… Complete log file: /home/hive/21acd22e-deb8-4b4c-8dd8-8bbfd562d231.log
[2026-01-11T18:57:16.793Z] [INFO]
[2026-01-11T18:57:16.793Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-01-11T18:57:16.793Z] [INFO]
[2026-01-11T18:57:16.793Z] [INFO] (cd "/tmp/gh-issue-solver-1768157532672" && claude --resume 21acd22e-deb8-4b4c-8dd8-8bbfd562d231 --model opus)
[2026-01-11T18:57:16.793Z] [INFO]
[2026-01-11T18:57:16.794Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-01-11T18:57:17.092Z] [INFO]
πŸ” Checking for pull requests from branch issue-7-97b70de0bffc...
[2026-01-11T18:57:17.443Z] [INFO] βœ… Found pull request #15: "feat: Add pause menu and controls remapping system"
[2026-01-11T18:57:17.797Z] [INFO] βœ… PR body already contains issue reference
[2026-01-11T18:57:17.798Z] [INFO] βœ… PR is already ready for review
[2026-01-11T18:57:17.798Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-01-11T18:57:17.847Z] [INFO] πŸ’° Calculated cost: $2.330771
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